Resources

The data platforms, market research firms, investor relations content, and other assorted goodies that cover the games industry.

Type
Language
Cost

110 of 110 sources

These rows

NameWhat it lets you find outTypeCostMarkets
Sensor TowerThe reference standard for mobile downloads and revenue estimates, with annual Mobile Gaming reports, genre taxonomies and ad intelligence. Time-spent figures roll up from top-20 subgenre lists (~62 to 74% coverage), so treat them as lower-bound floors. Excludes China Android. The ESA's data partner for US spending figures. Enterprise pricing is custom. Some free reports.Analytics platformPaidGlobal
AppMagicFree per-country top-app rankings by downloads/revenue, with retention and ad-creative intelligence on paid tiers. The fastest free cross-country mobile comparison. The free tier provides rankings level only, and store-reported revenue excludes third-party/web stores and ad revenue Free features plus a 3 day trial.Analytics platformFreemiumGlobal
Mobile Index (IGAWorks)Korea-specific mobile rankings and usage estimates behind a Korean-language interface. Covers One Store (KR third-party store), which global vendors often miss. Methodology differs from Sensor Tower, so don't mix numbers across vendorsAnalytics platformFreemiumKR
Sensor Tower VGI (ex-Video Game Insights)PC + console sales, revenue, wishlists and units across 140k+ titles (Steam, PlayStation, Xbox), with country-level Steam unit splits. Estimates are model-based. Enterprise pricing is custom. Some free Steam stat pages.Analytics platformPaidGlobal
GamalyticSteam revenue/sales estimates, wishlists, audience overlap and country splits (a cheaper second opinion next to VGI). Estimates are model-based. Methodology differs from VGI, so pick one per claim and don't average vendors Starter $25/mo, Pro $75/mo.Analytics platformFreemiumGlobal
Steam Charts (official)Valve's own concurrent-player and top-seller charts, the only first-party Steam numbers that exist. Concurrents and rankings only: no units, no revenue, and no country splitsAnalytics platformFreeGlobal
SteamDBCommunity-run Steam database: player counts, price history across regions, metadata, patch history. Scrapes public Steam dataDatabaseFreeGlobal
GameDiscoverCo Plus / HypeSteam discovery & "Hype" analytics, pre-release revenue predictor and release heatmap. Developer intelligence for pre-launch data that complements post-launch estimate tools. The Steam data product for the GameDiscoverCo newsletter Free newsletter. Plus around $150/yr or $15/mo, Pro offers custom data.Analytics platformFreemiumGlobal
Stream HatchetCross-platform livestream viewership and free quarterly trend reports. No common metadata field. Per-game exports historically exclude TikTok Live, which is a large share of Korean live hours. Claims platform-level TikTok coverage but requires a sales call. Free Starter tier with leaderboards and limited depth, plus a paid dashboard. Free quarterly reports via GameSquare IR.Analytics platformFreemiumGlobal
Streams Charts (Esports Charts)Platform/language/country-filtered streamer and game rankings. Covers SOOP Korea and Chzzk, which Western tools miss. Language filter ≠ country filter, so know which you are using and why. Short public history windows on the free tier PRO per-platform subscriptions and an Enterprise API.Analytics platformFreemiumGlobal
SullyGnomeDeep free Twitch historical stats per channel/game with long time windows. Twitch only, community-run, no listed methodologyAnalytics platformFreeGlobal
TwitchTrackerTwitch-wide and per-channel viewership/streamer stats. Good for sanity checks against SullyGnome. Twitch only, community-run. Small differences vs SullyGnome, so cite one, not both Optional premium tier.Analytics platformFreemiumGlobal
PlayboardYouTube channel rankings with strong Korea coverage and Super Chat leaderboards. Provides estimates, not platform-reported dataAnalytics platformFreemiumKR, Global
Social BladeQuick creator-scale triangulation across YouTube/Twitch/TikTok (doesn't filter by gaming creators). Estimates with wide error bars. Use for orders of magnitude only, get actual numbers elsewhere or confirmAnalytics platformFreemiumGlobal
mindGameData marketMind"mindSHARE" cross-platform popularity index across 100+ countries, weekly (search/video/streaming/PC/social). Proprietary composite with an opaque methodology Subscription, custom pricing.Analytics platformPaidGlobal
NewzooFree Global Games Market Reports with standard industry market-sizing language and some gamer segmentation models. Headline numbers are widely cited but the methodology is opaque Free reports and rankings, paid platform and custom work.Market research firmFreemiumGlobal, NL
Niko Partners (Niko IQ)The specialist source for China, SEA, and MENA games markets, with informative free summaries. Paid reports are expensive and the free layer is summary-level. Also tracks Chinese publishing licence approvals and explains regulation for outside readers, which pairs with the NPPA primary source. Enterprise pricing is custom. Free blog summaries.Market research firmPaidCN, MENA, Asia
Circana (ex-NPD)US physical+digital games retail tracking. Monthly US charts via analyst social posts. US-centric, and digital coverage depends on publisher participation Enterprise pricing is custom. Some free press releases.Sales trackingPaidUS, CA
Sparkers (GSD operator)Operator of the industry-backed GSD (Game Sales Data) project. Data covers physical + digital (PSN, Xbox Live, eShop, Steam) + streaming. Weekly UK/EU charts surface publicly via trade press (GamesIndustry.biz). Publisher participation varies (Nintendo absent from digital) Enterprise pricing is custom.Sales trackingPaidUK, DE, FR, IT, EU
Ampere AnalysisConsole/subscription market analysis and forecasts with good free commentary on platform economics. Paid product, and the free layer is analyst quotes and summariesMarket research firmPaidUK, Global
Famitsu sales data (KADOKAWA Game Linkage)The Japan physical sales standard with weekly hardware and software charts. Physical only Figures are trade-reported rather than sold as a product.Sales trackingFreeJP
Game Data LibraryHistorical Japanese sales data in English, useful for longitudinal JP questions. Community-run archive of Famitsu/Media Create data. Verify against a primary where stakes are highSales trackingFreeJP
The CIUThe only consistent Mexico-specific market sizing: 72.6M gamers (H1 2025), MXN $42,785M industry revenue, console/mobile splits and subscription spend, with a decade of comparable history. Also the Spanish-language LatAm anchor. Consultancy estimates with methodology not fully public. Figures circulate via press summaries more than full reports. Telecom-first lens with games as a subset Public analyses free, custom research paid.Industry reportFreemiumMX, LATAM
Esports ChartsTournament and event viewership showing which creators drive event audiences. Same data family as Streams Charts. Esports-event lens, not general creator rankingCreator trackingFreemiumGlobal
YouTube Culture & TrendsAnnual country-level top-creator rankings (subscribers gained, one channel per creator, artists/brands/kids channels excluded) plus trend analysis covering US, KR, JP, DE, FR, UK, MENA, Canada among others. Platform self-reporting. The subscriber-gain lens undercounts established creators Twelve country editions.Creator trackingFreeGlobal
Forbes Top CreatorsAnnual top-50 earners ranked on stated criteria of earnings, entrepreneurship, and clout (follower and engagement ratio). Earnings are Forbes estimates. Coverage is heavily US/English and gaming is a subset US-weighted.Creator trackingFreeGlobal
소프트콘 뷰어십 SOFTC.ONE Viewership (Sopeuteukon Vieoship)Rankings and viewership metrics across Chzzk, SOOP, YouTube Live, and Twitch: who's big in Korea right now. Independent project, KO interface onlyCreator trackingFreeKR
vling (블링)Korean YouTube channel analytics and influencer-value data built for advertisers. YouTube only, no Chzzk/SOOP, ad-sales orientationCreator trackingFreemiumKR, Asia
SANDBOX Network (샌드박스네트워크, Saendeubakseu Neteuwokeu)Roster of ~265 creator teams across gaming/kids/entertainment who are professionally managed in KR. Private company that ranks its own talentCreator trackingFreeKR
DIA TV (CJ ENM) (다이아티비, Daia Tibi)Korea's other flagship MCN. CJ ENM is listed (KOSDAQ 035760), so the parent's disclosures give partial primary data. The roster is its own talentCreator trackingFreeKR
User Local VTuber Ranking (ユーザーローカル VTuberランキング, Yūzā Rōkaru)The standard public VTuber population/ranking dataset by agency, subscriber count and growth (widely cited by JP financial press). VTuber vertical only, ranked on a subscriber-count basisCreator trackingFreeJP
kamui tracker (カムイトラッカー, Kamui Torakkā)Covers every domestic YouTube channel above 1,000 subscribers (~229k channels, ~83M videos) including agency-affiliation and sponsorship-deal search (deepest JP YouTube dataset). Paid, Japanese only, YouTube only Trial available, enterprise-leaning.Creator trackingPaidJP
Webedia (jeuxvideo.com / LeStream / talent management)The dominant French gaming media and talent house. LeStream and affiliated channels structure much of the French streaming ecosystem. An agency and media group rather than a data product, so its rosters and audience data are not published. Private group and talent rosters shift, so treat it as evidence of market position rather than as a source.Creator trackingFreeFR
Power League Gaming (+ PLG × Ipsos studies)Agency research with Ipsos on KSA/UAE esports and viewing behavior. TikTok LIVE's official gaming broadcast partner for MENA, making it the closest thing to a primary-access creator source in-region. Agency self-interest, and studies are audience-side more than creator rankingsCreator trackingFreeMENA
Newrank (新榜, Xīnbǎng)Longest-standing CN new-media data platform offering the proprietary NRI index across WeChat, Douyin, Xiaohongshu, Kuaishou, Bilibili and Weibo, with daily/weekly/monthly rankings including MCN influence charts. +86 phone registration typically required. Not accessible in full from outside CN without workaroundsCreator trackingFreemiumCN
Feigua (飞瓜数据, Fēiguā Shùjù)Douyin/Kuaishou/Bilibili streamer and live-commerce rankings (the standard tool for who is big on Douyin gaming). Commerce-metric weighted, +86 registration, access constraints from outside CN Limited free content.Creator trackingPaidCN
Chanmama (蝉妈妈, Chánmāmā)Douyin + Xiaohongshu creator/live rankings, a good complement to Feigua. Similar access restrictions as other Chinese sources Limited free content.Creator trackingPaidCN
TopKlout (克劳锐, Kèláoruì)Downloadable reports without login, including creator value rankings and collaboration charts. Annual MCN industry reports are the standard reference on CN's MCN ecosystem. Report cadence uneven, no site searchCreator trackingFreeCN
DoHuyaViewership metrics for DouYu and Huya from the Streams Charts family (a rare English-language window into CN game live streaming). Two platforms only. Misses Douyin/Bilibili live, which now dominateCreator trackingFreemiumCN
The VTuber AwardsAnnual community+industry recognition for anglophone VTubers. Fan-vote weighted.Creator trackingFreeGlobal
The Streamer AwardsThe reference community award for EN-language streaming. Panel-selected nominees, winners by public voteCreator trackingFreeUS
Esports AwardsIndustry-voted Streamer of the Year and creator categories. Saudi-hosted partnership era, industry-panel opacity on vote weightingCreator trackingFreeUS, Global
The Game Awards: Content Creator of the YearThe most mainstream-visible creator recognition in gaming. One category in a games show. Jury shortlist + fan voteCreator trackingFreeUS, Global
Deutscher Computerspielpreis: Spieler:in des JahresFederal-government + game association award. A jury and community jointly select the winner, and streamers/YouTubers are explicitly eligible (2026 winner: streamer Dennsen86). One category. Recognizes contribution, not reachCreator trackingFreeDE
Pesquisa Game Brasil (PGB)The reference consumer study for Brazil: who plays, on what, gender split, platform preference, attitudes (AI, digital ownership). Also extends to LatAm. Produced by SX Group / Go Gamers with Blend New Research and ESPM, a commercial consultancy, not an official statistic. Self-reported survey data. The free tier is a teaser cut Free trend report, full dataset paid. Some English materials.Industry reportFreemiumBR
Lumikai: State of India Interactive Media & Gaming ReportThe reference sizing for Indian gaming: gamer base (555M in CY25), revenue split, payer conversion, and the clearest data on the post-RMG-ban reset (+17% ex-RMG growth). Published by a gaming VC with a thesis to promote. Methodology blends third-party analytics, a ~3K-user survey and proprietary data. The fiscal/calendar-year basis has shifted between editionsIndustry reportFreeIN
Endeavor México × Santander: "Game On: El auge del gaming en México"The startup/investment view: market ranked #1 in LatAm and ~#10 globally, 76M+ active players, per-gamer spend (~MXN $5,500/yr), and studio-ecosystem mapping. One-off report (recurrence unconfirmed) from an entrepreneurship-promotion NGO and a bank, with advocacy framing toward investmentIndustry reportFreeMX
Niko Partners: SEA-6 Games Market ReportsThe only sustained analyst practice built on SEA specifically: per-country revenue/player models, cybercafé and third-party-payment data (26.9% of SEA in-game payments flow through third-party stores), and the best running read on the region's diverging regulations. US-headquartered firm, so technically a regional arm, included because its SEA output is genuinely market-specific and has no local equivalent. Full reports are expensive and the free layer is takeaways only Free key-takeaway summaries.Industry reportPaidSEA
Gaming in Türkiye: Türkiye Game Market ReportThe reference sizing for Turkey: revenue by platform, demographics (46% women), esports ecosystem, studio clustering by city. Accepted as the sector's primary reference and the longest-running consistent series. Produced by a gaming/esports marketing agency and sponsored by companies in the market it measures (Joygame, Türk Telekom GAMEON, Xsolla, KOCCA). Methodology partly proprietary Requires email registration.Industry reportFreeTR
Australia Plays (IGEA × Bond University)The demand-side reference for Australia, with 20 years of comparable history: 82% of Australians play, women 51% of players (a first in 2025), family/parent attitudes, margin of error 2.7%. A companion New Zealand Plays series exists. Commissioned by the industry trade body. Framing emphasizes games' benefits. Survey is self-report panel data (Qualtrics)Industry reportFreeAU
AGDS: Australian Game Development Survey (IGEA × Bond University)Studio revenue, employment, platform focus. FY25 is the first edition supplemented with Sensor Tower/VGI panel data, a methodology change to note when comparing years. Voluntary survey (141 of 600+ studios invited). Revenue is studio turnover, not consumer spend in Australia, and the two get conflated in press coverageIndustry reportFreeAU
DEV: Libro Blanco del Desarrollo Español de VideojuegosThe reference on Spain's development sector: studio counts, revenue, employment (including gender split), regional distribution by comunidad autónoma, financing needs, with 12 years of comparable series. Based on a voluntary studio survey. Promoted by the dev trade association with export-promotion backing, so framing serves advocacy English summary sections vary by year.Industry reportFreeES
AEVI: Anuario de la industria del videojuegoThe demand-side reference: national consumer spend, physical/digital split, PEGI data, esports and social-impact framing. The number every Spanish outlet cites for "the market was worth X". Publisher trade body (Spanish arm of the global console/publisher lobby). The yearbook blends market data with advocacy content, so separate the GSD-sourced figures from the narrativeIndustry reportFreeES
DeVuegoA maintained public database of its own games press and complete national game catalog. Start here for anything Spanish-industry-specific. Volunteer-run and coverage depth varies. Editorial standards are enthusiast-tier even though the data layer is excellent The database is free, the print anuario is paid.DatabaseFreemiumES
Games Monitor Nederland (Dutch Games Association)The reference on the Dutch industry: company counts, jobs, student numbers, revenue streams, generative-AI adoption, plus European comparisons. Covers both entertainment and applied/serious games, a Dutch specialism. Published irregularly ("every few years"), so figures age. Survey-based.Industry reportFreeNL
Cultuurmonitor: Games domain (Boekmanstichting)Unusual and useful: games analyzed as a cultural sector alongside film, music and literature, with funding, labor and participation framing, plus a synthesis of the other monitors. Boekmanstichting is a cultural research institute, not an industry body. Synthesizes others' data rather than generating market figures, and cultural-policy framing means commercial detail is thinIndustry reportFreeNL
Spelutvecklarindex / Game Developer Index (Dataspelsbranschen)The single best national games-industry dataset in this pack, built from filed annual accounts rather than surveys: 1,101 companies, SEK 36.8bn domestic revenue (SEK 73bn incl. foreign subsidiaries), 3% of Swedish service exports, plus tax contribution and employment. Twenty years of comparable series. Trade-association published, with explicit advocacy framing on regulation and capital access.Industry reportFreeNordics
Finnish Game Industry Report (Neogames Finland)Studio counts, 4,300+ employees, platform shift (PC now level with mobile at 61%), foreign-worker share (~35%), regional hubs. Neogames is a state-funded Information Centre for the Arts, which makes it unusually institutional. Published every ~2 years. The interview-plus-registry methodology differs from Sweden's accounts-based approach, so the two national reports are not directly comparableIndustry reportFreeNordics
The Game Industry of Poland (PARP)The single best English-language entry point to the Polish sector: not just developers but the surrounding economy of QA/testing, localization, external development, asset production, porting and digital distribution, where Poland is a major European hub. States 97% of Polish-made games go to export markets. Government export-promotion publication (EU-funded BRAND HUB programme). Profiles are self-submitted, the framing is promotional, and company profiles date quicklyIndustry reportFreePL
Kondycja Polskiej Branży Gier / Polish Gamers Research (KPT + Polish Gamers Observatory)Player numbers and profile, parental-control behaviour, purchasing habits, plus market sizing with a stock-market chapter. The closest Poland has to an Australia-Plays-style consumer series, running since 2014. English coverage is partial.Market research firmFreePL
IGDB (Internet Game Database)Open cross-platform game database with a multi-axis model. Genre, theme, game mode and player perspective are separate fields rather than one tree, which is why it handles horror and survival better than single-tree taxonomies. Browsable without an account. API access requires a Twitch developer registration. The API needs a Twitch account.Genre taxonomyFreeGlobal
Wikidata WikiProject Video gamesOpen linked-data model that separates video game genre, theme, feature and mechanic as distinct concepts, and links out to other game databases. Useful as a crosswalk between identifier systems rather than as a genre source. CC0 licensed.Genre taxonomyFreeGlobal
Steam tag browseThe live list of Steam user tags, which is the closest thing to a folksonomy of PC genres. Shows subgenre terms such as roguelite and metroidvania that no vendor tree carries. Developer-set store genres are a separate and smaller list, and the two frequently disagree on the same game. The list is ordered by how heavily each tag is applied, so it also shows relative usage.Genre taxonomyFreeGlobal
OIESItalian esports market research and ecosystem mapping. Operates a membership and business network alongside its research output.Market research firmFreemiumIT
Gamma DataThe GPC report's official data partner. Monthly/quarterly market reports, segment studies (女性向, mini-games, AI). Distribution is WeChat-public-account-first, the single biggest access friction for outside researchers.Market research firmFreeCN
University Tomorrow 20s LabQuantitative youth/Gen Z research. Strong for child/young-adult segmentation.Adjacent research bodyFreeKR
Hakuhodo Institute of Life and LivingLong-running 生活定点 longitudinal survey. Agency-owned but methodologically serious.Adjacent research bodyFreeJP
SHIBUYA109 lab.Specialist on youth "around-20" (15-24). Monthly hearings with 200 young people. Coined 界隈消費 and tracks アテンション疲れ.Adjacent research bodyFreeJP
Benesse Research InstitutePrimary survey research on children, parents and media use.Adjacent research bodyFreeJP
AJA (Assoc. of Japanese Animations)Publishes アニメ産業レポート, the anime industry data annual. Free summaries, the full report is paid.Adjacent research bodyFreemiumJP
YPulseGen Z/Millennial trend research. Commercial and paywalled: trend signal, not neutral research.Adjacent research bodyPaidUS
App Store categories (Apple developer documentation)Apple's official list of App Store categories and the Games subcategories developers can select, with the selection rules. The primary source for what the App Store tree actually contains. A developer-facing policy document rather than a dataset. The live localized storefronts show the same tree in local category names, which is how the JP terms on the Genres tab were verified (apps.apple.com/jp).Genre taxonomyFreeGlobal
Google Play categories and tags (Play Console Help)Google's official list of Play app and game categories and the rules of its five-tag system. The primary source for what the Play tree actually contains. A developer-facing policy document rather than a dataset. Switching the page language shows the localized category names, which is how the KR terms on the Genres tab were verified (hl=ko).Genre taxonomyFreeGlobal
TapTap (CN)China's leading game discovery store and community, and the most legible public surface for CN genre and tag vocabulary, the source for the CN terms on the Genres tab. Category and tag labels appear on award pages, collections and game pages. The CN edition is taptap.cn and the global edition taptap.io. A swarm of lookalike mirror domains exists, use the two official domains only. Reviews and ratings are community sentiment, not evidence of fact.Genre taxonomyFreeCN, Global
Nintendo IRHardware/software splits per region, million-seller lists, management Q&ACorporate IRNot recordedJP, Global
Sony Game & Network Services (IR)PS5 sell-through, PS Plus, first-party performance in segment reportingCorporate IRNot recordedJP, Global
Tencent IRThe single best free window into Chinese gaming and its global ownership web (Riot, Supercell, stakes everywhere)Corporate IRNot recordedCN, Global
NetEase IRSecond biggest CN major with notable JP studio investmentsCorporate IRNot recordedCN, JP
Nexon IRFounded in Korea but listed in Tokyo, offers per-title and per-region detail and the economics of live-opsCorporate IRNot recordedKR, JP
Krafton IRPUBG economics and India exposureCorporate IRNot recordedKR, Global
NCSoft IRLineage economics, which is important for the ongoing MMO monetization story (i.e., people getting tired of being bilked by games show up in the numbers first here)Corporate IRNot recordedKR
Netmarble / Kakao Games IRKR mobile publishing economicsCorporate IRNot recordedKR
Capcom IRPer-title lifetime sales through the Platinum Titles database, which is the most detailed public disclosure any Japanese publisher offers. Regional revenue splits and digital share are given each quarter.Corporate IRNot recordedJP, Global
Electronic Arts IRLive service and sports franchise economics, with net bookings rather than revenue as the headline measure. Read the non-GAAP footnotes before citing any figure.Corporate IRNot recordedUS, Global
Roblox IR + SEC filingsDAU by region and age (13+ split), hours engaged, developer payoutsCorporate IRNot recordedUS, Global
Microsoft 10-K/10-Q (Gaming segment)Post-Activision gaming segment scale, Game Pass signals in commentaryCorporate filingsNot recordedUS, Global
GameSquare IR (Stream Hatchet reports)Where Stream Hatchet quarterly livestreaming reports publish freeCorporate IRNot recordedGlobal
ANYCOLOR IR (にじさんじ / Nijisanji)Quarterly filings disclose talent counts, revenue mix, and per-segment economics of the VTuber businessCorporate IRNot recordedJP, Global
Cover Corp IR (ホロライブ / hololive production, Hororaibu)Primary disclosure for hololivesCorporate IRNot recordedJP, Global
Nazara Technologies (NSE: NAZARA)A quarterly X-ray of the ecosystem: owns/holds NODWIN (esports events, AFK Gaming), Sportskeeda, Kiddopia, WCC, plus ad tech and location-based entertainment. Its calls narrate the whole Indian games economy, including the RMG-ban fallout (PokerBaazi)Corporate IRNot recordedIN
Sea Limited (NYSE: SE): GarenaThe closest thing to a quarterly census of SEA gaming: Garena's bookings, QAU/QPU (quarterly active/paying users), and management commentary on Free Fire's markets. Read alongside Shopee/SeaMoney segments that shape the same wallets. Vertically integrated: Sea owns the publisher, the payment rail, and esports circuits it reports on Singapore-based, region-wide.Corporate filingsNot recordedSEA
VNG Corporation (UPCoM: VNZ)The inside view of the post-Decree-147 Vietnamese market from its principal beneficiary: licensing costs, title portfolio, and the economics of a market foreign publishers just exitedCorporate filingsNot recordedSEA
PlaySide Studios (ASX: PLY)A rare public window on AU development economics: original-IP vs work-for-hire revenue split, licensing economics (Dumb Ways to Die, Game of Thrones/WBIE, Warcraft 3), and the volatility of a mid-size studio's P&L in real timeCorporate IRNot recordedAU
Embracer Group (Nasdaq Stockholm: EMBRAC B)The most consequential single filing stream in European games, tracking the acquisition-boom-to-restructuring arc in real time: SEK 7.2bn impairments, studio closures, the Coffee Stain spin-off (Dec 2025) and the planned Fellowship Entertainment separation targeted for 2027. Essential context for dozens of studios worldwide that Embracer owns or shed Focused on Sweden.Corporate IRNot recordedNordics
Paradox Interactive (Nasdaq Stockholm: PDX)The clearest public data on a niche-deep PC publisher's economics: DLC/expansion revenue models, catalog longevity, and studio-acquisition strategy. Tencent holds ~10%, worth noting when reading strategy commentary Focused on Sweden.Corporate IRNot recordedNordics
Remedy Entertainment (Nasdaq Helsinki: REMEDY)The economics of AAA-adjacent single-player development laid bare: co-development/publisher deal structures, royalty timing, and project-by-project risk. Tencent holds ~14% Focused on Finland.Corporate IRNot recordedNordics
Stillfront Group (Nasdaq Stockholm: SF)The mobile counterpart to Embracer's PC/console story: F2P portfolio economics, UA spend, studio divestments (e.g. the OFM Studios management buyout) and the sharp valuation compression across the roll-up model Focused on Sweden.Corporate IRNot recordedNordics
WIG.GAMES index (Giełda Papierów Wartościowych, Warsaw Stock Exchange)Unique in this pack: an actual exchange-published sector index for video games, plus structured certificates on it. The index composition and weighting are themselves a market map, and its long-run decline against the WIG20 is the clearest single indicator of how Polish gaming's investor story has changed since Cyberpunk 2077Sector indexNot recordedPL
CD Projekt (GPW: CDR)The dominant component of WIG.GAMES (~42% at times), so its results move the whole Polish sector's sentiment. Reports cover both development (CD Projekt RED) and, until the December 2025 sale of GOG, digital distribution, making the split itself a documented strategic eventCorporate IRNot recordedPL
11 bit studios (GPW: 11BIT)The mid-cap counterweight to CD Projekt: development-plus-publishing economics at a studio that also funds third-party titles. Write-offs, delays and release timing are disclosed in unusual detailCorporate IRNot recordedPL
PlayWay (GPW: PLW)A distinctive business model to have public data on: many low-budget titles across a network of part-owned studios (House Flipper, Car Mechanic Simulator, 70+ titles), a strategy no other listed company in this pack runs at this scaleCorporate IRNot recordedPL
鈊象電子 International Games System (TPEx: 3293)The clearest public data on Taiwan's actual games business model: licensing-led revenue (NT$14.98bn in 2025, +45% YoY, 68% of total, near-100% gross margin on the licensing line) plus social-casino products aimed at the US and Southeast Asia. A useful corrective to assuming Taiwan's industry is domestic-facing English coverage is partial.Corporate IRNot recordedTW
遊戲橘子 Gamania (TPEx: 6180)The licensing-and-operations side: decades of operating Korean and Japanese titles in Taiwan (Lineage M, MapleStory, KartRider), plus the 2024 sale of 53% of its game-points subsidiary 樂點, a rare public window on the game-currency/payment layer's valueCorporate filingsNot recordedTW
智冠科技 Soft-World (TPEx: 5478)The distribution and channel layer, historically central to how games reach Taiwanese players. Useful for understanding physical/retail and point-card economics that global data missesCorporate filingsNot recordedTW
Square Enix Holdings IRSegment reporting across HD games, MMO, mobile and publishing, plus write-downs that show which strategies were abandoned. Fiscal year ends 31 March.Corporate IRNot recordedJP, Global
Bandai Namco Holdings IRThe clearest public view of an IP axis strategy, with toys, games, arcade and visual media reported side by side. Useful for understanding character IP economics rather than games alone.Corporate IRNot recordedJP, Global
Konami Group IRDigital entertainment reported alongside amusement, gaming and sports segments. Shows how a Japanese publisher balances games against pachinko and casino gaming machines.Corporate IRNot recordedJP, Global
Sega Sammy Holdings IREntertainment contents reported next to pachislot, pachinko and resorts. Impairments on acquisitions such as Rovio are visible here before they reach trade coverage.Corporate IRNot recordedJP, Global
Take-Two Interactive IRNet bookings by geographic region, distribution channel and platform mix, which is an unusually clean regional breakdown. Covers Rockstar, 2K and Zynga, so console and mobile sit in one filing.Corporate IRNot recordedUS, Global
Ubisoft Entertainment IRThe most detailed public record of a large publisher in restructuring, including the Tencent investment and portfolio rationalisation. Recurring player investment is reported separately from net bookings.Corporate IRNot recordedFR, Global