As part of the initial research process, stakeholders from both the supply and demand sides were interviewed to get both qualitative and quantitative information. CEOs, VPs of Interactive Entertainment, Heads of Platform Strategy, and Global Publishing Directors from AAA game publishers, indie companies, console makers, cloud gaming providers, and mobile gaming conglomerates were some of the supply-side sources. Professional e-sports athletes, people who make videos for Twitch and YouTube, people who plan gaming tournaments, medical directors of gaming wellness centers, procurement leads from specialty gaming retail chains, and management teams from gaming café networks were all demand-side sources. Primary research confirmed platform-specific segmentation, confirmed release dates for upcoming titles, and gathered information on how to keep players, how well revenue strategies work, how live services are adopted, and how prices change in different regions.
Primary Respondent Breakdown:
• By Designation: C-level Primaries (32%), Director Level (30%), Others (38%)
• By Region: North America (32%), Europe (30%), Asia-Pacific (33%), Rest of World (5%)
Global market valuation was derived through revenue mapping and player engagement analysis. The methodology included:
• Identification of 50+ key publishers and platform holders across North America, Europe, Asia-Pacific, Latin America, and MEA
• Product mapping across PC gaming, console platforms, mobile gaming ecosystems, cloud gaming services, and VR/AR interactive entertainment
• Analysis of reported and modeled annual revenues specific to interactive entertainment portfolios and platform-specific earnings
• Coverage of publishers and platforms representing 75-80% of global market share in 2024
• Extrapolation using bottom-up (MAU × ARPU by country/platform) and top-down (publisher/platform revenue validation) approaches to derive segment-specific valuations