游戏发行和营销峰会:2025年全球游戏发行与营销行业研究报告(英文版)(46页).pdf

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游戏发行和营销峰会:2025年全球游戏发行与营销行业研究报告(英文版)(46页).pdf

1、9 10 September 2025Novotel London West,London,UKTHE GLOBAL STATE OF GAME PUBLISHING&MARKETING 2025 INDUSTRY REPORTBook OnlineVisit SiteVisit SiteForewordTable of ContentsList of TablesList of FiguresIntroductionSECTION 1:Game Publishing StrategiesPublisher-Developer RelationshipsCross-Platform Publi

2、shingSelf-PublishingSECTION 2:Marketing and User AcquisitionDigital Channels and Decline of Traditional RetailPartnerships as Marketing ChannelsInfluencer MarketingSECTION 3:CommunityImportance of Community in GamingCommunity SafetySECTION 4:Data-Driven SuccessThe Role of Data in Publishing and Mark

3、etingSECTION 5:Revenue Streams and Business ModelsLive Service GamesBoxed Games/One-time Purchase ModelSubscription ModelsEsportsHybrid Models2 22 2 3 3 3 316164 47 77 7242424 24 27 27 272728281717202020202222ForewordAhead of the Game Publishing and Marketing Summit,we commissioned this report to de

4、liver an in-depth overview of how,and why,game publishing and marketing experts are reimagining their core strategies.The aim of this report is to outline key topics that may enable studios,regardless of size,to make internal improvements to their business models and games that will keep them not ju

5、st relevant,but essential.The findings reflect an increased interest,investment and dependence on user research,player and platform data and analytics,third-party services,personalised events and engagement,and multi-platform retail strategies.However,solely relying on access to research and digital

6、 tools will not help studios navigate ever-growing player expectations,modern technology,or regulations.This report is designed to highlight the latest opportunities and challenges in the gaming industry.We hope it serves as a practical resource for decision makers seeking to stay a step ahead of th

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