Coming soon · a new category of competitive intelligence

Gaming Realms:
competitive territory mapping.

The game market research layer between tactical metrics and macro industry reports — mapping where games truly compete, the way players actually navigate the market.

THE GAP

Tactical tools are everywhere.
The strategic layer is nowhere.

Tools dissect. None strategize.

The industry built endless tools to slice games into tactical metrics — engagement, retention, ARPU. But almost no tool answers the strategic question: which part of the market should we enter, how, and why — or should we not enter at all?

Too close, or too far

Existing analytics either zoom in on individual game performance or zoom out to country-level market reports. The strategic layer in between — where positioning decisions actually get made — is empty.

Genres defined by storefronts

Everyone measures TAM against genres. But those genres are defined by Steam, Xbox Store, and Apple Store — for their own categorization convenience, not by how players actually navigate and choose games.

Broad categories hide white space

Store-defined genres have blurred boundaries between segments. Publishers plan against these broad strokes and miss the white space between them — because they don't realize the borders are fuzzy.

WHAT YOU'LL BE ABLE TO DO

Four things you'll be able to do
that no existing tool allows.

STEP / 01

Map your true competitive set

See which titles actually fight for the same players — mapped the way players navigate the market, not the way storefronts categorize it. Understand who your true competitors are and which ones only look related on the surface.

Greenlight decisions backed by real competitive context, not genre trends
UA campaigns benchmarked against titles that truly matter, not genre lookalikes
Threat detection spot emerging competitors from adjacent segments before they scale
STEP / 02

Position a single title before it ships

Take one concept, build or acquisition target and test where it would actually land: which territory it enters, how contested that spot already is, and what would make its position defensible. Positioning analysis for one title — not a portfolio-level view.

Entry point see exactly which territory a concept lands in before production scales
Defensibility what differentiates the title inside that specific competitive field
Repositioning test alternative positions for the same title and compare them
STEP / 03

Find white space before competitors do

Identify underserved market positions where player demand exceeds competitive supply. Whether you're greenlighting new projects, planning acquisitions, or designing UA campaigns, knowing where white space exists changes the game.

Underserved positions with proven demand and limited competition
Saturation mapping see which territories are overcrowded before committing resources
Opportunity scoring prioritize openings by demand intensity and competitive gap
STEP / 04

Assess portfolio exposure to shifts

Evaluate your entire game portfolio through the lens of competitive dynamics. Understand concentration risk, identify diversification opportunities, and anticipate how shifts in one territory affect your other titles.

Concentration risk see how many of your titles sit in the same competitive territory
Diversification gaps identify territories where you have no presence but should
Pressure forecasting anticipate how competitor launches will impact your positions
GET EARLY ACCESS

Be the first to explore
Gaming Realms.

Free to get started. No sales call required. Create an account to be notified the moment Gaming Realms goes live — and get early access.

FREQUENTLY ASKED

Game market research, competitive landscapes and white space

What is game market research at the territory level?

Conventional game market research sizes genres and countries. Territory-level research maps the actual competitive fields where titles fight for the same players, so a positioning decision can be made against real competition instead of a storefront category.

How is this different from genre-based video game market analysis?

Genres are defined by Steam, Xbox Store and the App Store for catalogue convenience. Players do not navigate that way. Gaming Realms rebuilds the market from player-facing competitive dynamics, which is why segment boundaries — and the openings between them — look different.

Can Gaming Realms be used for competitive landscape analysis?

Yes. It defines your true competitive set, shows which titles only look adjacent, and highlights where competitive pressure is rising, flattening or already saturated — the inputs a greenlight, UA benchmark or acquisition thesis actually needs.

How does market gap analysis work here?

White space is identified where player demand is proven but competitive supply is thin. Each opening is scored by demand intensity and competitive gap, so teams can rank opportunities rather than argue about them.

Who is it built for?

Publishers and studios making greenlight and portfolio calls, investors underwriting studio and IP theses, and UA teams benchmarking against titles that genuinely compete for their audience.