According to the latest figures released by market‑research firm Newzoo, the performance of long‑running live‑service and evergreen video‑game titles remained essentially unchanged or slipped compared with the same period a year earlier. The analysis, which covers the first half of 2026, shows that most of the big‑ticket titles that traditionally drive steady revenue streams failed to post meaningful growth when measured against the first six months of 2025. The firm’s newly issued Global Games Market Report highlights that only a handful of games managed to break the overall stagnation trend.
Notable exceptions included Blizzard’s flagship MMO World of Warcraft, which continued to attract a loyal subscriber base, as well as the recently launched Diablo IV, the team‑based shooter Overwatch, the user‑generated content platform Roblox, and a selection of region‑specific releases from Chinese tech giant Tencent. These titles were the primary contributors to the modest uptick observed in overall market activity.
While Sony’s PlayStation Plus subscription service is expected to provide a modest boost to multi‑game subscription models, the broader picture for digital sales was less encouraging. Across six major Western markets, digital revenue fell year‑on‑year during the first half of 2026. Newzoo attributes this decline to a combination of weaker performance from free‑to‑play titles and a slowdown in the annualised premium segment, which together outweighed the impact of several high‑profile new releases. Looking ahead, Newzoo projects that the console player base will expand by roughly 3 percent over the course of 2026.
This marks a noticeable improvement over the near‑flat 0.5 percent growth recorded in 2025 and is largely driven by the anticipated launch of Rockstar Games’ long‑awaited Grand Theft Auto VI. The excitement surrounding GTA VI is expected to reignite interest in ninth‑generation consoles, with a particular lift for Sony’s PlayStation ecosystem. In addition to GTA VI, first‑party titles slated for the upcoming Nintendo Switch 2 are predicted to further broaden the install base for the current generation of hardware. Early indicators from Nielsen IQ reinforce this optimism: following the high‑profile premiere of GTA VI on the streaming platform Netflix, sales of the PlayStation 5 and Microsoft’s Xbox consoles in the United Kingdom surged by 33 percent and 34 percent respectively.
Emmanuel “Manu” Rosier, Newzoo’s director of market intelligence, recently emphasized to GamesIndustry.biz that without the catalytic effect of GTA VI, console‑related revenues would likely have remained flat relative to 2025 levels. His comments underscore the pivotal role that a marquee exclusive can play in shifting broader market dynamics. The report also ranks the top ten publicly listed gaming companies for the first quarter of 2026. Collectively, these firms generated $37.4 billion in game‑related revenue, representing a 6.7 percent increase over the previous year.
Tencent retained its position at the summit, posting an 11.9 percent rise to $10.8 billion. Sony followed with $5.2 billion, a slight dip of 0.9 percent, while Microsoft reported $5.1 billion, down 5.5 percent. Roblox, which has become a major player in the user‑generated content space, posted a striking 39.3 percent year‑over‑year growth, bringing its revenue to $1.4 billion and earning a spot in the top ten. Newzoo’s broader market outlook remains bullish.
The firm continues to forecast that the global games market will reach $213.9 billion in 2026, reflecting a 6.1 percent year‑on‑year expansion. The Asia‑Pacific region is expected to account for nearly half of that total, with revenues projected at $100.7 billion. China alone is slated to generate $58.1 billion, while North America will contribute $56.9 billion, of which the United States is expected to deliver $53.5 billion. Player numbers are also on an upward trajectory.
Newzoo anticipates a total player base of 3.7 billion in 2026, up 4.4 percent from the previous year. Importantly, the proportion of players who spend money on games is rising, with spenders projected to represent 44.6 percent of the total audience—a significant jump from the 39.4 percent share recorded in 2015.
From a monetisation standpoint, the average revenue per paying user (ARPPU) is forecast to climb to $129.6, a modest 1.4 percent increase year‑over‑year. Newzoo attributes this incremental growth to deeper spending habits among existing players rather than a surge in new user acquisition.
In summary, while the live‑service and evergreen segment faced a period of stagnation in early 2026, the overall industry outlook remains positive, buoyed by flagship releases like Grand Theft Auto VI, strategic subscription offerings, and continued expansion in key geographic markets.