According to the latest projections from market‑research firm Newzoo, the worldwide video‑game industry is set to expand by 6.1 percent in 2026, reaching a total value of roughly $213.9 billion. More than half of all consumer expenditure in this sector is expected to come from two of the world’s biggest economies—China and the United States—underscoring the continued dominance of these markets in shaping global gaming trends.

The figures stem from Newzoo’s comprehensive Global Games Market Report, which will be released in full on 10 September. The report breaks down revenue by platform, business model, and geographic region, offering a detailed view of where growth is occurring and what forces are driving it. **Console segment** Console‑related sales are projected to account for about 22 percent of the total market, translating to $46.9 billion in revenue. This represents a modest 5.1 percent increase over the previous year, reflecting steady demand for next‑generation hardware and high‑profile titles.

A key catalyst for this uplift is the highly anticipated November launch of Rockstar Games’ flagship title, *Grand Theft Auto VI*. Newzoo estimates that the new entry in the long‑running series will lift full‑game spending by an impressive 17.5 percent, marking the strongest growth rate among all business models tracked by the firm. **Mobile gaming** Mobile devices remain the engine of the industry, projected to capture the largest share of the market at 57 percent, or $121.1 billion in 2026. This segment is expected to grow 6.8 percent year‑on‑year, driven by two complementary forces: 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 operate or plan to launch their own D2C web stores. Developers cite improved brand visibility, stronger customer loyalty, and richer first‑party data as primary motivations for moving away from traditional app‑store intermediaries. **PC gaming** The personal‑computer segment is forecast to hold the smallest slice of the overall pie, at roughly 21 percent ($45.9 billion).

While still growing—Newzoo predicts a 5.3 percent increase over the previous year—the pace is slowing compared with the 12 percent compound annual growth rate (CAGR) projected for 2025. Analysts attribute this deceleration to market saturation in mature regions and a shift in consumer spending toward mobile and console experiences.

Nevertheless, growth on PC is expected to be geographically broad, with notable gains in the Asia‑Pacific, Latin America, and Middle East‑Africa (MEA) zones. **Business‑model dynamics** Premium and mid‑priced releases are anticipated to continue sustaining full‑game revenue streams, while microtransactions are poised to reclaim their position as the dominant monetisation model across all platforms. This resurgence is linked to the increasing sophistication of in‑game economies and the willingness of players to spend on cosmetics, battle passes, and other optional content. **Player base outlook** The total number of gamers worldwide is projected to reach 4.07 billion by 2029, growing at a 3.2 percent CAGR after a 4.4 percent rise in 2026.

Newzoo cautions that future expansion will rely more on retaining and monetising existing players than on attracting new ones. Penetration rates are expected to edge up slightly from 61.5 percent to 62 percent in 2026, indicating limited headroom for deeper market saturation. Instead, overall growth will be fueled by the online population expanding by about 3.5 percent to reach 5.97 billion people. **Regional distribution** Emerging markets are the primary source of new growth, with the Asia‑Pacific region remaining the largest contributor to total revenue.

The Middle East and Africa are expanding at the fastest pace, reflecting increasing internet accessibility and rising disposable income in those areas. Mobile gamers are expected to number 3.10 billion in 2026, representing roughly 84 percent of the global player base. PC gamers will total about 977 million (26 percent), while console enthusiasts are projected to reach 651 million (18 percent).

In summary, Newzoo’s outlook paints a picture of a maturing industry that is still expanding, but at a more measured rate. The surge in full‑game spending driven by blockbuster releases such as *Grand Theft Auto VI*, the continued ascendancy of mobile platforms, and the strategic shift toward D2C sales channels are all set to shape the next few years of gaming economics. Stakeholders—from publishers and developers to investors and platform holders—will need to focus on deepening engagement with existing audiences, leveraging data‑driven insights, and tailoring content to the diverse preferences of players across regions in order to sustain momentum in a market where sheer player‑base growth is becoming increasingly constrained.