According to Newzoo’s latest Global Games Market Report, the worldwide video‑game sector is slated to expand by 6.1 percent in 2026, pushing total revenues to roughly $213.9 billion. More than half of this consumer spend is expected to come from two powerhouses: China and the United States. The full report, which will be released on 10 September, provides a detailed breakdown of how each platform and business model is expected to perform.

**Console segment** Newzoo predicts that console‑based games will generate $46.9 billion, representing 22 percent of the total market and marking a 5.1 percent year‑on‑year increase. A key driver behind this uptick is the highly anticipated release of Rockstar Games’ Grand Theft Auto VI in November. The title is forecast to boost full‑game spending by 17.5 percent, a growth rate that Newzoo describes as the strongest among all business models for the year. The excitement surrounding GTA VI is expected to ripple through the broader console ecosystem, encouraging higher average spend per user and stimulating ancillary sales such as premium editions, downloadable content, and in‑game accessories.

**Mobile dominance** Mobile gaming continues to command the largest slice of the pie, with an estimated $121.1 billion in revenue—57 percent of the entire market. This segment is projected to rise 6.8 percent year‑over‑year, propelled by two intertwined forces: deeper player wallets and the rapid expansion of direct‑to‑consumer (D2C) distribution channels. Mobile developers are increasingly bypassing traditional app‑store fees by offering their games through proprietary storefronts, subscription services, and in‑app purchase ecosystems that give them a larger share of the revenue. A recent survey conducted by FastSpring and Omdia reveals that 96 percent of game studios either already run a D2C web store or plan to launch one in the near future.

Studios cite several advantages: heightened brand visibility, stronger player loyalty, and direct access to first‑party customer data that can inform future development, marketing, and monetisation strategies. This shift toward D2C is reshaping the economics of mobile gaming, allowing publishers to experiment with innovative pricing models, seasonal passes, and community‑driven events that keep players engaged longer.

**PC outlook** The personal‑computer market is forecast to generate $45.9 billion, accounting for 21 percent of global gaming revenue. While still a substantial figure, PC growth is expected to slow to 5.3 percent year‑over‑year, down from the 12 percent compound annual growth rate (CAGR) that Newzoo had projected for 2025. The deceleration reflects a maturing ecosystem where the low‑hang‑up cost of high‑end hardware has plateaued and where many gamers are shifting toward mobile or console experiences for casual play.

Nevertheless, Newzoo anticipates that PC growth will be geographically broad‑based, with strong contributions from the Asia‑Pacific region, Latin America, and the Middle East‑Africa (MEA) markets. These regions are seeing rising disposable incomes, improved broadband penetration, and a growing appetite for both premium titles and indie releases.

As a result, PC‑based revenue is likely to be sustained by a diversified portfolio of games ranging from high‑budget AAA franchises to niche, community‑driven experiences. **Business‑model trends** Premium and mid‑priced full‑game releases are expected to continue supporting revenue streams, especially on console and PC platforms.

However, microtransactions are projected to reclaim the top spot as the largest business model across the industry. This resurgence is driven by the increasing sophistication of in‑game economies, where players can purchase cosmetics, battle passes, and functional upgrades that enhance gameplay without creating a pay‑to‑win environment. **Player base dynamics** The global player base is forecast to reach 4.07 billion by 2029, growing at a 3.2 percent CAGR after a 4.4 percent rise in 2026.

Growth is expected to be increasingly driven by retention and monetisation of existing users rather than by attracting new participants. Newzoo notes that the market’s expansion is now concentrated in emerging economies, with Asia‑Pacific remaining the largest region and the Middle East and Africa posting the fastest growth rates. By 2026, mobile gamers are projected to number 3.10 billion, representing roughly 84 percent of all players. PC gamers are expected to total 977 million (about 26 percent), while console enthusiasts will number around 651 million (approximately 18 percent).

Overall player penetration is slated to edge up from 61.5 percent to 62 percent, indicating limited room for expanding the base through deeper market saturation. Instead, the modest increase reflects the global online population growing by 3.5 percent to an estimated 5.97 billion users. **Strategic implications** For developers and publishers, the data underscores the importance of diversifying revenue streams and embracing D2C strategies to capture a larger share of player spend.

The strong performance of GTA VI suggests that flagship releases can still generate significant spikes in full‑game sales, but the broader trend points toward a fragmented ecosystem where microtransactions, subscriptions, and direct storefronts play pivotal roles. In summary, Newzoo’s forecast paints a picture of a robust yet evolving gaming market. While total revenues are set to climb to $213.9 billion in 2026, the composition of that growth will be shaped by platform‑specific dynamics, shifting business models, and a player base that is increasingly global and mobile‑centric. Stakeholders who adapt to these trends—particularly by leveraging D2C channels and focusing on player retention—will be best positioned to thrive in the coming years.