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Circana
Total consumer spending reached $4.756 billion for the month. Year-to-date spending also fell 3% to $41.038 billion.
The U.S. video game market experienced a slight contraction in September 2026, with total consumer spending reaching $4.756 billion, a 1% decline year-over-year. This trend reflects a broader nine-month downturn, during which total spending fell 3% to $41.038 billion. The data, compiled by Circana with mobile insights from Sensor Tower, highlights a challenging environment for content and subscription services, which saw declines of 2% and 5% respectively.
Hardware performance presented a divergent narrative, as spending in this segment grew 12% to $362 million in September, largely driven by the release of Marvel’s Wolverine. This title significantly bolstered PlayStation 5 sales, helping Sony achieve its highest dollar share of the hardware market since May 2025. Conversely, the console market faced headwinds elsewhere; Xbox recorded its lowest September unit sales on record, and Nintendo Switch 2 unit sales declined by 14%. Despite the overall hardware spending increase for the month, year-to-date hardware expenditures remain down 9% compared to the previous year.
Physical game sales provided a rare bright spot, with unit sales growing 17% year-over-year in September. While Nintendo and PlayStation saw gains in physical software, Xbox physical sales dropped 32%, reflecting a broader industry shift toward digital distribution. In the software rankings, Marvel’s Wolverine emerged as the best-selling game of the month, while NBA 2K27 secured the top position for the year-to-date. Mobile gaming, led by MONOPOLY GO! and Roblox, remains a significant but volatile component of the market, with reported revenue figures potentially undercounting the growing influence of direct-to-consumer mobile transactions.
Jason Schreier · 2026