Market (PC & Console)·Updated Mar 17, 2026 by Ampere Analysis
Report · July 1, 2023
Published by Ampere Analysis
Console title activity in June 2023 reveals a market dominated by established live-service franchises, though major new releases successfully disrupted engagement patterns. Data collected from PlayStation and Xbox platforms across 22 markets indicates that Fortnite remains the preeminent title by a significant margin, recording 36.1 million monthly active users (MAUs) and 612 million hours of total playtime. Other perennial leaders such as Grand Theft Auto V, FIFA 23, and Call of Duty: Modern Warfare II continue to hold the top positions, illustrating the entrenched nature of live-service games and the difficulty new titles face when competing for player time. The launch of Diablo IV served as the primary market disruptor for the month, achieving 6.1 million MAUs and leading in engagement depth with an average of 55 hours played per user. It outperformed the launch-month playtime of Hogwarts Legacy despite lower initial console sales. Other notable June releases included Final Fantasy XVI, which reached 4.3 million MAUs on PlayStation 5, and Street Fighter 6, which showed stronger initial momentum than its predecessor. While premium titles performed well, the analysis highlights that subscription services are increasingly vital for user acquisition, often providing an initial surge in active users followed by an expected decline. Engagement metrics suggest a significant opportunity for the expansion of the MMO genre on consoles. Currently, titles like Final Fantasy XIV Online and The Elder Scrolls Online show high player retention, but the category remains under-represented compared to other genres. Looking forward, the console sector is expected to maintain a balanced ecosystem of free-to-play and premium content, supported by the dual role of subscription services as both content providers and discovery platforms. This hybrid monetization model remains robust as publishers leverage high-engagement live services alongside major premium launches.
# Console title activity trends: June 2023 # Subscription services increasingly key to user acquisition Ampere Games team July 2023
# The Ampere Games portfolio of services covers three key areas # Ampere Games Consumer # Consumer research - 22 markets - 46,000 respondents annually - 13–64-year-olds - Nationally representative (16–64- year-olds) - Consumer profiling of gamer types, attitudes and habits # Ampere Games Markets # Games market data & forecasts - Strategic and planning data for the global games market - Device, monetisation and country level data - Console data spotlight - Subscription service spotlight - M&A, funding and company earnings # Ampere Games – Analytics # Title-level data - Console & PC title activity data – PlayStation, Xbox & Steam - Multi-game subscription catalogue title tracking - Ampere’s proprietary title Popularity ranking - Comprehensive title metadata
# Most popular titles across PlayStation and Xbox, June 23: No sign of weakness from Fortnite | PlayStation title | Parent publisher | MAUs (m) (vs. prior month) | | --- | --- | --- | | Fortnite | Epic Games | 26.0 (+0.7) | | FIFA 23 | Electronic Arts | 17.1 (+/-0) | | Grand Theft Auto V | Take-Two | 15.3 (+1.3) | | Call Of Duty: Modern Warfare II (inc. Warzone 2.0) | Activision Blizzard | 12.3 (-0.3) | | Rocket League | Epic Games | 9.3 (+0.3) | | Minecraft | Microsoft | 9.7 (+0.9) | | NBA 2K23 | Take-Two | 8.3 (+3.8) | | Apex Legends | Electronic Arts | 6.3 (-0.5) | | Fall Guys | Epic Games | 6.2 (+0.4) | | FIFA 22 | Electronic Arts | 4.8 (-0.3) | | Xbox Title | Parent publisher | MAUs (m) (vs. prior month) | | --- | --- | --- | | Fortnite | Epic Games | 10.1 (+0.5) | | Call Of Duty: Modern Warfare II (inc. Warzone 2.0) | Activision Blizzard | 7.3 (+/-0) | | Grand Theft Auto V | Take-Two | 7.2 (+1.1) | | Minecraft | Microsoft | 6.7 (+1.2) | | Roblox | Roblox | 5.1 (+0.7) | | Rocket League | Epic Games | 4.2 (+0.3) | | Apex Legends | Electronic Arts | 3.5 (-0.2) | | Tom Clancy's Rainbow Six Siege | Ubisoft | 4.1 (+0.3) | | Forza Horizon 5 | Microsoft | 3.0 (+1.0) | | FIFA 23 | Electronic Arts | 2.9 (+0.2) |
# Diablo IV & FFXVI deliver robust performance; Street Fighter 6 selling more quickly than SF5 *includes demo players **new release on Xbox Series Source: Ampere Games – Analytics
# Biggest active user declines: Big initial boost from subscription service results in inevitable drop off
# Most engaging games across PlayStation and Xbox June 2023: Live service games dominate - New release Diablo IV had very strong engagement over the month as would be expected from a highly-anticipated action role playing game (ARPG); having launched on 6 ^ { \mathrm { { t h } } } June, on average, players returned to the title 44 % days of the month the title has been available - Successful MMOs remain under-represented on console: Final Fantasy XIV Online and The Elder Scrolls Online display consistently high engagement, but there is likely more room for MMOs across this device category, with several MMOs earmarked for release on console currently in production - New, upcoming titles include Funcom’s Dune Awakening, Mainframe Industries’ Pax Dei, and Studio Wildcard’s ARK 2 - Final Fantasy XIV Online is currently only available on PlayStation, but it is confirmed to be launching on Xbox in 2024 Of the top 10 most engaging games in June only four are free-to-play (Destiny 2, Genshin Impact, World of Warships: Legends and Fortnite); the mix of premium content and in-game monetisation remains strong in the console sector, and with subscription services acting as user acquisition platforms for premium content (as well as F2P titles), Ampere expects the console space to remain a mix of free and premium games
The PC and console gaming market entered a corrective phase in 2022, generating $92.3 billion in revenue despite a 2.2% year-on-year decline and a 15% drop in playtime. This contraction represents a stabilization toward pre-pandemic levels rather than a long-term downturn, as the market still outperformed pre-COVID forecasts by more than $32 billion. While total engagement fell, particularly among hardcore players who reduced playtime by 37%, the industry maintains a massive global audience of 1.1 billion PC and 611 million console players. This foundation is increasingly defined by a shift toward recurring revenue, with microtransactions and downloadable content now accounting for nearly half of all consumer spending. Market dynamics are currently shaped by the dominance of established live-service titles and the successful integration of transmedia strategies. Games like Fortnite and Roblox continue to lead in monthly active users, while media adaptations have proven effective at revitalizing older intellectual properties. The player base has also become more diverse and socially driven, with women comprising 40% of the audience and 72% of users engaging across multiple platforms. Beyond traditional gameplay, three-quarters of players participate in social activities or content creation, indicating that gaming has evolved into a broader lifestyle ecosystem where multi-platform "core gamers" represent the highest-value consumer segment. The outlook for 2023 and beyond suggests a robust recovery fueled by stabilized hardware supply chains and a dense schedule of highly anticipated blockbuster releases. While PC revenue is expected to grow steadily, console gaming is positioned as the primary driver of market expansion over the next three years. High consumer awareness for upcoming major titles, combined with the continued pivot toward hybrid monetization and cross-media expansion, points toward a resilient industry capable of sustaining growth well above historical norms. This trajectory reinforces the transition of the sector from a product-based model to a service-oriented landscape defined by long-term engagement and social connectivity.
The PC and console gaming market reached $93.5 billion in 2023, marking a 2.6% increase even as the industry enters a period of decelerating growth and intensifying competition. While total revenue remains substantial, average quarterly playtime has plummeted by 26% since 2021. This contraction is exacerbated by a heavy concentration of engagement within a small selection of "evergreen" titles and established platforms like Fortnite and Roblox. These games, which are over seven years old on average, now command more than half of all total playtime, creating a challenging environment for new market entrants. Market dominance is increasingly consolidated among a shrinking group of approximately 30 publishers who control 80% of all monthly active users. In 2023, games six years or older accounted for over 60% of total playtime. Although new releases captured 23% of the market's attention, the vast majority of that share was claimed by annual franchise sequels. This leaves non-annual, original titles to compete for a mere 8% of total playtime, illustrating a significant barrier to entry for innovative or independent intellectual properties in the current landscape. To navigate this stagnation, the industry is pivoting toward transmedia adaptations and cross-platform expansion. Film and television tie-ins have proven highly effective, driving an average 35% increase in monthly active users for associated titles. Furthermore, expanding established IPs to mobile and cloud platforms is essential for diversifying player demographics and reaching emerging markets in Latin America, Africa, and Southern Asia. Future success depends on capturing multiplayer-first audiences and leveraging cloud technology to bypass traditional hardware barriers, allowing publishers to tap into rapidly growing global player bases.
The global PC and console gaming market is projected to reach $92.7 billion by 2027, driven by a significant recovery in the console sector. While PC growth remains modest at a 2.6% CAGR, the console segment is expected to expand by 7.0%, fueled by the anticipated launch of the Nintendo Switch 2 and blockbuster releases such as Grand Theft Auto VI. Despite a revenue dip in 2024 due to a lighter premium release schedule, total playtime grew by 6%, signaling robust engagement even as market dynamics shift toward a "near zero-sum" competition for player attention. Player behavior is increasingly characterized by "calcification," where engagement is concentrated into a shrinking pool of established "forever games." Titles aged six years or older now command over 60% of playtime on PC and nearly half on consoles. This consolidation is most visible on PC, where just five legacy titles account for 30% of annual hours. While PlayStation has emerged as a growth leader with a 21% increase in playtime since 2021, the broader trend across all platforms shows players becoming more "unreachable," with a rising share of the audience engaging with only one to three games per year. To combat stagnation, publishers are increasingly leveraging "recursive nostalgia" by reintroducing classic maps and mechanics. While this strategy yielded massive engagement spikes for Fortnite, its effectiveness varies, often serving as a short-term boost rather than a long-term retention tool unless structured as a permanent gameplay mode. Furthermore, the discoverability crisis has intensified as annual releases on Steam approached 19,000 in 2024. With the impact of traditional seasonal sales declining fourfold since 2019, success now requires a shift toward targeted global events, external traffic generation, and product differentiation to break through a market dominated by AAA franchises and entrenched free-to-play titles.
The 2025 PC and console landscape is dominated by Steam, which recorded 450 million downloads and is projected to achieve a record $12 billion in premium revenue, reflecting a 15 percent year‑to‑date increase. PlayStation and Xbox follow with 376 million and 283 million downloads respectively, underscoring Steam’s clear lead in both user acquisition and monetisation. Across the combined market, action titles command the highest demand at 262 million downloads, while shooters and role‑playing games attract 189 million and 131 million downloads, indicating a strong preference for high‑intensity, narrative‑driven experiences among gamers. Premium revenue accounts for the majority of earnings on the leading platforms, with Steam generating 79 percent of its income from premium sales and PlayStation reaching 83 percent, highlighting the continued viability of upfront purchase models despite the growth of free‑to‑play alternatives. The data suggest that while free‑to‑play titles remain a significant segment, the premium‑heavy ecosystem retains a decisive advantage in revenue generation. Overall, the findings illustrate a globally integrated market in 2025 where PC distribution via Steam outpaces console rivals, genre preferences skew toward action‑oriented titles, and premium monetisation continues to dominate the financial structure of the industry.