According to Newzoo’s upcoming Global Games Market Report, slated for full release on September 10, the worldwide video‑game industry is on track to expand by 6.1% in 2026, pushing total revenue to roughly $213.9 billion. More than half of that consumer spend will continue to be generated by two powerhouse markets: China and the United States, underscoring their enduring influence on the sector. When the numbers are broken down by platform, console sales are expected to account for 22% of the overall market, amounting to $46.9 billion and representing a 5.1% year‑over‑year increase.

A key driver behind this uplift is the highly anticipated November launch of Rockstar Games’ next‑generation title, Grand Theft Auto VI. Newzoo predicts the new installment will lift full‑game spending by an impressive 17.5%, marking the strongest growth among all business models in the industry. Mobile gaming remains the dominant force, projected to capture the largest slice of the pie at 57% of total revenue, or $121.1 billion.

This segment is set to grow 6.8% compared with the previous year, fueled by higher per‑player spend and the continued rise of direct‑to‑consumer (D2C) distribution channels. A recent FastSpring and Omdia survey highlighted that 96% of development studios either already run a D2C web store or plan to launch one, citing benefits such as enhanced brand visibility, stronger player loyalty, and richer first‑party data that can inform future monetisation strategies. In contrast, the PC platform is forecast to hold the smallest market share at 21%, translating to $45.9 billion in revenue.

Growth on PC is expected to slow to 5.3% year‑over‑year, a noticeable dip from the 12% compound annual growth rate (CAGR) Newzoo had projected for 2025. Despite the slower pace, Newzoo expects PC growth to be geographically diverse, with the Asia‑Pacific, Latin America, and Middle East‑Africa regions contributing the bulk of new users. Regarding business models, premium and mid‑tier titles are likely to continue sustaining full‑game revenue streams, while microtransactions are predicted to reclaim their status as the leading source of income across all platforms.

This shift suggests that developers will keep balancing high‑quality, full‑price releases with ongoing, in‑game purchase opportunities to maximise earnings. Player numbers are also set to evolve. The total global gaming audience is projected to reach 4.07 billion by 2029, growing at a 3.2% CAGR after a 4.4% increase in 2026.

However, Newzoo cautions that future expansion will rely more on retaining and monetising existing players rather than attracting large swaths of new users. The company notes that the overall player penetration will inch up from 61.5% to 62% in 2026, indicating limited headroom for deeper market saturation. Instead, growth will stem from the online population itself expanding by roughly 3.5% to an estimated 5.97 billion people.

Regionally, emerging markets continue to be the engine of growth. The Asia‑Pacific area remains the largest gaming region, while the Middle East and Africa are experiencing the fastest expansion rates. Mobile gamers alone are expected to number 3.10 billion in 2026, representing 84% of the total player base. PC gamers are forecast at 977 million (about 26% of all gamers), and console players at 651 million (approximately 18%).

The data paints a picture of a maturing industry where incremental revenue gains are increasingly tied to sophisticated monetisation tactics, such as D2C storefronts and micro‑transaction ecosystems, rather than sheer volume of new players. As flagship releases like Grand Theft Auto VI drive spikes in full‑game spending, developers and publishers will need to balance blockbuster launches with ongoing engagement strategies to sustain the projected 6.1% growth trajectory and reach the $213.9 billion revenue milestone by 2026.