Global revenue from video‑game software has been expanding at an average compound annual growth rate of roughly three percent over the past four years, and analysts expect the same pace to continue for the next four‑year horizon. Yet, despite this steady financial climb, player behavior remains heavily skewed toward the familiar: about two‑thirds of gamers say they gravitate toward known franchises or sequels, while only one in five actively seeks out brand‑new titles.

These insights come from Bain & Company’s latest annual Gaming Report, which gathered responses from more than 5,300 players across a wide range of regions and demographics. The survey uncovered a pronounced dissatisfaction with what the firm calls the “unfocused middle” of the market – games that are overly generic, safe, and shallow, and therefore fail to capture attention.

To illustrate the point, Bain & Co contrasted two recent releases: Baldur’s Gate 3 and Concord. Baldur’s Gate 3 succeeded by deliberately targeting a narrowly defined audience that craved deep role‑playing experiences, whereas Concord entered an already saturated hero‑shooter arena and struggled to persuade players who were accustomed to free‑to‑play models to shell out a $40 price tag. When the researchers examined public data for a sample of 100 titles launched since 2023, they discovered that 83 % of games with a tight, specific focus achieved commercial success, compared with just 50 % of titles that lacked a clear target audience. This stark contrast underscores the importance of knowing exactly who you are building for.

Player preferences for genre and play style are also highly fragmented. When respondents were asked whether they preferred story‑driven adventures, open‑world sandbox experiences with user‑generated content, or competitive multiplayer, no single category attracted more than 26 % of the vote.

About 20 % said their choice varies depending on mood or circumstance, and 17 % either selected “none of the above” or mentioned other niche categories. The report identified two major forces reshaping the industry today: growing player demand for deeper experiences and the rapid adoption of generative AI in development pipelines. Younger gamers, in particular, are concentrating their time on a smaller set of platforms – with Roblox highlighted as the emerging “centre of gravity” for the broader ecosystem over the past five years. On the AI front, Bain & Co noted that developers are leveraging generative tools to accelerate production, but warned that without a well‑defined player persona, faster development merely scales the wrong bet.

As the firm put it, “the developers that come out ahead over the next several years won’t be the ones with the biggest budgets or the most sophisticated AI capabilities. They’ll be the ones that commit – earlier than their competitors – to building for a player they can describe in a single sentence.” Player sentiment toward AI in game creation has softened in the last twelve months. Forty‑two percent of surveyed gamers now feel more comfortable with AI usage than they did a year ago, 44 % remain unchanged, and fewer than one in seven feel less comfortable.

Acceptance is especially high among teenagers: 59 % of players aged 13‑17 reported increased comfort with AI, while 33 % said their view stayed the same. Bain & Co’s Anders Christofferson, global lead for the firm’s Video Game sector, argued that this shift opens a window for studios to adopt AI without fearing reputational backlash, particularly among the younger audiences that will shape the market for the next decade. He added that AI also equips developers with richer insights into player behaviour, enabling tools that analyse engagement patterns, surface resonant content, and create tighter feedback loops between creators and their communities.

These analytical capabilities translate into more personalized offers – from tailored communications and advertisements to bespoke in‑game content. The report found that such personalization drives higher spending, especially among teenage players.

Eighty‑six percent of teenagers reported spending money on gaming‑related activities each month, compared with just over half of players in their 50s, 36 % of those in their 60s, and 27 % of those in their 70s. Gaming‑related expenditures encompass purchases of new titles, downloadable content, subscriptions, and tips for streamers, but exclude hardware like consoles or VR headsets.

Moreover, nearly half of all gamers said they buy directly from a developer’s own web store at least once a year, and 27 % do so repeatedly. This direct‑to‑consumer trend is strongest among the youngest cohort, with 40 % of 13‑ to 17‑year‑olds reporting multiple direct purchases in the past year.

Christofferson summed up the strategic implication for executives: “The question for gaming leaders is no longer solely about reaching more players. It’s about reaching the right players, in the right way, and gaining greater ownership of that relationship.” He concluded that studios that pull ahead are those that have made a deliberate decision about who they are building for and have aligned every resource – from AI tools to distribution channels to personalization tactics – behind that single, focused answer.