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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 (783)

  • June 14, 2018
    Netflix has announced that it will release a version of Telltale Games’ Minecraft: Story Mode for its video-streaming platform, later this year. The game will be delivered in the form of video files, queued by a decision system controlled by the directional buttons on TV remotes. Telltale is already working with Netflix as the developer of the video game spinoff of Stranger Things, due for release as a standalone game on various platforms.
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  • Chenyu Cui | June 13, 2018
    Perfect World announced that is working on ‘Steam China’, which indicates an upcoming official launch for the platform in China. According to the agreement, Perfect World will actively promotion the launch and marketing of Steam China, while Valve is to cover software authorization and tech support.
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  • May 21, 2018
    As of this month, our Games Pricing Database has been relaunched, with a change in focus. Its coverage is now dedicated to first-party digital stores for PlayStation 4, Xbox One, and Nintendo Switch, in the USA and UK. That is, stores accessed through the console in order to buy games via PlayStation Network, Xbox Live, and Nintendo Network.
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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 (151)

  • Chenyu Cui | June 12, 2018
    Total consumer spend within the Chinese PC online gaming market was RMB 88.2 billion ($13.1 billion) in 2017, representing a year-on-year increase of 3.2% compared to 2.5% for 2016.
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  • Icon Tim Westcott | June 08, 2018
    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 | May 23, 2018
    Total consumer spend within the Korean PC online gaming market was KRW 2,367 billion ($2.13 billion) in 2017, representing a decrease of 13.2% year-over-year. Compared to the yearly decrease of 1.6% in 2016, we see accelerating decline due to IP-adapted mobile titles.
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Data View All (29)


Presentations View All (8)

Press Releases

Press Releases View All (6)

Analysts View All (6)

  • 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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