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The leisure gaming sector is experiencing deep and disruptive changes in its business models, distribution, industry and platforms. Staying “in the game” requires a strategic grasp of the rapidly shifting game-plays animating this lucrative and evolving global market.

Gain the upper hand in the dynamic, competitive universe of games media with our substantive coverage and rigorous tracking of the global interactive leisure software marketplace.

Analyst Insights View All (802)

  • Matteo Marchello | January 29, 2019
  • Charlotte Jones | December 19, 2018
    Imax has called time on its location-based virtual reality (VR) pilot first launched in 2016. The future of the initiative was first plunged into doubt earlier in 2018 as the company began shuttering two non-profitable sites (Shanghai and New York in June 2018), promptly followed by other closures, such as Manchester, its only European site in November 2018.
  • Matteo Marchello, Steve Bailey | November 20, 2018
    UEFA has signed a deal with EA Sports aimed at launching the eChampions League, a games tournament on the PS4. The 'etournament' will take place in March 2019 and will award a total purse of $280,000 (with $100,000 for the overall winner). To sign this deal, UEFA had to cancel an existing agreement with Konami, meaning that Konami's latest Pro Evolution Soccer now features UEFA Champions and Europa League competitions as offline modes only.


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Complete and up-to-date market data, information and analysis on the global interactive leisure software marketplace. Coverage includes well-established games markets such as consoles and handhelds, digital games and subscription services, as well as emerging areas including eSports and virtual reality. Also provides extensive visibility into the Asia games markets.
Comprehensive coverage of the games sector, providing ongoing access to a continuous flow of research across geographies, topics and platforms. Coverage includes a tactical by territory view of games content and games hardware opportunities by each and every segment of the market with Industry competitive dynamics including: company and title performance, content pricing, funding and acquisition analysis.


Reports View All (163)

  • Chenyu Cui | February 22, 2019
    Tencent is the first games company in China to introduce compulsory real-ID verification and face recognition processes to its games, for Honor of Kings (to be extended to other titles in the near future), to further limit the ways in which its games can be accessed by minors.
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  • Icon Tim Westcott | February 04, 2019
    The Media & Technology Digest provides a monthly analysis of the key trends and innovations shaping the global technology landscape. Written by our senior analysts the digest includes a detailed focus on key industry hot topics, analysis of all major industry and product announcements with in-depth examinations of significant industry trends.
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  • Chenyu Cui | February 01, 2019
    Nexon maintains its lead in Q3 2018, growing to capture a 66% share of the entire PC games business in South Korea. This was due to consistently strong performance from Dungeon & Fighter (DNF) in China, driven by the introduction of new in-game events, the revenue from which will be weighted more to Q4.
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Data View All (30)


Presentations View All (8)

Press Releases

Press Releases View All (7)

Analysts View All (7)

  • Icon Director – Research and Analysis Director, Games, IHS Markit
    Mr. Piers Harding-Rolls is a director of Research and Analysis Games at IHS Markit, focuses on the evolution of games.
  • Icon Principal Senior Analyst, Games, IHS Markit
    Steve Bailey is a principal senior analyst for Games at IHS Markit.

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