According to Newzoo’s latest Global Games Market Report, which will be released in full on September 10, the worldwide video‑game industry is set to expand by 6.1 percent over the next year, reaching a total value of roughly $213.9 billion. More than half of that consumer expenditure is expected to come from just two markets—China and the United States—underscoring the continued dominance of these regions in the digital entertainment landscape. When the numbers are broken down by platform, consoles are slated to account for about 22 percent of the total market, generating an estimated $46.9 billion in revenue. This represents a 5.1 percent increase from the previous year and reflects steady demand for high‑end hardware and premium titles.

A key driver of this uplift is the much‑anticipated November release of Rockstar Games’ Grand Theft Auto VI. Newzoo predicts that the new installment will boost full‑game spending by an impressive 17.5 percent, marking the strongest growth among all business models in the sector.

Mobile gaming remains the heavyweight champion of platform share, projected to capture 57 percent of global revenue and deliver $121.1 billion in sales. The mobile segment’s year‑on‑year growth of 6.8 percent is being fueled by two intertwined trends: higher average spend per player and the rapid expansion of direct‑to‑consumer (D2C) distribution channels. A recent survey conducted by FastSpring and Omdia revealed that 96 percent of game studios either already run or plan to launch their own D2C storefronts. Developers cite improved brand visibility, stronger player loyalty, and direct access to first‑party data as primary motivations for this shift.

In contrast, the PC market is expected to hold the smallest slice of the pie, contributing roughly 21 percent—or $45.9 billion—to the overall revenue pool. While still growing at a healthy 5.3 percent year‑on‑year, PC’s growth rate is projected to decelerate compared with the 12 percent compound annual growth rate (CAGR) that Newzoo had forecast for 2025. The slowdown is partly attributed to the maturing nature of the platform and the increasing competition from mobile and console ecosystems. From a business‑model perspective, premium and mid‑priced titles are anticipated to continue sustaining full‑game revenue streams, whereas microtransactions are expected to reclaim their status as the largest revenue generator across all platforms.

The resurgence of micro‑based monetisation is linked to the growing sophistication of in‑game economies and the willingness of players to spend on cosmetics, battle passes, and other optional content. Geographically, PC growth is projected to be broadly distributed, with the Asia‑Pacific region, Latin America, and the Middle East‑Africa (MEA) markets leading the charge. These regions are witnessing rising disposable incomes, improved broadband penetration, and a cultural shift toward digital entertainment, all of which are expanding the potential player base. Speaking of players, Newzoo estimates that the global gaming audience will reach 4.07 billion by 2029, growing at a compound annual rate of 3.2 percent after a 4.4 percent increase in 2026.

The data suggests that future market expansion will rely more on retaining and monetising existing gamers rather than on acquiring brand‑new users. This is a natural consequence of the market approaching saturation in mature economies, where the pool of untapped consumers is limited.

Emerging markets are now the primary engine of growth. The Asia‑Pacific region remains the largest contributor, while the Middle East and Africa are expanding at the fastest pace.

Mobile gaming dominates these growth hotspots; Newzoo projects that mobile players will number 3.10 billion in 2026, representing 84 percent of the total gaming population. PC gamers are expected to total 977 million (about 26 percent), and console enthusiasts will number roughly 651 million (18 percent). Overall player penetration is forecast to edge up slightly from 61.5 percent to 62 percent in 2026.

However, Newzoo cautions that there is limited room to grow the base through deeper market penetration; instead, the modest increase reflects the broader online population expanding by approximately 3.5 percent to reach 5.97 billion people worldwide. In summary, the gaming industry’s trajectory points toward a more mature, diversified ecosystem where platform‑specific strategies, direct‑to‑consumer initiatives, and nuanced monetisation models will shape the next phase of growth.