According to the latest outlook from market‑research firm Newzoo, the worldwide video‑game sector is set to expand by 6.1 percent in 2026, bringing total revenues to roughly $213.9 billion. More than half of that spending will be generated by consumers in just two countries – China and the United States – underscoring the continued dominance of these two markets in the global ecosystem. The figures come from Newzoo’s 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 trends, offering a detailed picture of where growth is expected to originate and what forces will shape the industry over the next few years. **Console segment** Console sales are projected to account for about 22 percent of the total market, translating into $46.9 billion in revenue. That represents a modest 5.1 percent year‑on‑year increase, reflecting steady demand for next‑generation hardware and a robust pipeline of high‑profile releases. One of the most significant drivers highlighted in the report is the upcoming launch of Rockstar Games’ much‑anticipated title, Grand Theft Auto VI, slated for November 2026.
Newzoo estimates that the game’s arrival will lift full‑game spending by an impressive 17.5 percent, making it the strongest growth catalyst among all business models for the year. **Mobile dominance** Mobile gaming remains the largest platform by a wide margin, expected to capture 57 percent of total industry revenue – roughly $121.1 billion. This 6.8 percent annual rise is being fueled by two complementary trends.
First, players are spending more per user, driven by higher‑quality titles, richer in‑app experiences and improved monetisation strategies. Second, the expansion of direct‑to‑consumer (D2C) distribution channels is giving developers greater control over pricing, promotion and data collection.
A recent survey conducted by FastSpring and Omdia revealed that 96 percent of studios either already run a D2C web store or intend to launch one, citing benefits such as stronger brand visibility, deeper customer loyalty and access to first‑party analytics. **PC outlook** The personal‑computer segment is forecast to hold the smallest share of the market at 21 percent, equating to $45.9 billion in revenue. While still growing – Newzoo predicts a 5.3 percent year‑over‑year increase – the pace is expected to decelerate compared with the 12 percent compound annual growth rate (CAGR) projected for 2025. The report attributes this slowdown to market saturation in mature regions and a shift in consumer preference toward mobile and console experiences.
Nevertheless, PC growth is expected to be geographically broad, with the strongest gains coming from Asia‑Pacific, Latin America and the Middle East‑Africa (MEA) zones. **Business‑model dynamics** Premium and mid‑priced games are anticipated to continue sustaining full‑game revenue streams, while microtransactions are projected to reclaim their position as the largest overall business model. This resurgence is linked to the increasing sophistication of in‑game economies and the growing acceptance of optional purchases among players of all ages.
**Player base trends** The total number of gamers worldwide is expected to reach 4.07 billion by 2029, growing at a 3.2 percent CAGR after a 4.4 percent rise in 2026. Newzoo warns that future expansion will rely more heavily on retaining and monetising existing users rather than attracting entirely new participants. This shift reflects the limited upside in market penetration – the proportion of the global online population that plays games is projected to edge up from 61.5 percent to 62 percent in 2026. The overall online population itself is expected to grow by 3.5 percent, reaching 5.97 billion people.
**Regional distribution** Growth continues to be concentrated in emerging markets. The Asia‑Pacific region remains the largest contributor to revenue, while the Middle East and Africa are expanding at the fastest rate. Mobile gamers are estimated to number 3.10 billion in 2026, representing 84 percent of all players.
PC gamers are projected at 977 million (about 26 percent), and console enthusiasts at 651 million (roughly 18 percent). **Implications for developers and publishers** The data suggests several strategic imperatives for industry stakeholders. First, the importance of D2C channels cannot be overstated; owning the relationship with the end‑user enables better pricing power, richer data insights and stronger brand equity. Second, while console and PC titles still command significant revenue, the sheer scale of mobile users makes it essential for publishers to optimise their mobile portfolios, both in terms of game quality and monetisation design.
Third, the anticipated surge in full‑game spending tied to blockbuster releases like Grand Theft Auto VI indicates that flagship titles will continue to act as catalysts for broader market health, driving ancillary sales across platforms and regions. In summary, Newzoo’s forecast paints a picture of a maturing yet still expanding global gaming market, driven by a blend of established powerhouses and fast‑growing emerging regions. With a projected $213.9 billion in revenue for 2026 and a player base edging toward four billion, the industry appears poised for steady, if slightly slower, growth in the years ahead, contingent on the ability of companies to deepen engagement with existing gamers and leverage new distribution models to capture value.