Analytics

Analytics

What’s happening with gaming company stocks by the end of fall: growth in China, faith in Unity’s AI strategy, and other trends

At the end of summer, we compiled a comprehensive report on the gaming stock market situation. To update the data and capture trends, we again analyzed the status of over 60 public companies and examined how their positions have changed since the beginning of 2025. Inside, you’ll find our traditional abundance of graphs, numbers, and information across various markets.
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The highest-grossing games of October in numbers: top titles of the month by revenue and sales on Steam and consoles

In October, the battle for the title of the biggest release was between a PC-focused military shooter and the latest installment of the ever-enduring monster-catching saga. In this new edition of the monthly gaming market review, there is a wealth of data and graphs on revenue, sales, and other metrics of major releases, indie hits, and unexpected newcomers.
Premium Analytics

The state of the European gaming market in numbers: revenue, platforms, number of developers, top countries, and other metrics

You voted — we delivered. Introducing a comprehensive report on the state of the European gaming market, complete with numerous graphs and data both for the region as a whole and for individual countries. We conducted an in-depth study of consumer spending along with other statistical metrics such as the number of gamers, developers, and gaming companies.
Analytics

The methodology is good, but the sample is incorrect — Alexander Barabanov from Sad Cat Studios on the perelesoq study

Last week, the studio Perelesoq published a study suggesting that Steam wishlists are becoming outdated, and strategies focused on collecting them are ineffective. Some members of the community criticized this work. Alexander Barabanov, lead designer at Sad Cat Studios, explained to the editors why one should approach Perelesoq’s conclusions with caution.
Analytics

Do wishlists on Steam go stale? — perelesoq examines the situation in detail and with examples

Not long ago, an article appeared on the HowToMarketAGame portal, which claimed that wishlists supposedly “do not get old,” meaning their value and likelihood of turning into sales do not decrease over time. The perelesoq team decided to investigate this assertion by analyzing real data from five different games: Torn Away, CyberCorp, Elixir, Selfloss, and Tavern Manager Simulator (they also included data from Furnish Master).