Analytics

Valuable video game data, trends, metrics, stats, and analytics for different markets and platforms, including industry reports, insights, and studies.

The analytics company Circana attempted to determine what the video game audience in the United States looks like today. To do this, they surveyed 5,100 residents of the country
The company MIDiA Research attempted to find out which game modes are the most popular. To do this, it surveyed over 9,000 people from the United States, Canada, Australia, the United Kingdom, Turkey, Poland, and several other countries
Since its initial public offering nearly three decades ago, Ubisoft's corporate saga has been characterized to some extent by ongoing struggles against various takeover and control attempts. At the time of its IPO, Ubisoft was mainly a European distributor for other gaming companies, with nascent ambitions to evolve into a significant publisher and developer of its own games. Just a few years later, a series of strategic decisions catapulted Ubisoft onto the global stage as a major publisher with several key intellectual properties, consequently attracting the attention of larger companies looking to expand through acquisitions. In 2004, Electronic Arts acquired nearly 20% of Ubisoft, leading executives to worry about a possible hostile takeover. Although EA eventually divested its shares in 2010, Ubisoft soon found itself battling a much more formidable takeover attempt. The founding Guillemot family engaged in a three-year struggle to prevent the media conglomerate Vivendi from gaining a controlling interest in the company.
Niko has published its 2024 India Gamer Behavior and Market Insights Report, indicating that over three-quarters of PC gamers reported an increase in their spending on PC games in the first quarter of 2024 compared to the same period the previous year. The report states that 65.4% of respondents are involved in esports, whether by playing, watching, or competing themselves, and 57.2% learn about new games through streamers and influencers. The report, which delves into areas such as gamer behavior, expenditure, gaming hours, preferred platforms, esports, and mergers and acquisitions, among other topics, also reveals that 57% of mobile gamers in India have played a battle royale game in the last three months, with BGMI and Free Fire being particularly popular.
Sony has made the decision to immediately withdraw the hero shooter Concord from sale and will deactivate its servers as of next week, September 6. Although Firewalk Studios' AA shooter was launched only recently on August 23, game director Ryan Ellis revealed through a statement on the PlayStation Blog that the game would be taken offline to "determine the best path ahead." Ellis expressed gratitude to players and Concord's "passionate community" for their support, stating, "We've been listening closely to your feedback since the launch of Concord on PlayStation 5 and PC and want to thank everyone who has joined the journey aboard the Northstar"
In July, EA Sports College Football 25 achieved the top position in Newzoo's overall revenue rankings, and also led the charts on both PlayStation and Xbox platforms. As reported by Newzoo, this newly revived series installment emerged as the best-selling sports game of the month. Additionally, two other new releases appeared in the July charts, among them was Nexon's The First Descendant, which secured the No. 5 spot and attracted 10 million players within the first week following its launch on July 2
In February, Microsoft put an end to weeks of intense speculation, partly fueled by its own enigmatic pre-announcement, by revealing that four previously exclusive games—Hi-Fi Rush, Pentiment, Sea of Thieves, and Grounded—would become available on additional platforms. At the time, Microsoft emphasized that these were older titles, all launched over a year earlier, while noting that upcoming exclusives such as Starfield and MachineGames’ Indiana Jones game were not part of this expansion plan. However, it seemed evident that this move indicated a broader strategic shift. This week at Gamescom, the company confirmed this trajectory by announcing that Indiana Jones and the Golden Circle will launch on PS5 in Spring 2025, following its initial release on Xbox and PC in early December.
A recent report by Niko Partners, in collaboration with the Saudi Esports Federation, highlights that player expenditures in the Gulf Cooperation Council reached $2.24 billion in the Middle East and North Africa during the previous year. The white paper titled "Localisation in the MENA Region" sheds light on various localization strategies within MENA countries, concentrating particularly on the GCC nations, which encompass Bahrain, Kuwait, Oman, Qatar, Saudi Arabia, and the United Arab Emirates. The analysis anticipates a compound annual growth rate of 7.7% for player spending, projecting an increase to $3.48 billion by 2028, with the aspiring gamer population expected to grow at a rate of 2.9% to total approximately 38.9 million gamers
According to the latest report from Newzoo, the global games market is projected to hit $187.7 billion in 2024, marking a 2.1% year-on-year increase. This figure is slightly below the firm's earlier forecast this year, which had anticipated the market would reach $189.3 billion. Newzoo also predicts a compound annual growth rate of 3.1% from 2022 to 2027, with the market expected to climb to $213.3 billion in three years
Over the past decade, many predicted the demise of gaming consoles, largely driven by the proliferation of smart devices like smartphones and smart TVs, alongside optimistic expectations for advancements in 5G and internet speeds. The argument centered on the increasing availability of devices capable of playing games and the potential for game streaming services to eliminate the need for dedicated hardware. The prospect of persuading consumers to purchase costly gaming consoles seemed increasingly difficult. Despite the booming sales with each new console generation, numerous industry observers confidently forecasted the sector's inevitable decline into irrelevance. However, those who foresaw the end of consoles underestimated the core appeal of these gaming systems.
Since its launch in 2020 by MiHoYo, Genshin Impact has significantly changed the landscape of the gaming industry and the expectations of many players. It has demonstrated that free-to-play mobile games can reach exceptional levels of quality. While it's true that high-quality free-to-play mobile games existed before, Genshin Impact elevated the standards. The game introduced AAA-level production values, an expansive open world, immersive storytelling and lore, a universally appealing art style, and engaging gameplay and progression systems that avoid excessive grinding. This includes the incorporation of gacha elements. Genshin Impact possesses all the hallmarks of a comprehensive AAA console or PC game. MiHoYo's ambitious strategy extended the game's availability across multiple platforms, including mobile (iOS/Android), PC, PS4, and PS5. Although not entirely new, this multi-platform release, combined with the game's outstanding elements, has driven its global success, with nearly 60 million players enjoying it today. This launch has been transformative and has sent ripples throughout the gaming industry