According to Newzoo’s upcoming Global Games Market Report, the worldwide video‑game sector is set to expand by roughly 6.1 percent in 2026, reaching an estimated total value of $213.9 billion. More than half of that consumer spend will continue to be driven by two powerhouse markets—China and the United States—underscoring their enduring influence on the industry’s financial health.

The report, slated for full publication on September 10, breaks down the forecast by platform and business model, providing a detailed picture of where growth will originate. Console hardware and software sales are projected to account for 22 percent of the total market, translating to about $46.9 billion in revenue.

This segment is expected to grow at a modest 5.1 percent year‑over‑year, buoyed in large part by the highly anticipated release of Rockstar Games’ Grand Theft Auto VI in November. Newzoo predicts that the new title will lift full‑game spending by an impressive 17.5 percent, marking the strongest growth rate among all business models in the forecast period. Mobile gaming remains the dominant platform, expected to capture 57 percent of global revenue and generate $121.1 billion. The mobile segment’s growth rate of 6.8 percent YoY reflects both higher average spend per player and the continued rise of direct‑to‑consumer (D2C) distribution channels.

A recent survey conducted by FastSpring and Omdia revealed that 96 percent of game studios either already operate or plan to launch their own D2C web stores. Developers cite benefits such as stronger brand visibility, deeper player loyalty, and direct access to first‑party data as key motivators for this shift.

In contrast, the PC market is forecast to hold the smallest slice of the overall pie, with an estimated 21 percent share amounting to $45.9 billion. Growth for PC gaming is projected at 5.3 percent year‑over‑year, a slowdown from the 12 percent compound annual growth rate (CAGR) that Newzoo had previously forecast for 2025.

Despite the slower pace, the report highlights that PC growth will be geographically diverse, led by expanding user bases in the Asia‑Pacific region, Latin America, and the Middle East‑Africa (MEA) markets. When it comes to monetisation strategies, premium and mid‑priced full‑game releases are expected to continue sustaining revenue streams. However, microtransactions—small, in‑game purchases—are projected to reclaim their position as the largest business model across all platforms.

This resurgence is tied to the increasing sophistication of in‑game economies and the willingness of players to spend on cosmetic items, battle passes, and other optional content. Player numbers are another focal point of the forecast. The total global player base is projected to reach 4.07 billion by 2029, growing at a compound annual rate of 3.2 percent after a 4.4 percent increase in 2026. Newzoo notes that future growth will rely more heavily on retaining and monetising existing players rather than attracting new ones, as the market approaches saturation.

Penetration rates are expected to inch up from 61.5 percent to 62 percent in 2026, indicating limited headroom for expanding the audience through deeper market penetration. Instead, growth will be driven by the online population’s expansion, which is forecast to rise by 3.5 percent to 5.97 billion people.

Regional dynamics also feature prominently in the outlook. Emerging markets, particularly within the Asia‑Pacific region, continue to be the engine of growth, while the Middle East and Africa are the fastest‑growing areas in terms of player adoption. Mobile gamers alone are estimated to number 3.10 billion in 2026, representing roughly 84 percent of the total gaming population. PC gamers are projected at 977 million (about 26 percent), and console players at 651 million (approximately 18 percent).

The implications of these trends are significant for developers, publishers, and investors alike. The dominance of mobile platforms suggests that optimisation for a wide range of devices and network conditions will remain a priority. Meanwhile, the resurgence of microtransactions signals that designers must balance monetisation with player experience to avoid backlash.

The strong influence of D2C channels points to an industry increasingly focused on owning the customer relationship, gathering first‑party data, and reducing reliance on third‑party storefronts. In summary, Newzoo’s 2026 forecast paints a picture of a maturing yet still expanding global gaming market. While overall revenue is set to climb to $213.9 billion, the composition of that growth will shift: mobile will retain its lead, consoles will see modest gains powered by flagship releases like Grand Theft Auto VI, and PCs will grow more slowly but more broadly across new regions.

Success in this environment will hinge on a studio’s ability to retain existing players, leverage direct‑to‑consumer strategies, and adapt business models to the evolving preferences of a diverse, increasingly connected player base.