| c001 | This is an analysis of the state of video gaming as of 2026 | Definitorisch | Nicht anwendbar | Market Overview And Framework |
| c002 | The video game industry will experience spending growth alongside retrenchment and margin struggles in 2025 | Prognostisch | Nicht priorisiert | Global Revenue Growth Patterns |
| c003 | Growth in the video game industry is scarcer than headlines suggest | Interpretativ | Nicht priorisiert | Global Revenue Growth Patterns |
| c004 | Video games are losing an attention war within the 'Major Market 8' | Interpretativ | Plausibel | Competitive Threats And Substitutes |
| c005 | Novel interactive competitors are taking attention, time, and spend from video games | Interpretativ | Nicht priorisiert | Competitive Threats And Substitutes |
| c006 | There are five biggest areas of revenue growth in the video game industry for 2026 | Prognostisch | Nicht anwendbar | Global Revenue Growth Patterns |
| c007 | Global video game content sales had a strong 2025, growing 5.3% year-over-year and hitting a new all-time high of about $195.6B ($10B more than the prior high in 2021) | Empirisch | Plausibel | Global Revenue Growth Patterns |
| c008 | The gaming industry achieved new highs in each of Mobile, PC, and Console platforms | Empirisch | Nicht priorisiert | Global Revenue Growth Patterns |
| c009 | Consumer spending on video game content has grown exponentially from 1990 to 2025, reaching approximately $200B | Empirisch | Nicht priorisiert | Global Revenue Growth Patterns |
| c010 | 2025 boasted several new hit franchises and studios | Empirisch | Nicht priorisiert | Successful Franchises And Case Studies |
| c011 | Many older franchises and studios achieved new heights in 2025 | Empirisch | Nicht priorisiert | Successful Franchises And Case Studies |
| c012 | 2025 followed the pattern of years prior in terms of gaming industry success | Interpretativ | Nicht priorisiert | Successful Franchises And Case Studies |
| c013 | Despite three straight years of industry growth, a new record high for revenues, and a smattering of new hits each year, private funding for gamemakers fell another 55% in 2025 | Empirisch | Nicht priorisiert | Industry Retrenchment And Restructuring |
| c014 | Major gamemakers continued to whittle their portfolios, cancelling even more of their pipeline in 2025 and shutting down scores of still-operating titles | Empirisch | Nicht priorisiert | Industry Retrenchment And Restructuring |
| c015 | EA cancelled Black Panther and shut down Cliffhanger Games as part of sharpening focus and putting creative energy behind significant growth opportunities | Empirisch | Nicht priorisiert | Industry Retrenchment And Restructuring |
| c016 | Amazon Games was gutted amid 14,000 layoffs with work on first-party games and MMOs scaled back | Empirisch | Bestätigt | Industry Retrenchment And Restructuring |
| c017 | Ubisoft cancelled 6 games, including Prince of Persia: The Sands of Time remake | Empirisch | Nicht priorisiert | Industry Retrenchment And Restructuring |
| c018 | A new Titanfall game was actually real but was cancelled | Empirisch | Nicht priorisiert | Industry Retrenchment And Restructuring |
| c019 | With budgets cut and funding scant, layoffs continued. 2025 was 40% lighter than 2024, but the year still saw some 9,200 losses and brought the four-year total to nearly 44,000 | Empirisch | Bestätigt | Industry Retrenchment And Restructuring |
| c020 | 2022, 2023, and 2024 each set new all-time highs for reported layoffs in the video game industry | Empirisch | Bestätigt | Industry Retrenchment And Restructuring |
| c021 | Hiring has returned in the video game industry with ASGC tracking over 13,000 open postings at the end of 2025 | Empirisch | Nicht prüfbar | Industry Retrenchment And Restructuring |
| c022 | Gaming jobs are highly and increasingly concentrated in lower cost markets | Interpretativ | Nicht priorisiert | Development Outsourcing Trends |
| c023 | California represented 43% of gaming layoffs from 2022-2025 | Empirisch | Nicht priorisiert | Industry Retrenchment And Restructuring |
| c024 | An increasing share of new content investment goes to external development partners that can offer lower talent costs, shorter commitments, and more flexible contracts | Interpretativ | Nicht priorisiert | Development Outsourcing Trends |
| c025 | Video game content development spend peaked in 2021 and declined significantly through 2025 | Empirisch | Bestätigt | Content Investment And Margins |
| c026 | Outsourced development captured over 100% of year-over-year increases during peak periods | Empirisch | Plausibel | Development Outsourcing Trends |
| c027 | The video gaming industry continued its restructuring and retreat despite revenue growth | Interpretativ | Nicht priorisiert | Industry Retrenchment And Restructuring |
| c028 | Private studio and publisher funding fell another 55%+ by dollars and deal counts | Empirisch | Nicht priorisiert | Industry Retrenchment And Restructuring |
| c029 | Another 9,000+ layoffs occurred following 35,000 from 2022-2024 | Empirisch | Bestätigt | Industry Retrenchment And Restructuring |
| c030 | Hiring became further concentrated in lower cost foreign markets | Empirisch | Nicht priorisiert | Development Outsourcing Trends |
| c031 | An even greater share of new content investment went to outsourcing | Empirisch | Nicht priorisiert | Development Outsourcing Trends |
| c032 | Even more games and studios were cut outright or had budgets trimmed | Empirisch | Nicht priorisiert | Industry Retrenchment And Restructuring |
| c033 | In 2025, content investment as a share of net revenues hit a (non-pandemic) 7-year low | Empirisch | Bestätigt | Content Investment And Margins |
| c034 | From 2019-2022, annual content spend grew $11B (+39%) | Empirisch | Plausibel | Content Investment And Margins |
| c035 | 2022-2025 content spend growth was only $2.3B (+6%) | Empirisch | Plausibel | Content Investment And Margins |
| c036 | Market growth resumes while pipelines and budgets are trimmed | Interpretativ | Nicht priorisiert | Content Investment And Margins |
| c037 | The operating margins of standalone gamemakers (i.e., those not owned by game platforms) outside China are far below pre-pandemic levels and struggling to grow | Empirisch | Nicht priorisiert | Content Investment And Margins |
| c038 | 34 Non-China, Non-Platform Video Game Publishers represent $59B in net revenue in 2025 | Definitorisch | Nicht priorisiert | Content Investment And Margins |
| c039 | The erosion in margins is so great that total operating profits have declined since 2019 despite consumer spending surging 40%+ (equivalent to $56 billion a year) | Interpretativ | Nicht priorisiert | Content Investment And Margins |
| c040 | The video game industry analysis is structured into six distinct chapters covering spending growth, retrenchment, attention competition, interactive competitors, revenue growth areas, and future industry prospects | Definitorisch | Nicht anwendbar | Market Overview And Framework |
| c041 | Global consumer spend is now at all-time highs | Empirisch | Nicht priorisiert | Global Revenue Growth Patterns |
| c042 | These topline headlines cover up what has really been a shrinking pool of revenue for most developers/publishers | Interpretativ | Nicht priorisiert | Content Investment And Margins |
| c043 | China is eating the video gaming industry | Interpretativ | Nicht priorisiert | China Market Dominance |
| c044 | Net growth in console is growth in platform subscriptions | Empirisch | Bestätigt | Platform Performance Dynamics |
| c045 | Roblox is stealing share and growing its own garden | Interpretativ | Nicht priorisiert | cluster_015 |
| c046 | Brightness in PC is only just enough and might dim | Prognostisch | Nicht priorisiert | Platform Performance Dynamics |
| c047 | There is decline in home markets | Definitorisch | Nicht priorisiert | Regional Market Decline |
| c048 | Industry competition is growing but appetites remain unchanged | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c049 | Price increases are helping drive growth, but not all titles have pricing power | Empirisch | Nicht priorisiert | Monetization And Pricing Strategies |
| c050 | China represents 20% of global player spend but 38% of growth | Empirisch | Plausibel | China Market Dominance |
| c051 | China's share of global growth increased from 15% in 2019 to 38% currently | Empirisch | Nicht priorisiert | China Market Dominance |
| c052 | If a gamemaker wants to match global growth, they must win in China or grow 1.6x the market elsewhere | Interpretativ | Nicht priorisiert | China Market Dominance |
| c053 | 84% of Chinese player spend goes to Chinese-made games | Empirisch | Bestätigt | China Market Dominance |
| c054 | Foreign gamemakers net only a quarter of the remaining 16% spent on imports after local publishing and distribution | Empirisch | Nicht priorisiert | China Market Dominance |
| c055 | Chinese gaming market spending will reach approximately $50B by 2025 | Empirisch | Nicht priorisiert | China Market Dominance |
| c056 | Chinese gamemakers have grown their annual share of the non-China market from 10.7% to 14% in six years | Empirisch | Nicht priorisiert | China Market Dominance |
| c057 | Chinese gamemakers grabbed 24% of total non-China growth since 2019 | Empirisch | Nicht priorisiert | China Market Dominance |
| c058 | Chinese publishers have captured ~50% of global player spending growth since 2019 | Empirisch | Bestätigt | China Market Dominance |
| c059 | The Chinese market is only 20% of global player spending and 'only' 38% of growth | Interpretativ | Nicht priorisiert | China Market Dominance |
| c060 | Chinese game purchases using VPN are tallied outside China for geographic spending allocation | Definitorisch | Nicht priorisiert | China Market Dominance |
| c061 | By 2025, the console category had more than recovered from its post-pandemic sales pullback, hitting an all-time high of $41.6B (2.3% or $570MM above the 2020 high) | Empirisch | Nicht priorisiert | Platform Performance Dynamics |
| c062 | 119% of net spending growth since 2020 has gone to platform services | Empirisch | Nicht prüfbar | Platform Performance Dynamics |
| c063 | Total spending on game sales and transactions is down nearly $3.7B per year (or 11%) | Empirisch | Nicht prüfbar | Platform Performance Dynamics |
| c064 | Chinese sales are >150% of total spending growth since 2020, causing the actual market for gamemakers to shrink by ~$4.6B (and is up only 8% since 2019) | Empirisch | Nicht priorisiert | Platform Performance Dynamics |
| c065 | Console market includes software and services, with Chinese game buys using VPN tallied outside China | Definitorisch | Nicht priorisiert | Methodology And Data Sources |
| c066 | PC gaming not only did it skip a post-pandemic decline, but annual PC content sales have also grown by a remarkable 30% (or $9.4B) since 2020, roughly 16x as much dollar growth as console | Empirisch | Plausibel | Platform Performance Dynamics |
| c067 | Even after factoring out China-based sales, which constituted 29% of total growth since 2020, PC content sales are still up roughly +$6.7B | Empirisch | Nicht priorisiert | Platform Performance Dynamics |
| c068 | Chinese Game Buys Using VPN are Tallied Outside China | Definitorisch | Nicht priorisiert | Methodology And Data Sources |
| c069 | PC's growth only just outstripped console's decline. Together and excluding China, the category is +$2.1B (+3.7%) since 2020, well under the +$10B (+14%) headline | Interpretativ | Nicht priorisiert | Platform Performance Dynamics |
| c070 | Much of the recent growth in non-Chinese spending was actually Chinese users who use VPNs to access (and pay for) Steam through foreign markets | Interpretativ | Nicht priorisiert | Methodology And Data Sources |
| c071 | Chinese languages overtook English as the dominant language on Steam by 2024 | Empirisch | Nicht priorisiert | Methodology And Data Sources |
| c072 | In 2025, Chinese-language PC users disengaged from Steam (to local alternatives, presumably), finishing the year with the lowest share of the total since May 2022 | Empirisch | Nicht priorisiert | Methodology And Data Sources |
| c073 | Steam language data is based on client language setting rather than first or most used language | Definitorisch | Nicht priorisiert | Methodology And Data Sources |
| c074 | Roblox is a singular industry expander | Interpretativ | Bestätigt | cluster_015 |
| c075 | Roblox was over 4.5% of non-China spend in 2025 | Empirisch | Nicht priorisiert | cluster_015 |
| c076 | Roblox has captured (or created) 60% of net growth since 2021 | Empirisch | Plausibel | cluster_015 |
| c077 | Roblox achieved more than 100% net growth share as overall market shrank in 2022 | Empirisch | Nicht priorisiert | cluster_015 |
| c078 | The realized market for non-Chinese gamemakers has grown only $1B (+0.9%) since 2020, despite the total market growing $24B (+14%) | Empirisch | Nicht priorisiert | Global Revenue Growth Patterns |
| c079 | Since 2021, the realized market for non-Chinese gamemakers has shrunk 1.8% | Empirisch | Nicht priorisiert | Global Revenue Growth Patterns |
| c080 | Global consumer spend on video games grew $9.7B in 2025 to a new all-time high | Empirisch | Nicht priorisiert | Global Revenue Growth Patterns |
| c081 | None of the $9.7B growth trickled down to typical publishers | Interpretativ | Nicht priorisiert | Global Revenue Growth Patterns |
| c082 | Chinese publishers captured $3.8B of global growth | Empirisch | Nicht priorisiert | China Market Dominance |
| c083 | The countries that are typically prioritized by major gamemakers have declined outright; it's smaller and less familiar markets that are growing global revenues | Interpretativ | Nicht priorisiert | Regional Market Decline |
| c084 | Consumer spending on video game content peaked in 2021 at $111.7B across major markets and has declined to $105.1B in 2024 | Empirisch | Plausibel | Global Revenue Growth Patterns |
| c085 | Despite revenue stagnations, annual releases have surged since 2019 | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c086 | PC game releases are up 150% since 2019 | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c087 | Console game releases are up 330% since 2019 | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c088 | The top PC/Console franchises (each 9-33 years old) hold a stable 45% of all player hours | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c089 | Where share has been lost by top franchises, it's mostly to other 5-25-year-old hits | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c090 | PC gaming has grown from 27,000 to 120,000+ total games available | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c091 | Console gaming has grown from 7,500 to 15,000 total games available | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c092 | New PC/Console games get only 4-7% of total playtime | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c093 | Half of new game playtime goes to just four titles | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c094 | Steam reports higher percentages for new games, but this includes annual franchise releases like NBA 2K, FC, COD | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c095 | Mobile spend is five years flat | Empirisch | Nicht priorisiert | Player Participation Decline |
| c096 | New releases are at a decade low share of spend and downloads | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c097 | Old giants strengthen as UAC costs crowd out discovery | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c098 | Many of the leaders that have grown or sustained revenue have done so by successfully raising price, not from growing players, purchases, or play time | Interpretativ | Nicht priorisiert | Monetization And Pricing Strategies |
| c099 | Chinese Publishers captured 50% of global spend growth since 2019 | Empirisch | Nicht priorisiert | China Market Dominance |
| c100 | In the 'Major Market 8,' spend is still down 4.5% since 2021 | Empirisch | Nicht priorisiert | Regional Market Decline |
| c101 | Net of platform subscription services, console spend is down 13% since 2020 | Empirisch | Plausibel | Platform Performance Dynamics |
| c102 | Roblox is 60% of spend growth outside China since 2021 | Empirisch | Bestätigt | cluster_015 |
| c103 | The net decline in console since 2020 offsets 68% of PC growth | Empirisch | Nicht priorisiert | Platform Performance Dynamics |
| c104 | PC/Console releases are up 1.5-3.3x since 2019 but share is captive; new mobile releases are at record low shares | Empirisch | Nicht priorisiert | Market Saturation And Competition |
| c105 | Only the top franchises tend to have pricing power | Empirisch | Nicht priorisiert | Monetization And Pricing Strategies |
| c106 | Growth is elusive despite record revenues and margins are falling despite cost cuts, making current stock prices more sensible | Interpretativ | Bestätigt | Monetization And Pricing Strategies |
| c107 | A few names are up 4% or even 200% since the trough | Empirisch | Bestätigt | Stock Performance And Investor Sentiment |
| c108 | Only three companies managed to beat the S&P 500 performance during 2023-2025 | Empirisch | Nicht priorisiert | Stock Performance And Investor Sentiment |
| c109 | Major non-China video game companies are defined as a specific set including Nintendo, EA, Konami, Take-Two, Roblox, and others | Definitorisch | Nicht anwendbar | Market Overview And Framework |
| c110 | Many important video game industry leaders shed 10%, 20%, 50%, or even 80% of their value | Empirisch | Nicht priorisiert | Stock Performance And Investor Sentiment |
| c111 | These are major non-China video game companies | Definitorisch | Nicht priorisiert | Market Overview And Framework |
| c112 | Only Konami beat the S&P 500 among major non-China video game companies from 2021-2025 | Empirisch | Nicht priorisiert | Stock Performance And Investor Sentiment |
| c113 | Most major gaming companies grew only 4-24% over five years while many lost 50-95% | Empirisch | Plausibel | Stock Performance And Investor Sentiment |
| c114 | Video games are losing the attention war in the 'Major Market 8' | Interpretativ | Plausibel | Player Participation Decline |
| c115 | Novel interactive competitors are taking attention, time, and spend from video games | Interpretativ | Plausibel | Competitive Threats And Substitutes |
| c116 | Over the last six years, video gaming has faced a surprising reality across eight "developed" countries representing ~60% of consumer spend: losing share in the Attention Wars | Interpretativ | Plausibel | Competitive Threats And Substitutes |
| c117 | Eight developed countries represent approximately 60% of global consumer spend on video game content | Empirisch | Nicht priorisiert | Regional Market Decline |
| c118 | The U.S. is the #1 market by consumer spend globally | Empirisch | Nicht priorisiert | Regional Market Decline |
| c119 | Surveys consistently report that the share of the population that plays games has fallen by 2.5-4 points since before the pandemic | Empirisch | Fragwürdig | Player Participation Decline |
| c120 | Gaming participation peaked during COVID in 2020 | Empirisch | Nicht priorisiert | Player Participation Decline |
| c121 | Canada is ranked #8 in gaming market importance | Empirisch | Nicht priorisiert | Methodology And Data Sources |
| c122 | Canadian trade association polling is conducted irregularly | Empirisch | Nicht priorisiert | Methodology And Data Sources |
| c123 | Roughly one in six adult players were lost from 2018 to 2022 despite the lockdowns | Empirisch | Nicht priorisiert | Player Participation Decline |
| c124 | South Korea's share of the population that plays video games has fallen by 15 points compared to the 2017-2019 average | Vergleichend | Plausibel | Player Participation Decline |
| c125 | Gaming participation in South Korea has declined 22 points since the pandemic high | Empirisch | Nicht priorisiert | Player Participation Decline |
| c126 | Mobile gaming participation in South Korea peaked around 2021-2022 and has since declined significantly | Empirisch | Nicht priorisiert | Player Participation Decline |
| c127 | Italy ranks #11 in video gaming participation | Empirisch | Nicht priorisiert | Player Participation Decline |
| c128 | The share of adults who regularly play video games in Italy has shrunk by over 5 points since 2019 | Empirisch | Nicht priorisiert | Player Participation Decline |
| c129 | Mobile gaming participation in Italy increased by 1 point since 2019 | Empirisch | Nicht priorisiert | Player Participation Decline |
| c130 | Console gaming participation in Italy declined by 1 point since 2019 | Empirisch | Nicht priorisiert | Player Participation Decline |
| c131 | PC gaming participation in Italy declined by 6.5 points since 2019 | Empirisch | Nicht priorisiert | Player Participation Decline |
| c132 | The UK's overall video gaming participation rate grew 21 percentage points in 2020 | Empirisch | Nicht priorisiert | Player Participation Decline |
| c133 | A third of the 2020 gaming participation gains in the UK has been lost over the four subsequent years | Empirisch | Nicht priorisiert | Player Participation Decline |
| c134 | Each gaming platform in the UK is down from peak participation levels | Empirisch | Nicht priorisiert | Player Participation Decline |
| c135 | France ranks #7 in video gaming participation rates | Empirisch | Nicht priorisiert | Player Participation Decline |
| c136 | Video gaming participation rates in France are stable after COVID-19 | Empirisch | Nicht priorisiert | Player Participation Decline |
| c137 | France's gaming participation rates have flatlined overall since 2016 at approximately 52.5% | Empirisch | Nicht priorisiert | Player Participation Decline |
| c138 | Each individual gaming platform in France has shrunk in participation | Empirisch | Nicht priorisiert | Player Participation Decline |
| c139 | Germany is a rare "up" market in terms of participation rates | Interpretativ | Nicht priorisiert | Player Participation Decline |
| c140 | Germany gained only four players per hundred in the eight years from 2016 to 2024 | Empirisch | Nicht priorisiert | Player Participation Decline |
| c141 | Japan is an MM8 outlier with participation rates up 11 points since 2019 | Empirisch | Nicht priorisiert | Player Participation Decline |
| c142 | Japan's modest and shrinking population means only 6MM new players since 2019 despite high participation growth | Interpretativ | Nicht priorisiert | Player Participation Decline |
| c143 | Mobile gaming has the highest participation rate among platforms in Japan, reaching approximately 58% by 2024 | Empirisch | Nicht priorisiert | Player Participation Decline |
| c144 | The loss of a percent — or two, or three — of players is not that big of a problem for the video gaming industry | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c145 | If a player stopped playing altogether, they probably weren't big gamers | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c146 | How much revenue or 'value' is really lost when non-big gamers stop playing? | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c147 | All player loss is a compounding problem | Interpretativ | Bestätigt | Market Saturation And Competition |
| c148 | Growth can only come from greater monetization of (ever fewer) remaining players | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c149 | If some players have stopped playing altogether, many are likely playing less, too | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c150 | Individual games can only grow by stealing other games' players, playtime, or spend | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c151 | It's even harder for new games to break through | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c152 | If players don't spend more, all new investments must be borne by existing players, or otherwise reduce publisher profits | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c153 | The network effects of all games and gaming platforms are impaired, which in turn impairs the satisfaction and spending rates of all remaining players | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c154 | PC/Console content spend is down 8% since 2020/2021 (or -$2.3B) | Empirisch | Nicht priorisiert | Platform Performance Dynamics |
| c155 | Mobile's annual growth flattened out in 2025, but is +12% since 2020 and now outstrips PC/Console | Empirisch | Nicht priorisiert | Platform Performance Dynamics |
| c156 | U.S. is ranked #1 in gaming content spend globally | Empirisch | Nicht priorisiert | Regional Market Decline |
| c157 | Mobile game installs are at a 12-year low in the U.S. | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c158 | Hours played in mobile gaming have tumbled in the U.S. | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c159 | Time spent watching video game streaming is flatlined in the U.S. | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c160 | After five years, Canadian PC/Console sales are still 1.5% below 2020's levels | Empirisch | Nicht priorisiert | Regional Market Decline |
| c161 | Canadian mobile gaming is up only 0.7% compared to 2020 levels | Vergleichend | Nicht priorisiert | Regional Market Decline |
| c162 | Growth is tough when customers are diminishing | Interpretativ | Nicht priorisiert | Market Saturation And Competition |
| c163 | U.K. PC/Console gaming spending has flatlined from 2021-2024 | Empirisch | Nicht priorisiert | Regional Market Decline |
| c164 | Mobile gaming has held most of its post-pandemic playerbase | Empirisch | Nicht priorisiert | Regional Market Decline |
| c165 | UK mobile gaming is growing at 4.2% CAGR since 2020 | Empirisch | Nicht priorisiert | Regional Market Decline |
| c166 | UK ranks #5 globally in gaming market size | Empirisch | Nicht priorisiert | Regional Market Decline |
| c167 | South Korean PC/Console gaming content spend shrank 10% from 2021-2024 | Empirisch | Nicht priorisiert | Regional Market Decline |
| c168 | South Korean mobile gaming content spend dropped 4% in recent period | Empirisch | Nicht priorisiert | Regional Market Decline |
| c169 | USD/KRW foreign exchange rate has been a big headwind for Korean gaming market | Interpretativ | Nicht priorisiert | Methodology And Data Sources |
| c170 | Q1-Q3 2025 KRW preliminaries show 5%+ decline in Won terms | Empirisch | Nicht priorisiert | Methodology And Data Sources |
| c171 | France experienced a 7-year low in PC/Console gaming content spend in 2024 | Empirisch | Nicht priorisiert | Regional Market Decline |
| c172 | Mobile gaming in France has been mostly sideways since 2020 but is finally starting to edge up | Interpretativ | Nicht priorisiert | Regional Market Decline |
| c173 | Mobile gaming content spend in France grew 13% from 2020 to 2024 | Empirisch | Nicht priorisiert | Methodology And Data Sources |
| c174 | Germany is the 5th largest gaming market | Empirisch | Nicht priorisiert | Regional Market Decline |
| c175 | PC/Console gaming revenue has declined 8.2% since 2021 | Empirisch | Nicht priorisiert | Regional Market Decline |
| c176 | Mobile gaming revenue is up only 0.9% | Interpretativ | Nicht priorisiert | Regional Market Decline |
| c177 | There has been minor participation rate growth in Germany | Empirisch | Nicht priorisiert | Regional Market Decline |
| c178 | Italy is the #11 gaming market | Empirisch | Nicht priorisiert | Regional Market Decline |
| c179 | PC/Console software surged 22% during the pandemic | Empirisch | Nicht priorisiert | Regional Market Decline |
| c180 | Four years later, PC/Console sales were down 20% and 2% under 2019 levels | Empirisch | Nicht priorisiert | Regional Market Decline |
| c181 | Mobile gaming is up 90% from 2021 to 2024 | Empirisch | Nicht priorisiert | Regional Market Decline |
| c182 | Japan's PC/Console gaming content spend has increased 42% in JPY since 2021 | Empirisch | Nicht priorisiert | Regional Market Decline |
| c183 | Publishers have been unable to raise prices to offset JPY/USD decline, resulting in a 6% fall in USD terms | Kausal | Nicht priorisiert | Regional Market Decline |
| c184 | Japan's mobile gaming spend has been flat since 2021, representing a 27% decline in USD terms | Empirisch | Nicht priorisiert | Regional Market Decline |
| c185 | PC/Console software sales shrank by 8% from 2021-2024 (-$4.2B per year) | Empirisch | Nicht priorisiert | Regional Market Decline |
| c186 | Mobile gaming is down 3.8% (-$2.3B), though five of eight markets are at all-time highs | Empirisch | Nicht priorisiert | Regional Market Decline |
| c187 | The 'Mature Market 8' represents the relevant analytical framework for understanding global gaming market trends | Definitorisch | Nicht anwendbar | Market Overview And Framework |
| c188 | Interactivity is still ascendant... but that's video gaming's challenge. Interactive experiences continue to emerge and offer novel forms of skill mastery, progression loops, and social play | Interpretativ | Nicht priorisiert | Competitive Threats And Substitutes |
| c189 | Video games are positioned at the center of multiple expanding categories including social video, gaming, online sports betting, creator economy/pornography, AI assistants, production marketers, and crypto & memecoins | Definitorisch | Nicht priorisiert | Market Overview And Framework |
| c190 | In just the U.S., consumption of TikTok is up 39 million hours a day compared to the second half of 2020 and first half of 2021 (i.e., after COVID normalization) | Vergleichend | Plausibel | Competitive Threats And Substitutes |
| c191 | TikTok viewing reached peak consumption around 2023-2024 and has slightly declined by 2025 | Empirisch | Nicht priorisiert | Competitive Threats And Substitutes |
| c192 | TikTok's growth hasn't come from direct competitors | Interpretativ | Nicht priorisiert | Competitive Threats And Substitutes |
| c193 | Americans now use 122 million more hours social media per day than in 2020/21 | Empirisch | Plausibel | Competitive Threats And Substitutes |
| c194 | The 122 million additional hours represents approximately 21 minutes for each of 341 million people | Empirisch | Bestätigt | Competitive Threats And Substitutes |
| c195 | Americans spent approximately $5B on OnlyFans in 2025, up from $215MM in 2019 | Empirisch | Nicht priorisiert | Creator Economy Disruption |
| c196 | OnlyFans usage involves accessing exclusive images and video, and engaging in intimate/parasocial direct messaging | Definitorisch | Nicht priorisiert | Creator Economy Disruption |
| c197 | US represents the largest regional market for OnlyFans spending, followed by UK & Europe, then Rest of World | Empirisch | Nicht priorisiert | Creator Economy Disruption |
| c198 | At least two thirds of OnlyFans spending is now transactional/PPV, rather than from subscription payments | Empirisch | Nicht priorisiert | Creator Economy Disruption |
| c199 | As in video gaming, microtransactions are beating gate fees | Vergleichend | Nicht priorisiert | Creator Economy Disruption |
| c200 | Crypto always siphoned hours and spend from video gaming | Empirisch | Nicht priorisiert | Competitive Threats And Substitutes |
| c201 | Crypto's first boom coincided with video gaming's COVID surge | Empirisch | Nicht priorisiert | Competitive Threats And Substitutes |
| c202 | The second crypto boom hit during video gaming's stagnation | Empirisch | Nicht priorisiert | Competitive Threats And Substitutes |
| c203 | Consumer-centric AI apps, including those for role play, erotica, and art, have soared in the years since video gaming stalled | Empirisch | Nicht priorisiert | Competitive Threats And Substitutes |
| c204 | AI apps didn't exist during gaming's highs | Empirisch | Nicht priorisiert | Competitive Threats And Substitutes |
| c205 | The second-largest increase in weekly ChatGPT downloads occurred in the two weeks after its viral 'Ghibli' art trend in late March 2025 | Empirisch | Nicht priorisiert | Market Segmentation Framework |
| c206 | In Q4, users placed 1.5 million bets per day on prediction markets, averaging $300 in notional value | Empirisch | Plausibel | Igaming And Betting Competition |
| c207 | Prediction market betting involves untold hours of research, tracking, and social engagement | Interpretativ | Nicht priorisiert | Igaming And Betting Competition |
| c208 | Prediction market activity has grown dramatically from near-zero in 2019 to over 140M quarterly bets by 2025 | Empirisch | Plausibel | Igaming And Betting Competition |
| c209 | U.S. net betting losses crossed $17B in 2025, up 35x from 2019 and growing 35% a year | Empirisch | Fragwürdig | Igaming And Betting Competition |
| c210 | Sports betting is further integrating into live sports as legalization expands | Interpretativ | Nicht priorisiert | Igaming And Betting Competition |
| c211 | Gross Gaming Revenue equals total wagers less the sum paid out as winnings | Definitorisch | Nicht priorisiert | Market Saturation And Competition |
| c212 | Online sports betting faces bans in many top markets including Korea, Australia, Japan, and China | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c213 | International net losses from online sports betting are now $53B per year, representing a 210% increase or $36B growth since 2019 | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c214 | U.S. sports betting shows 35% compound annual growth rate over 3 years | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c215 | Rest of world (as legal) sports betting shows 20% compound annual growth rate | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c216 | iGaming refers to digital games in which players bet and can cash out money | Definitorisch | Nicht priorisiert | Igaming And Betting Competition |
| c217 | iGaming is only recently legal in parts of the U.S. | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c218 | Singleplayer Slots represent 79% of U.S. iGaming net player outlays by 2025 | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c219 | Multiplayer Poker represents 19% of U.S. iGaming net player outlays by 2025 | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c220 | Singleplayer Table Games represent 2% of U.S. iGaming net player outlays by 2025 | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c221 | iGaming is legal in only 7 states in the U.S. | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c222 | Each of the 7 states where iGaming is legal is growing 22-117% a year | Empirisch | Fragwürdig | Igaming And Betting Competition |
| c223 | iGaming is already 2x the size of the mobile casino game category | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c224 | iGaming represents 21% of all U.S. video game spend | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c225 | Despite (ever fewer) bans in top markets (China, Korea, Japan), players now lose $54B a year in legal markets in iGaming | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c226 | iGaming losses have grown from $11B in 2019 to $54B in 2025 | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c227 | iGaming represents roughly 45% of video game spend | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c228 | US iGaming market has 26% 3-year CAGR while Rest of World (As Legal) has 25% 3-year CAGR | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c229 | iGaming, though the category might seem too distinct to compare to traditional video games, India is a clear case study on how it can squeeze the growth of the latter | Interpretativ | Nicht priorisiert | Igaming And Betting Competition |
| c230 | Real-Money Gaming was banned in August 2024 | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c231 | In mechanics, design, and IP, there's little difference between "mobile gaming" slots and "iCasino" slots | Definitorisch | Nicht priorisiert | Igaming And Betting Competition |
| c232 | If a player's $20 goes in and never returns, the outcome is functionally equivalent regardless of whether it's mobile gaming or iCasino | Interpretativ | Nicht priorisiert | Igaming And Betting Competition |
| c233 | Traditional mobile casino genre (no cashout) long outpaced total mobile gaming growth | Vergleichend | Nicht priorisiert | Igaming And Betting Competition |
| c234 | The casino genre is now shrinking as whale players depart for iCasinos | Interpretativ | Nicht priorisiert | Igaming And Betting Competition |
| c235 | With iGaming, U.S. growth from 2021 to 2025 increases from -0.4% to +12.0% | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c236 | Non-China international gaming growth goes from +10% to +30% with iGaming inclusion | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c237 | iGaming growth occurs despite widespread bans | Interpretativ | Nicht priorisiert | Igaming And Betting Competition |
| c238 | The last six years saw massive improvements in the appeal, functionality, and cultural role of various novel apps/services. | Interpretativ | Nicht priorisiert | Competitive Threats And Substitutes |
| c239 | Video gaming has not matched this experiential growth. | Interpretativ | Nicht priorisiert | Competitive Threats And Substitutes |
| c240 | Online porn isn't new, nor newly popular; but it is new that viewers can easily, safely, and constantly chat with performers, while also commissioning private photos/videos. | Empirisch | Nicht priorisiert | Creator Economy Disruption |
| c241 | Short-form video, iGaming, sports betting, crypto, et al, have never been so easy to consume, so personalized, so social, or so optimized for engagement. | Interpretativ | Nicht priorisiert | Competitive Threats And Substitutes |
| c242 | As many previously fringe pastimes shifted to the mainstream, they became fundamentally more compelling because they are more popular. | Interpretativ | Nicht priorisiert | Competitive Threats And Substitutes |
| c243 | Many previously private pastimes (e.g. online porn, gambling) have become inherently more social – both in private friend groups, as well as across the social internet. | Empirisch | Nicht priorisiert | Competitive Threats And Substitutes |
| c244 | Sports betting is now integrated into sports broadcasts, with sports broadcasters (e.g. ESPN) licensing their brands to sports books. | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c245 | OnlyFans creators use all social media as the 'front door' for user acquisition (and most social media platforms are OK with this). | Empirisch | Nicht priorisiert | Creator Economy Disruption |
| c246 | Video games not only compete with many new interactive substitutes, but video gamers face a barrage of new, interruptive, and irresistible notifications for these substitutes | Interpretativ | Nicht priorisiert | Competitive Threats And Substitutes |
| c247 | Americans decreased their annual expenditure on video game content, software, and services from $52.49B to $52.30B since 2021, a $190MM decrease | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c248 | Americans increased their spend on OnlyFans + Online Sports Betting + iGaming from $11.3B to $32.8B in total, a $21.5B increase | Empirisch | Nicht priorisiert | Igaming And Betting Competition |
| c249 | Much of this spend is concentrated on the same few Americans | Interpretativ | Nicht priorisiert | Creator Economy Disruption |
| c250 | These users massively over-index to video gaming, and especially high-revenue-generating platforms (console and PC) and genres (shooters, sports sims) | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c251 | Video gaming's post-pandemic problem isn't that players choose to watch TikTok instead of buy a AAA game, or subscribe to OnlyFans instead of buying a PlayStation; it's that on a Friday evening, players are placing a growing share of their time and spend elsewhere | Interpretativ | Nicht priorisiert | Competitive Threats And Substitutes |
| c252 | American men aged 18-34 are 1.4-2.0x as likely to play video games compared to the general U.S. adult population | Vergleichend | Nicht priorisiert | Demographic And Behavioral Changes |
| c253 | American men aged 18-34 are up to 3.6x as likely to engage in short-form video, OnlyFans, AI, prediction markets, crypto trading, sports betting, and iGaming compared to the general population | Vergleichend | Nicht priorisiert | Demographic And Behavioral Changes |
| c254 | Men 18-34 are 15% of the U.S. adult population but 21% of mobile gamers and 29% of PC/Console gamers | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c255 | Men 18-34 represent 18-49% of regular users of novel interactive apps/services | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c256 | 46% of Americans say they play games less than they used to, with 76% of those still playing | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c257 | 59% of Americans aged 18-45 have cut back on gaming, with 92% of those still playing | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c258 | Women aged 18-34 show higher agreement (62%) with playing less than men (56%) in the same age group | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c259 | Gaming frequency decline decreases with age, with 55+ age group showing lowest agreement (32%) | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c260 | New competition for time and spend concentrates on key gamer demographics and helps explain challenges to video gaming growth | Interpretativ | Nicht priorisiert | Demographic And Behavioral Changes |
| c261 | Gamers are playing fewer games overall, with median Steam user playing only four games per year | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c262 | The same older games dominate gaming time across platforms, with games 9-27 years old holding 33-56% of PlayStation and Xbox hours | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c263 | Free-to-play games dominate gaming time, averaging 45% on PlayStation/Xbox and 55% on PC | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c264 | Game purchasing behavior has declined significantly, with 46% of US gamers buying fewer than one game per year | Empirisch | Nicht priorisiert | Demographic And Behavioral Changes |
| c265 | There are five biggest areas of revenue growth in the video game industry in 2026 | Definitorisch | Nicht priorisiert | Market Segmentation Framework |
| c266 | The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox | Definitorisch | Nicht priorisiert | Market Segmentation Framework |
| c267 | Roblox represents one of the five biggest revenue growth areas, distinct from other platform categories | Definitorisch | Nicht priorisiert | cluster_015 |
| c268 | The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox | Prognostisch | Nicht priorisiert | Market Segmentation Framework |
| c269 | Roblox represents a distinct revenue growth area separate from other gaming categories | Definitorisch | Nicht priorisiert | cluster_015 |
| c270 | If the 'Mature Market 8' have been flat-to-down since 2021, but the global market is up, then the industry's growth must have come from so-called 'non-core' countries | Interpretativ | Nicht priorisiert | Market Segmentation Framework |
| c271 | Since 2021, the 'Mature Market 8' have shrunk by $5.1B (or -4.5%), but China is up $3.3B (+7.3%) and 'non-core countries' are up $11.8B (or 41%) | Empirisch | Plausibel | China Market Dominance |
| c272 | Gaming spending includes Arcade + Console + PC + Mobile + VR + Web + Platform Services but excludes Hardware & Accessories and VAT | Definitorisch | Nicht anwendbar | Market Segmentation Framework |
| c273 | China is the world's second largest gaming market | Empirisch | Nicht priorisiert | China Market Dominance |
| c274 | China still has significant headroom in player participation rates, especially for PC and console gaming | Interpretativ | Nicht priorisiert | China Market Dominance |
| c275 | China's gaming participation rate has grown steadily from about 44% in 2016 to approximately 51% in 2025 | Empirisch | Nicht priorisiert | China Market Dominance |
| c276 | Mobile gaming dominates Chinese gaming participation, reaching approximately 50% by 2025 while PC and console remain much lower | Empirisch | Nicht priorisiert | China Market Dominance |
| c277 | China is not only the fastest-growing major market in both dollars and percentage | Empirisch | Nicht priorisiert | China Market Dominance |
| c278 | Over 25% of China's growth since 2022 is in PC/Console, making the market a true outlier | Interpretativ | Nicht priorisiert | China Market Dominance |
| c279 | While participation rates tumble in the U.S. and Canada, Mexico continues to grow 0.5-1.0 points each year | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c280 | Mobile gaming participation is up 11 points since the pandemic | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c281 | Console and PC gaming participation both increased by 2 points since the pandemic | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c282 | Mexico's PC/Console gaming market is up a third since 2020 | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c283 | Mexico's mobile gaming market has nearly doubled since 2020 | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c284 | Mexico now ranks 10th globally in gaming market size | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c285 | Mexico beats the former #10 (Italy) by over 10% | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c286 | Brazil boasts a leading and durably high participation rate with 73-80% of those age 16+ playing regularly | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c287 | Mobile gaming is the dominant platform in Brazil, consistently maintaining 40-50% participation | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c288 | Brazil's gaming participation has shown remarkable stability and growth from 2016-2025 | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c289 | Brazil's PC/Console market has averaged over 6% annual growth over the last three years | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c290 | Brazil's mobile gaming market has averaged 7% annual growth over the last three years | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c291 | By some estimates, Brazil is now a top 10 market globally | Empirisch | Bestätigt | Emerging Markets Growth |
| c292 | Unlike many of its European peers, Spanish participation rates have continued to grow across all device platforms, and faster since the pandemic | Vergleichend | Nicht priorisiert | Emerging Markets Growth |
| c293 | Spanish PC/Console spend grew nearly 50% from 2020 to 2024 | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c294 | Spanish PC/Console spend increased by $450MM per year from 2020 to 2024 | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c295 | Spanish Mobile gaming spend grew 27% from 2020 to 2024 | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c296 | Spanish Mobile gaming spend increased by $135MM from 2020 to 2024 | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c297 | More players continue to come online across Southeast Asia and the Middle East & North Africa | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c298 | Overall player participation rates in Southeast Asia and MENA tend to lead the world | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c299 | There are not just 'more' players in Southeast Asia and the Middle East & North Africa, there's also a lot more revenue and growth. | Interpretativ | Nicht priorisiert | Emerging Markets Growth |
| c300 | Roblox's hours have exploded globally during 2024 and 2025 | Empirisch | Nicht priorisiert | cluster_015 |
| c301 | This growth has not been led by the 'home market' (UCAN) | Interpretativ | Nicht priorisiert | cluster_015 |
| c302 | APAC hours are now 78% greater than UCAN hours | Empirisch | Nicht priorisiert | cluster_015 |
| c303 | ROW hours are now 51% greater than UCAN hours | Empirisch | Nicht priorisiert | Regional Market Decline |
| c304 | All global gaming growth helps the overall video gaming industry, but the benefits don't automatically accrue | Interpretativ | Nicht priorisiert | Cultural And Strategic Localization |
| c305 | Specific choices are needed to benefit from global gaming growth | Normativ | Nicht priorisiert | Cultural And Strategic Localization |
| c306 | Designing for 'Low End' Devices is a specific strategic choice for capturing global gaming benefits | Normativ | Nicht priorisiert | Cultural And Strategic Localization |
| c307 | Operating for 'Low End' ARPU is a specific strategic choice for capturing global gaming benefits | Normativ | Nicht priorisiert | Cultural And Strategic Localization |
| c308 | Prioritizing Foreign Cultures Over 'Local' Ones is a specific strategic choice for capturing global gaming benefits | Normativ | Nicht priorisiert | Cultural And Strategic Localization |
| c309 | iPhone performance has dramatically increased from 2007 to 2025, with Metal performance showing the most significant gains in recent years | Empirisch | Nicht priorisiert | Mobile Technology And Segmentation |
| c310 | The desire to 'design up' to newer specs is driven by advancing smartphone capabilities that enable richer graphics, animations, and concurrent on-screen activities | Kausal | Nicht priorisiert | Mobile Technology And Segmentation |
| c311 | Many of the most popular games globally, even fast-twitch shooters, are designed to play well on iPhones 10-14 generations old (some older than the PlayStation 4!) | Empirisch | Nicht priorisiert | Mobile Technology And Segmentation |
| c312 | iPhone 5S, 6, and 6S were dropped in summer of 2025 due to Apple's 'forced upgrade cycle' for Xcode 16 | Kausal | Nicht priorisiert | Mobile Technology And Segmentation |
| c313 | High-end mobile games like Assassin's Creed and Resident Evil are only available on high-end iPhone models | Empirisch | Nicht priorisiert | Mobile Technology And Segmentation |
| c314 | Free Fire offers two app versions that play and cross-play into the same game but with different optimizations | Definitorisch | Nicht priorisiert | Mobile Technology And Segmentation |
| c315 | Fire Fire MAX requires significantly more resources (1.7x-2.66x) than regular Fire Fire across all metrics | Empirisch | Nicht priorisiert | Mobile Technology And Segmentation |
| c316 | Fire Fire MAX offers enhanced features including acoustic audio mapping, 3D interactive lobby, and better visual effects | Empirisch | Nicht priorisiert | Mobile Technology And Segmentation |
| c317 | Globally, 65% of Google Play video game revenue worldwide comes from low and mid-tier devices | Empirisch | Nicht priorisiert | Mobile Technology And Segmentation |
| c318 | In markets such as LATAM, 90% of Google Play video game revenue comes from low and mid-tier devices | Empirisch | Nicht priorisiert | Mobile Technology And Segmentation |
| c319 | Operating economics present challenges for companies as they must be set up to profit on and practically invest behind customers with a fraction of major market ARPU | Interpretativ | Nicht priorisiert | Monetization And Pricing Strategies |
| c320 | US & Canada generates the highest quarterly bookings per DAU at $50.9 compared to other regions | Vergleichend | Nicht priorisiert | Monetization And Pricing Strategies |
| c321 | Globally, average revenue per player by country per year can vary by as much as 200x, with most of the 'mature markets' at $150-275, and 'ROW' reaching the low single digits | Empirisch | Nicht priorisiert | Monetization And Pricing Strategies |
| c322 | Different markets measure populations at different age thresholds (5+, 10+, 16+, 18+) which causes both sample bias and inflates or deflates ARPU | Empirisch | Nicht priorisiert | Cultural And Strategic Localization |
| c323 | Garena's Free Fire has over 650 million quarterly players, about 9.5% of whom pay ~$12 per quarter (thus the average user is only $0.40 a month), totaling roughly $3B per year | Empirisch | Nicht priorisiert | Emerging Markets Growth |
| c324 | Garena only reports QAUs, not MAUs or DAUs | Definitorisch | Nicht priorisiert | Emerging Markets Growth |
| c325 | Non-Western players prioritize different (and generally less valuable) players by investing in content and experiences that are for them (and not for most Western players) | Interpretativ | Nicht priorisiert | Monetization And Pricing Strategies |
| c326 | Different games create culturally specific events and content for different regional markets, as evidenced by the contrasting event themes across Fortnite, Call of Duty, PUBG, and Free Fire | Empirisch | Nicht priorisiert | Cultural And Strategic Localization |
| c327 | Prioritization is the operative word for IP events and integrations in gaming | Normativ | Nicht priorisiert | Cultural And Strategic Localization |
| c328 | Events and integrations are not infinite | Definitorisch | Nicht priorisiert | Cultural And Strategic Localization |
| c329 | Creative and commercial resources that support IP events are not infinite | Definitorisch | Nicht priorisiert | Cultural And Strategic Localization |
| c330 | Despite the post-pandemic industry slump, PUBG has been able to grow considerably | Empirisch | Nicht priorisiert | Successful Franchises And Case Studies |
| c331 | PUBG is already one of the world's bigger games | Empirisch | Nicht priorisiert | Successful Franchises And Case Studies |
| c332 | PUBG's growth has been through its PC, Mobile, and APAC-centric development | Interpretativ | Nicht priorisiert | Successful Franchises And Case Studies |
| c333 | Genshins and Wukongs are market-specific creations that defy Western conventions and expectations but have generated $400MM in two years in those markets | Empirisch | Nicht priorisiert | Cultural And Strategic Localization |
| c334 | Love and Deepspace is a story-based live service romance game in the sci-fi action RPG genre | Definitorisch | Nicht priorisiert | Cultural And Strategic Localization |
| c335 | Users have five primary love interests and can unlock intimate memories and dates, while using their superhuman powers to combat alien monster invaders | Empirisch | Nicht priorisiert | Cultural And Strategic Localization |
| c336 | A 2025 update added a period tracker for players | Empirisch | Nicht priorisiert | Cultural And Strategic Localization |
| c337 | The "ROW" (Rest of World) opportunity represents a positive way to view current hiring trends in the gaming industry | Interpretativ | Nicht priorisiert | Cultural And Strategic Localization |
| c338 | It's frustrating that hiring regions don't match layoffs, but encouraging that they finally match revenues | Interpretativ | Nicht priorisiert | Cultural And Strategic Localization |
| c339 | The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox | Prognostisch | Nicht priorisiert | Market Segmentation Framework |
| c340 | Roblox represents a distinct revenue growth category separate from other gaming platforms | Definitorisch | Nicht priorisiert | cluster_015 |
| c341 | For years, it has been essentially absurd to tabulate industry revenue without ads. Outside of China, mobile game ads nearly match total consumer spending on PC/Console software | Interpretativ | Nicht priorisiert | Advertising Revenue Growth |
| c342 | Since 2021, mobile ads have been 37-145% of annual industry growth | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c343 | Without ads, the market (excluding China) is up only $6.8B or +4.8%, but with them, it's +$35B or +20% | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c344 | Consumer spend contracted during the period when ads' share peaked at ~150% | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c345 | 20-30% of gross revenue from mobile game in-app advertising is collected by ad exchanges such as AppLovin, IronSource, Google, etc., or ~$15B in 2025 | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c346 | Mobile game in-app advertising revenue (excluding China) will reach approximately $67B by 2025 | Prognostisch | Nicht priorisiert | Advertising Revenue Growth |
| c347 | Tens of billions in ad revenue in mobile games is ad spend from other mobile games | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c348 | Your ad revenue is my UA; your UA is my revenue (net of exchange fees and non-mobile UA) | Interpretativ | Nicht priorisiert | Advertising Revenue Growth |
| c349 | Mobile gaming UA expenses have exceeded the app store fees on consumer spending since 2020 | Vergleichend | Nicht priorisiert | Advertising Revenue Growth |
| c350 | By 2027, ad exchange fees on ad revenue will likely pass app store fees on consumer spending | Prognostisch | Nicht priorisiert | Advertising Revenue Growth |
| c351 | Not all mobile gamemakers spend 32% of net revenues on user acquisition | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c352 | Not all mobile gamemakers generate a third of revenues from ads | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c353 | Royal Match, the 2nd highest grossing new game since 2020, had $1.1B in net revenue in 2023 and spent $1.1B on UA | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c354 | Dream Games achieved $0.13B operating profit despite spending $1.07B on user acquisition | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c355 | Today, ads remain rare among PC/Console games and services (with the exception of on-device/in-store ad units) | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c356 | Eventually, ads reach all addressable surface areas | Prognostisch | Nicht priorisiert | Advertising Revenue Growth |
| c357 | Advertising is starting to come to PC and console gaming | Interpretativ | Nicht priorisiert | Advertising Revenue Growth |
| c358 | EA is prototyping in-game ads | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c359 | Microsoft is expected to announce an ad-supported tier of Xbox Cloud Gaming | Prognostisch | Nicht priorisiert | Advertising Revenue Growth |
| c360 | In markets with decline players, flattened spend, free-to-play dominance, publishers will need to improve the monetization of low spenders and monetize non-spenders | Normativ | Nicht priorisiert | Advertising Revenue Growth |
| c361 | PC/Console and Mobile game content spending trends are very similar in mature markets | Empirisch | Nicht priorisiert | Advertising Revenue Growth |
| c362 | The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox | Prognostisch | Nicht priorisiert | Market Segmentation Framework |
| c363 | Roblox constitutes its own distinct revenue growth category separate from other gaming platforms | Definitorisch | Nicht priorisiert | cluster_015 |
| c364 | Of the $136B in content sales outside of China and excluding 1st-party platform games and services, store fees consumed $33.2B of gross revenues that might otherwise go to publishers | Empirisch | Nicht priorisiert | Platform Fees And Direct Commerce |
| c365 | iOS IAP generates the highest platform fees at $11.8B, followed by Android IAP at $9.0B, Console at $7.8B, and Steam at $4.7B | Empirisch | Nicht priorisiert | Platform Fees And Direct Commerce |
| c366 | Annual (non-China) platform fees rival many top markets combined as a revenue opportunity | Interpretativ | Nicht priorisiert | Platform Fees And Direct Commerce |
| c367 | Platform fees are likely 150% of (non-China) profits | Prognostisch | Nicht priorisiert | Platform Fees And Direct Commerce |
| c368 | Many mobile publishers are already redirecting substantial and growing shares of their gross revenues to alternative (typically D2C) payment channels with far lower commissions | Empirisch | Nicht priorisiert | Platform Fees And Direct Commerce |
| c369 | Direct-to-consumer payment channels have far lower commissions than traditional app store payment channels | Empirisch | Nicht priorisiert | Platform Fees And Direct Commerce |
| c370 | Stillfront has achieved the highest share of D2C revenue among tracked publishers, reaching approximately 50% by Q4 2025 | Empirisch | Nicht priorisiert | Platform Fees And Direct Commerce |
| c371 | D2C stores are partly why topline mobile growth has slowed | Interpretativ | Nicht priorisiert | Platform Fees And Direct Commerce |
| c372 | Gamemakers discount gross prices to encourage D2C/webshop adoption that offer better net sales economics | Interpretativ | Nicht priorisiert | Platform Fees And Direct Commerce |
| c373 | Across five mobile publishers with leading D2C adoption (and ~$4.4B in total player spend), gross sales are down 1% since Q1'23 but (more important) net sales are up 4% | Empirisch | Nicht priorisiert | Platform Fees And Direct Commerce |
| c374 | Net sales growth (4%) is more important than gross sales decline (1%) | Normativ | Nicht priorisiert | Platform Fees And Direct Commerce |
| c375 | To maximize D2C adoption, publishers must do more than offer valuable discounts, fun perks, and simple user journeys. They must also support scores of payment solutions | Normativ | Nicht priorisiert | Platform Fees And Direct Commerce |
| c376 | Payment method preferences vary significantly between different regional markets | Empirisch | Nicht priorisiert | Platform Fees And Direct Commerce |
| c377 | In Q4 2021, only about 12.7% of Roblox's revenues were D2C, resulting in platform fees devouring 27% of gross revenues | Kausal | Nicht priorisiert | cluster_015 |
| c378 | Today, the former is up to 30% and latter down to 22% | Empirisch | Nicht priorisiert | cluster_015 |
| c379 | Roblox's improvements in alternative payment share since Q4 2021 have saved it roughly $420MM in payment fees (over $50MM in Q4 2025 alone) | Empirisch | Nicht priorisiert | cluster_015 |
| c380 | Behind Roblox's D2C success is not just large D2C discounts, but lucrative D2C-only Robux subscriptions that effectively boxes out in-app buys | Interpretativ | Nicht priorisiert | cluster_015 |
| c381 | D2C and Gift Card customers get up to 25% more Robux per dollar than in-app buyers | Empirisch | Nicht priorisiert | cluster_015 |
| c382 | Premium subscribers can get 35% more Robux per dollar out of IAP | Empirisch | Nicht priorisiert | cluster_015 |
| c383 | Cheapest & highest value monthly Robux subscriptions are only available D2C/online | Empirisch | Nicht priorisiert | cluster_015 |
| c384 | Many parents use D2C-only Robux subscriptions for allowance | Empirisch | Nicht priorisiert | cluster_015 |
| c385 | At Epic Games Store on PC, IAP fees are only 12% (and often less), but a growing share of publishers use their own billing solutions. In 2025, 35% of 3rd-Party hours were direct | Empirisch | Nicht priorisiert | Platform Fees And Direct Commerce |
| c386 | Third-party content playtime on Epic Games Store has grown consistently from 1.2 billion hours in 2019 to 2.8 billion hours in 2025 | Empirisch | Nicht priorisiert | Platform Fees And Direct Commerce |
| c387 | The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox | Prognostisch | Nicht priorisiert | Market Segmentation Framework |
| c388 | Roblox represents a distinct revenue growth area separate from other gaming categories | Definitorisch | Nicht priorisiert | cluster_015 |
| c389 | In 2025, outsourcing held a record 35.5% share of total content investment spend, up from 30.6% in 2017 and roughly 31.5% during the COVID-19 | Empirisch | Plausibel | Development Outsourcing Trends |
| c390 | Outsourcing's recent growth stems from a near-doubling of its share of net new content investment | Interpretativ | Nicht priorisiert | Development Outsourcing Trends |
| c391 | Outsourced share represents approximately 65% of net new content investment from 2022-2025 | Empirisch | Plausibel | Development Outsourcing Trends |
| c392 | Outsourced share was 33% from 2018-2022 versus ~65% from 2022-2025 | Vergleichend | Nicht priorisiert | Development Outsourcing Trends |
| c393 | Behind outsourcing growth is mostly not QA, localization, or testing, but an increasing reliance on outside partners for core creative work (art, game design, game engineering, etc.) | Interpretativ | Nicht priorisiert | Development Outsourcing Trends |
| c394 | Upstream work (Art & Animation, Game Engineering, Coding, and Design) represents 74% of outsourcing work by 2025 | Empirisch | Nicht priorisiert | Development Outsourcing Trends |
| c395 | Lack of local resources was the 3rd most cited reason to use outsourcing in 2022, but 6th in 2025 | Empirisch | Nicht priorisiert | Development Outsourcing Trends |
| c396 | Cost savings went from 5th to 2nd most cited reason for outsourcing between 2022 and 2025 | Empirisch | Nicht priorisiert | Development Outsourcing Trends |
| c397 | Flexible staffing models stayed at 1st place but grew in importance for outsourcing | Empirisch | Nicht priorisiert | Development Outsourcing Trends |
| c398 | Gamemakers report substantial increases in the share of their engineering work that's outsourced, with most categories up 5 percentage points since 2023 | Empirisch | Nicht priorisiert | Development Outsourcing Trends |
| c399 | In creative disciplines, many outsource users report 60-95% of total work on animations, audio, environmental design, weapons, etc., is outsourced, up 4-5 points in two years | Empirisch | Nicht priorisiert | Development Outsourcing Trends |
| c400 | 3D animations show the highest outsourcing rates among creative disciplines, reaching approximately 95% by 2025 | Empirisch | Nicht priorisiert | Development Outsourcing Trends |
| c401 | Many of the most creatively and commercially successful titles of the last few years have been substantial users of external development | Empirisch | Nicht priorisiert | Development Outsourcing Trends |
| c402 | The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox | Prognostisch | Nicht priorisiert | Market Segmentation Framework |
| c403 | Roblox represents a distinct revenue growth area separate from other gaming platforms or categories | Definitorisch | Nicht priorisiert | cluster_015 |
| c404 | Roblox is now a singular driver of the total video gaming market | Interpretativ | Nicht priorisiert | cluster_015 |
| c405 | In 2025, Roblox was over 4.5% of non-China spend and 40% of net growth | Empirisch | Nicht priorisiert | cluster_015 |
| c406 | Roblox grew more than 100% net as overall market shrank in 2022 | Empirisch | Nicht priorisiert | cluster_015 |
| c407 | At the end of 2024, Roblox had more DAU than PlayStation, Switch, or Xbox | Empirisch | Nicht priorisiert | cluster_015 |
| c408 | A year later, DAU were up another 69% (with 3x as many DAU added as in the first year of COVID) | Empirisch | Nicht priorisiert | cluster_015 |
| c409 | Roblox growth is driven by users under 13 and users over 13, with under 13 representing the largest segment | Kausal | Nicht priorisiert | cluster_015 |
| c410 | Roblox growth is global with significant expansion in APAC and ROW regions | Interpretativ | Nicht priorisiert | cluster_015 |
| c411 | Roblox's engagement surged even more than DAU. In just Q3 2025, Roblox amassed more hours of use than it achieved in the entire first year of the pandemic | Empirisch | Nicht priorisiert | cluster_015 |
| c412 | Roblox's average quarterly engagement is now as large as that of Steam, PlayStation, and Fortnite combined | Empirisch | Nicht priorisiert | cluster_015 |
| c413 | Engagement measurement excludes off-platform activities like watching PlayStation or Fortnite streams on YouTube, Twitch, TikTok | Definitorisch | Nicht priorisiert | Methodology And Data Sources |
| c414 | Roblox is starting to challenge Netflix for total hours of use | Interpretativ | Nicht priorisiert | cluster_015 |
| c415 | In 2025, Roblox hit 65% of Netflix's hours (82% in Q3) | Empirisch | Nicht priorisiert | cluster_015 |
| c416 | While Netflix grows ~1% a year, Roblox manages 25-70% growth | Empirisch | Nicht priorisiert | cluster_015 |
| c417 | Roblox's top titles now match the top non-Roblox games and even publishers in monthly engagement despite having a tiny fraction of the budget and staff | Empirisch | Nicht priorisiert | cluster_015 |
| c418 | Off-platform engagement such as watching PlayStation or Fortnite streams on YouTube, Twitch, TikTok is excluded from these engagement measurements | Definitorisch | Nicht priorisiert | Methodology And Data Sources |
| c419 | Roblox developers are now taking home $1.5B per year, with Q4 2025 hitting $477MM, up more than 70% year-over-year | Empirisch | Nicht priorisiert | cluster_015 |
| c420 | Roblox's growth is supported by unprecedented $1.6B in annual R&D expenditures | Empirisch | Nicht priorisiert | cluster_015 |
| c421 | Roblox R&D investment continues to grow while shrinking rapidly as a percentage of revenue | Empirisch | Nicht priorisiert | cluster_015 |
| c422 | Roblox exhibits classic creative disruption | Interpretativ | Nicht priorisiert | cluster_015 |
| c423 | Roblox has built outstanding scale, network effects, revenues, and now profits | Empirisch | Nicht priorisiert | cluster_015 |
| c424 | Roblox monetizes a fraction of the market average | Empirisch | Nicht priorisiert | cluster_015 |
| c425 | The video game industry faces spending growth but also retrenchment and margin struggles in 2025 | Interpretativ | Nicht priorisiert | Global Revenue Growth Patterns |
| c426 | Growth in the video game industry is scarcer than headlines suggest | Interpretativ | Nicht priorisiert | Global Revenue Growth Patterns |
| c427 | Video games are losing the attention war in the 'Major Market 8' | Interpretativ | Nicht priorisiert | Igaming And Betting Competition |
| c428 | Novel interactive competitors are taking attention, time, and spend from video games | Interpretativ | Nicht priorisiert | Igaming And Betting Competition |
| c429 | There are five biggest areas of revenue growth in the video game industry in 2026 | Definitorisch | Nicht priorisiert | Market Segmentation Framework |
| c430 | There is no "Video Gaming Industry" | Definitorisch | Nicht anwendbar | Market Overview And Framework |
| c431 | To find growth, we have to acknowledge the fragmented nature of gaming | Normativ | Nicht priorisiert | Market Overview And Framework |
| c432 | There is no single 'Video Gaming Industry' - there are many distinct industries | Definitorisch | Nicht anwendbar | Market Overview And Framework |
| c433 | To find growth opportunities, acknowledging industry fragmentation is necessary | Normativ | Nicht priorisiert | Market Overview And Framework |
| c434 | There are many ways to cut the video game industry, each facing its own dynamics and sub-dynamics, and not all offer similar opportunities or adjacencies | Definitorisch | Nicht anwendbar | Market Overview And Framework |
| c435 | Mobile gaming dominates the global TAM through both player spending (42.4%) and ads (26.6%), totaling approximately 69% of the market | Empirisch | Nicht priorisiert | Market Segmentation Framework |
| c436 | Live service games (including ads) represent 83.7% of gaming content revenue, while packaged sales only account for 12% | Empirisch | Nicht priorisiert | Market Segmentation Framework |
| c437 | Some segments are growing at a fraction of the size of the overall market, while others are growing at multiples of it | Empirisch | Nicht priorisiert | Market Segmentation Framework |
| c438 | Video game content market can be categorized by device (Console, PC, Mobile), region (North America, APAC, China, Europe, LATAM, MEA), content model (Live Service, Packaged Sales, Platform Services), and class (AAA, AA, Indie, Mid-Core, Casual, Hyper/Hybrid-Casual) | Definitorisch | Nicht priorisiert | Market Segmentation Framework |
| c439 | Each sub-cut represents a very different share of growth | Interpretativ | Nicht priorisiert | Market Segmentation Framework |
| c440 | Live Service content (including ads) dominates the video game content market at 83.7% with 85% growth share | Empirisch | Nicht priorisiert | Market Segmentation Framework |
| c441 | Different companies in the 'video gaming industry' exist in very different universes and experience fundamentally different growth prospects | Interpretativ | Nicht priorisiert | Market Segmentation Framework |
| c442 | Gaming TAM includes Game Sales, DLC, Microtransactions, Subscriptions, and Services, and Ads but excludes Hardware & Accessories | Definitorisch | Nicht anwendbar | Market Segmentation Framework |
| c443 | Mobile gaming represents the largest share of gaming content revenue through player spending (42.4%) and advertising (26.6%) | Empirisch | Nicht priorisiert | Market Segmentation Framework |
| c444 | Live Service games (including ads) represent 83.7% of gaming content revenue | Empirisch | Nicht priorisiert | Market Segmentation Framework |
| c445 | Multiple firms provided custom analysis support for this presentation | Empirisch | Nicht priorisiert | Methodology And Data Sources |
| c446 | Placement order is randomized but weighted by total citations | Definitorisch | Nicht priorisiert | Methodology And Data Sources |
| c447 | This document represents the state of video gaming as of 2026 | Definitorisch | Nicht priorisiert | Market Overview And Framework |
| c448 | Growth and where to find it is a central concern for understanding video gaming in 2026 | Interpretativ | Nicht priorisiert | Global Revenue Growth Patterns |
| c449 | This presentation addresses the state of video gaming in 2026 with focus on growth opportunities | Definitorisch | Nicht priorisiert | Market Overview And Framework |
| c450 | This presentation represents the state of video gaming in 2026 | Definitorisch | Nicht priorisiert | Market Overview And Framework |
| c451 | Growth and where to find it are key themes for understanding gaming in 2026 | Interpretativ | Nicht priorisiert | Global Revenue Growth Patterns |
| c_imp001 | Kapitalistisches Wachstum ist der naturgegebene und wünschenswerte Zustand von Märkten | Normativ | | |
| c_imp002 | Märkte sind rationale, berechenbare Systeme, die sich durch Datenanalyse verstehen und vorhersagen lassen | Definitorisch | | |
| c_imp003 | Menschliche Aufmerksamkeit ist eine knappe, quantifizierbare Groesse, die extrahiert und monetarisiert werden kann | Definitorisch | | |
| c_imp004 | Konkurrenz zwischen Unternehmen ist der natürliche Zustand von Märkten und führt zu optimalen Ergebnissen | Normativ | | |
| c_imp005 | Massenentlassungen sind ein legitimes und effizientes Instrument zur Gewinnoptimierung | Normativ | | |
| c_imp006 | Nationalität von Unternehmen ist eine bedeutsame Kategorie für Marktanalyse | Definitorisch | | |
| c_imp007 | Konsumausgaben reflektieren die wahren Präferenzen und den Nutzen der Verbraucher | Definitorisch | | |
| c_imp008 | Technologische Disruption ist ein neutraler, naturgegebener Prozess ohne soziale oder politische Dimensionen | Definitorisch | | |
| c_imp009 | Quantifizierbare Metriken sind objektiver und wertvoller als qualitative Einschätzungen | epistemic | | |
| c_imp010 | Outsourcing und geografische Arbitrage sind neutrale Effizienzmaßnahmen ohne soziale Kosten | Normativ | | |
| c_imp011 | Märkte existieren unabhängig von regulativen und institutionellen Rahmenbedingungen | Definitorisch | | |
| c_imp012 | Individuelle Unternehmensentscheidungen aggregieren sich zu optimalen Marktergebnissen | theoretical | | |
| c_imp013 | Die Pandemiehochs von 2020 sind ein angemessener Benchmark für 'normale' Marktperformance | Interpretativ | | |
| c_imp014 | Sprach-Settings sind AUSREICHEND fuer die gezogenen Schluesse ueber geografische und kulturelle Zugehoerigkeit | methodological | | |
| c_imp015 | Wachstum kann von einzelnen Unternehmen 'erzeugt' oder 'eingefangen' werden, als wäre es eine physische Ressource | Definitorisch | | |
| c_imp016 | Die Abstraktiοn von Gaming zu reinen Zahlenwerten erfasst das Wesentliche der Phänomene | epistemic | | |
| c_imp017 | Platform-Ownership verleiht natürliche und legitime Marktvorteile | Normativ | | |
| c_imp018 | Subscription-Modelle repräsentieren eine natürliche Evolution der Märkte, nicht eine strategische Machtverschiebung | Interpretativ | | |
| c_imp019 | Content-Investment als Prozentsatz des Umsatzes ist ein objektiver Indikator für Industriegesundheit | methodological | | |
| c_imp020 | Politik als externe Stoerung, nicht konstitutive Bedingung von Gaming-Maerkten | theoretical | | |
| c_imp021 | Die Analyse beschreibt den Markt neutral, statt ihn mitzugestalten. | epistemic | | |
| c_imp022 | Menschliche Aufmerksamkeit ist fixe Groesse — Medienkonsum ist Zero-Sum | theoretical | | |