According to the latest projections from market‑research firm Newzoo, the worldwide video‑game industry is on track to expand by roughly 6.1 percent in 2026, pushing total revenue to an estimated $213.9 billion. More than half of this spending is expected to originate from two powerhouses—China and the United States—underscoring the continued dominance of these markets in shaping global gaming trends.
The figures come from Newzoo’s forthcoming Global Games Market Report, which will be released in full on September 10. The report breaks down the forecast by platform, business model, and geographic region, offering a detailed snapshot of where growth is expected to materialise over the next few years.
**Console segment** Console sales are projected to represent about 22 percent of the total market, translating to roughly $46.9 billion in revenue. This segment is slated to grow 5.1 percent year‑over‑year, driven in large part by the highly anticipated release of Rockstar Games’ next flagship title, Grand Theft Auto VI. Newzoo predicts that the November launch of GTA VI will lift full‑game spending by an impressive 17.5 percent, making it the strongest growth driver among all business models in the industry. The surge is expected to benefit not only console manufacturers but also publishers and retailers that rely on premium, full‑price titles to generate a substantial portion of their income.
**Mobile gaming** Mobile platforms remain the largest slice of the pie, accounting for an estimated 57 percent of total industry revenue—about $121.1 billion. This sector is forecast to grow 6.8 percent compared with the previous year, a pace fueled by higher average spend per player and the rapid expansion of direct‑to‑consumer (D2C) distribution channels. Mobile developers are increasingly bypassing traditional app‑store intermediaries, opting instead for their own storefronts to capture a larger share of the revenue and to gather first‑party data. A recent survey conducted by FastSpring and Omdia revealed that 96 percent of game studios either already operate or plan to launch a D2C web store.
Studios cite several advantages: enhanced brand visibility, stronger player loyalty, and direct access to valuable consumer insights that can inform future game design and monetisation strategies. **PC gaming** The personal‑computer segment is expected to hold the smallest market share at roughly 21 percent, equating to $45.9 billion in revenue. While still growing—at an estimated 5.3 percent year‑over‑year—PC growth is projected to decelerate relative to the 12 percent compound annual growth rate (CAGR) that Newzoo had forecast for 2025. The slowdown reflects a maturing market, though growth is expected to be geographically diverse, with notable gains in the Asia‑Pacific region, Latin America, and the Middle East & Africa (MEA).
**Business‑model dynamics** Premium and mid‑priced releases are anticipated to continue sustaining full‑game revenue streams, while microtransactions are poised to reclaim the top spot as the most lucrative business model across all platforms. This shift suggests that developers will keep balancing high‑ticket, single‑purchase titles with ongoing, in‑game monetisation mechanisms that encourage repeat spending. **Player base trends** The total number of gamers worldwide is projected to reach 4.07 billion by 2029, growing at a compound annual growth rate of 3.2 percent after a 4.4 percent increase in 2026.
Newzoo cautions that future expansion will rely more on retaining and monetising existing players rather than on attracting large numbers of new users. The company notes that the overall player penetration rate will edge up slightly from 61.5 percent to 62 percent in 2026, indicating limited headroom for deeper market saturation. Instead, growth will be driven by the online population expanding by roughly 3.5 percent to 5.97 billion people.
**Regional breakdown** Emerging markets are currently the engine of growth, with the Asia‑Pacific region holding the largest share of the player base. The Middle East and Africa are expanding the fastest, reflecting increasing broadband penetration and the proliferation of affordable smartphones. By 2026, mobile gamers are expected to number 3.10 billion, representing about 84 percent of all players.
PC gamers are forecast to reach 977 million (approximately 26 percent of the total), while console enthusiasts are projected at 651 million (around 18 percent). **Implications for the industry** The data suggests that developers, publishers, and platform holders will need to adapt their strategies to a market that is becoming increasingly saturated. Emphasis will shift toward deepening engagement with existing audiences, leveraging D2C channels for better data collection, and refining monetisation models that balance player satisfaction with revenue generation.
As the industry moves forward, the interplay between premium full‑price titles—exemplified by the upcoming Grand Theft Auto VI—and the ever‑growing microtransaction ecosystem will shape the financial landscape of gaming for years to come.