According to Newzoo’s latest Global Games Market Report, the worldwide video‑game sector is on track to expand by 6.1 percent in 2026, bringing total revenue to roughly $213.9 billion. More than half of that spending will be generated by consumers in just two markets – China and the United States – underscoring the continued dominance of these economies in the digital entertainment landscape. The full report, slated for release on September 10, breaks down the forecast by platform and business model. Console hardware and software sales are expected to represent 22 percent of the overall market, amounting to $46.9 billion, and growing at a modest 5.1 percent year‑over‑year.

A key driver of that uplift will be the highly anticipated November launch of Rockstar Games’ Grand Theft Auto 6. Newzoo predicts the title will lift full‑game spending by an impressive 17.5 percent, a rise the firm describes as the strongest growth among all business models in the sector. Mobile gaming will retain its position as the largest platform segment, accounting for 57 percent of global revenue and reaching $121.1 billion.

This segment’s growth rate of 6.8 percent YoY is fueled by two intertwined trends: higher average spend per player and the rapid expansion of direct‑to‑consumer (D2C) distribution channels. A recent FastSpring and Omdia survey revealed that 96 percent of game studios either already run a D2C web store or plan to launch one. Developers cite greater brand visibility, stronger player loyalty, and direct access to first‑party data as the primary motivations for moving away from traditional marketplace intermediaries. In contrast, the PC platform is projected to hold the smallest share of the market at 21 percent, translating to $45.9 billion in revenue.

Although still growing – Newzoo estimates a 5.3 percent increase YoY – the pace is slower than the 12 percent compound annual growth rate (CAGR) expected for 2025. The firm attributes the deceleration to market saturation and a shift in consumer preference toward mobile experiences, even as PC growth remains geographically diverse, with notable gains in the Asia‑Pacific, Latin America, and Middle East‑Africa (MEA) regions. When it comes to monetisation models, premium and mid‑priced releases are expected to continue sustaining full‑game revenue streams.

Meanwhile, microtransactions are forecast to reclaim the title of the largest business model, reflecting the industry’s ongoing pivot toward in‑game purchases, season passes, and cosmetic items. This shift aligns with broader consumer behaviour, where players increasingly favour ongoing content updates over one‑time purchases.

Player‑base dynamics also paint an interesting picture. Newzoo estimates that the total number of gamers will reach 4.07 billion by 2029, growing at a compound annual rate of 3.2 percent after a 4.4 percent increase in 2026.

However, the firm cautions that future expansion will rely more on retaining and monetising existing users rather than attracting new ones. Penetration rates are expected to edge up slightly from 61.5 percent to 62 percent in 2026, indicating limited headroom for deeper market saturation.

Instead, overall growth will stem from the online population expanding by roughly 3.5 percent to an estimated 5.97 billion people. Regional growth is heavily weighted toward emerging markets. The Asia‑Pacific region remains the largest contributor to revenue growth, while the Middle East and Africa are expanding at the fastest pace. Mobile gamers alone are projected to number 3.10 billion in 2026, representing 84 percent of the total player base.

PC gamers are expected to reach 977 million (about 26 percent of all gamers), and console players will number around 651 million, or 18 percent of the global audience. In summary, Newzoo’s outlook suggests a steady, if not spectacular, upward trajectory for the global games market through 2026 and beyond. The sector’s health will hinge on a combination of flagship releases like Grand Theft Auto 6, the continued rise of mobile gaming, and the strategic adoption of D2C channels that give developers richer data and stronger relationships with their audiences. While the overall pool of gamers will keep expanding, the real challenge for publishers will be to deepen engagement and extract more value from existing players, especially in regions where market penetration is already high.