According to the latest projections from market‑research firm Newzoo, the worldwide video‑game industry is set to expand by roughly 6.1 percent in 2026, pushing total revenue to an estimated $213.9 billion. More than half of that spending will be generated by players in just two countries—China and the United States—underscoring the continued dominance of these two markets in the global gaming ecosystem. The figures come from Newzoo’s upcoming Global Games Market Report, which will be released in full on September 10.
The report breaks down the forecast by platform, business model, and regional dynamics, offering a detailed snapshot of where growth is expected to originate and which trends will shape the industry over the next several years. **Console segment** Newzoo anticipates that console‑based gaming will account for about 22 percent of the total market, translating into roughly $46.9 billion in revenue.
This represents a modest 5.1 percent year‑over‑year increase and reflects the steady, if not spectacular, health of the console ecosystem. A key driver of this uplift is the highly anticipated release of Rockstar Games’ Grand Theft Auto VI in November 2026.
The blockbuster title is expected to push full‑game spending upward by 17.5 percent, a rise that Newzoo describes as the strongest growth among all business models for the year. The excitement surrounding GTA VI is likely to spill over into ancillary sales such as premium editions, downloadable content, and related merchandise, further bolstering console revenues.
**Mobile dominance** Mobile gaming remains the largest slice of the pie, projected to capture 57 percent of total industry revenue—about $121.1 billion—in 2026. This segment is forecast to grow 6.8 percent compared with the previous year, driven primarily by two forces. First, players are spending more per user, with higher average revenue per paying user (ARPPU) across a broad range of titles, from casual puzzle games to more sophisticated battle‑royale experiences.
Second, the rise of direct‑to‑consumer (D2C) distribution channels is giving developers greater control over pricing, promotions, and user data, thereby enhancing monetisation efficiency. 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 improved brand visibility, stronger customer loyalty, and access to first‑party data as the main incentives for moving away from third‑party app stores. This shift is expected to continue accelerating the growth of the mobile market throughout the forecast period.
**PC outlook** The personal‑computer segment is projected to hold the smallest market share at 21 percent, equating to $45.9 billion in revenue. While still sizable, PC growth is expected to slow to 5.3 percent year‑over‑year, a noticeable dip from the 12 percent compound annual growth rate (CAGR) that Newzoo had forecast for 2025. The slowdown reflects a maturing market where the low‑hang‑fruit of early‑adopter expansion has largely been captured.
Nevertheless, Newzoo notes that PC growth will be geographically broad‑based, with the Asia‑Pacific region, Latin America, and the Middle East‑Africa (MEA) area leading the charge. **Business‑model trends** Premium and mid‑priced titles are expected to continue sustaining revenue from full‑game purchases, especially on consoles and PC. However, microtransactions are projected to reclaim the position of the largest business model across the industry, driven by the ongoing popularity of live‑service games that monetize through cosmetic items, battle passes, and in‑game currency.
The resurgence of microtransactions aligns with the broader shift toward recurring revenue streams and the need for developers to maintain player engagement over longer periods. **Player base dynamics** The total number of gamers worldwide is forecast to reach 4.07 billion by 2029, representing a 3.2 percent CAGR from 2026 onward. Growth in player numbers is expected to decelerate after a 4.4 percent increase in 2026, reflecting the fact that the market is approaching saturation in many mature regions. Newzoo emphasizes that future expansion will rely increasingly on retaining existing players and extracting additional value from them, rather than simply adding new users to the ecosystem.
Emerging markets are where the bulk of new growth is expected to occur. The Asia‑Pacific region remains the largest contributor to overall revenue, while the Middle East and Africa are projected to expand at the fastest pace. Mobile gaming will dominate player counts, with an estimated 3.10 billion mobile gamers in 2026—accounting for roughly 84 percent of the total player base. PC gamers are expected to number around 977 million (about 26 percent of all players), and console gamers about 651 million (approximately 18 percent).
Player penetration—defined as the proportion of the global online population that engages in gaming—is forecast to edge up slightly from 61.5 percent to 62 percent in 2026. This modest rise signals limited room for growth through deeper market penetration; instead, the increase will largely stem from the overall expansion of the online population, which Newzoo estimates will grow by 3.5 percent to reach 5.97 billion people. In summary, Newzoo’s outlook paints a picture of a robust yet increasingly mature gaming market. While revenue continues to climb, the drivers of that growth are shifting from raw player acquisition toward higher monetisation per user, the expansion of D2C channels, and the sustained popularity of live‑service models.
Regions with emerging economies, particularly in Asia‑Pacific and the MEA zone, will be the primary sources of new players, while flagship releases such as Grand Theft Auto VI will provide periodic spikes in full‑game spending that keep the industry’s revenue engine humming.