According to Newzoo’s upcoming Global Games Market Report, slated for full release on September 10, the worldwide video‑game sector is set to expand by 6.1% over the next year, pushing total revenues to roughly $213.9 billion. More than half of this spending is expected to come from two powerhouses—China and the United States—underscoring the continued dominance of these markets in shaping global gaming trends. When the numbers are broken down by platform, consoles are forecast to represent about 22% of the total market, delivering an estimated $46.9 billion in revenue.
This reflects a modest 5.1% year‑on‑year increase and is largely driven by the excitement surrounding the November release of Grand Theft Auto VI. Newzoo predicts that the new title will lift full‑game spending by an impressive 17.5%, labeling this surge as the strongest growth observed among all business models in the industry. Mobile gaming, however, remains the heavyweight champion of platform share.
The sector is projected to capture 57% of global gaming spend, translating to $121.1 billion. This 6.8% rise over the previous year is powered by higher average spend per player and the rapid expansion of direct‑to‑consumer (D2C) distribution channels, which allow developers to sell games straight to gamers without intermediary platforms. Supporting this shift toward D2C, a recent joint survey by FastSpring and Omdia revealed that 96% of game studios either already run or plan to launch their own D2C web stores.
Studios cite several benefits: greater brand visibility, stronger player loyalty, and, crucially, direct access to first‑party customer data that can inform future product decisions and marketing strategies. In contrast, the PC segment is expected to hold the smallest slice of the market at 21%, equating to $45.9 billion in revenue. While still growing—projected at a 5.3% annual increase—PC’s growth rate is slowing compared with the 12% compound annual growth rate (CAGR) that Newzoo had forecast for 2025.
The slowdown reflects a maturing market and increasing competition from mobile and console ecosystems. From a business‑model perspective, premium and mid‑priced titles are anticipated to continue sustaining revenue from full‑game sales. Meanwhile, microtransactions are poised to reclaim the top spot as the most lucrative model, driven by the ongoing popularity of in‑game purchases, battle passes, and cosmetic items across all platforms.
Geographically, PC growth is expected to be broadly distributed, with the strongest gains coming from the Asia‑Pacific region, Latin America, and the Middle East‑Africa (MEA) corridor. These emerging markets are becoming increasingly important as internet penetration improves and local developers tap into culturally relevant content.
Player‑base growth is projected to decelerate modestly. In 2026, the total number of gamers worldwide is estimated at 4.07 billion, representing a 4.4% year‑on‑year increase. However, from 2026 through 2029, the compound annual growth rate is expected to settle at 3.2%. Newzoo notes that future expansion will rely more on retaining and monetising existing players rather than on attracting large numbers of new participants.
Emerging markets continue to carry the bulk of the expansion momentum. The Asia‑Pacific region remains the largest contributor to overall market growth, while the Middle East and Africa are expanding at the fastest pace, reflecting rising disposable incomes and greater access to high‑speed internet.
Mobile gamers are projected to number 3.10 billion in 2026, accounting for roughly 84% of the total gaming population. PC gamers are expected to reach 977 million (about 26% of the total), and console enthusiasts are forecast to total 651 million (approximately 18%). These figures illustrate the overwhelming dominance of mobile as the primary entry point for new players, especially in developing regions.
Overall player penetration—defined as the proportion of the global online population that engages in gaming—is slated to edge up from 61.5% to 62% in 2026. Newzoo emphasizes that the scope for expanding the base through deeper market penetration is limited; instead, growth will be driven by the online population itself expanding by an estimated 3.5% to reach 5.97 billion individuals. In summary, the forthcoming Global Games Market Report paints a picture of a robust yet maturing industry. While total revenues are set to climb to $213.9 billion, the composition of that growth is shifting: mobile continues to dominate, D2C strategies are becoming mainstream, and the industry’s future success will hinge on how effectively companies can keep existing players engaged and willing to spend, especially as the pace of new player acquisition slows.