According to Newzoo’s upcoming Global Games Market Report, the worldwide video‑game sector is set to expand by 6.1% in 2026, pushing total revenues to roughly $213.9 billion. More than half of this spending is expected to come from two powerhouse markets—China and the United States—underscoring the continued dominance of these regions in the digital entertainment landscape. The full report, slated for release on 10 September, breaks down the forecast by platform and business model, offering a detailed view of where growth will originate. Console sales, for instance, are projected to generate $46.9 billion, representing about 22 % of the total market and marking a 5.1 % year‑over‑year increase.

A major catalyst for this uplift is the highly anticipated November debut of Grand Theft Auto VI. Newzoo predicts that the new title will lift full‑game spending by an impressive 17.5 %, making it the strongest growth driver among all business models in the forecast period. Mobile gaming remains the largest segment by a wide margin.

Newzoo estimates the mobile platform will capture 57 % of global revenue, equating to $121.1 billion. This 6.8 % annual rise is fueled by higher average spend per player and the accelerating adoption of direct‑to‑consumer (D2C) distribution channels. A recent FastSpring and Omdia survey highlighted that 96 % of development studios either already run or plan to launch their own D2C web stores.

Studios cite benefits such as heightened brand visibility, stronger player loyalty, and richer access to first‑party customer data as primary motivations for this shift. In contrast, the PC segment is projected to hold the smallest share of the market, accounting for 21 % or $45.9 billion in revenue.

While still growing—Newzoo forecasts a 5.3 % year‑over‑year increase—PC growth is expected to decelerate compared with the 12 % compound annual growth rate (CAGR) anticipated for 2025. The slowdown reflects a maturing market and the increasing importance of retaining existing players rather than solely acquiring new ones. When it comes to business models, premium and mid‑priced games are expected to continue sustaining full‑game revenue streams. However, microtransactions are forecast to reclaim the top spot as the most lucrative model across platforms.

This resurgence is driven by the ongoing popularity of live‑service titles and the monetisation opportunities they present. Geographically, PC growth is projected to be broadly distributed, with notable expansion in the Asia‑Pacific region, Latin America, and the Middle East‑Africa (MEA) markets. Player growth overall is expected to moderate, slowing from a 4.4 % year‑over‑year increase in 2026 to a 3.2 % CAGR through 2029.

By the end of that period, the global player base is projected to reach approximately 4.07 billion individuals. Newzoo emphasizes that future market expansion will rely increasingly on the ability to retain and monetise existing audiences rather than on adding large numbers of new players. This shift reflects the limited headroom for deeper market penetration; the overall online population is projected to grow by just 3.5 % to reach 5.97 billion users, nudging player penetration from 61.5 % to 62 % in 2026. Emerging markets continue to be the primary engine of growth.

The Asia‑Pacific region remains the largest contributor, while the Middle East and Africa are expanding at the fastest pace. Mobile gamers are expected to number 3.10 billion in 2026, making up 84 % of the total player population. PC gamers are forecast at 977 million (about 26 % of the total), and console players are projected to reach 651 million, representing roughly 18 % of all gamers.

In summary, Newzoo’s outlook paints a picture of a robust yet maturing industry. While total revenues are set to climb to just over $213 billion, the composition of that growth is shifting. Mobile continues to dominate in both revenue and player count, D2C storefronts are becoming standard practice for studios seeking tighter customer relationships, and flagship releases like Grand Theft Auto VI are poised to deliver significant spikes in full‑game spending.

At the same time, the sector must focus on deepening engagement with its existing user base, especially in regions where market saturation is approaching its limits. This nuanced balance of expansion, retention, and monetisation will define the trajectory of the global games market over the next several years.