The global games market is projected to reach $187.7 billion in 2024, growing at a 3.1% CAGR to hit $213.3 billion by 2027.
See it on page 16PC gaming is the leading segment with $43.2 billion in 2024 revenue, while console market share is expected to rise to 30% due to the prevalence of cross-platform releases.
See it on page 19Total player count is forecast to reach 3.42 billion, a 4.5% year-over-year increase primarily driven by growth in PC adoption.
See it on page 17Mobile gaming revenue growth has slowed post-pandemic, leading to a projected decline in its overall market share as the industry shifts toward PC-centric titles.
See it on page 4Gen Alpha and Gen Z represent 94% and 86% of online gamers respectively, highlighting the critical need for strategies that balance the habits of younger demographics.
See it on page 30User-generated content (UGC) is becoming a significant revenue driver, necessitating new monetization strategies for both studios and creators.
See it on page 30Revenue growth is increasingly tied to IP-driven franchises, licensing, and transmedia ventures rather than standalone game releases.
See it on page 42The Global Games Market Report 2024 projects a modest 2.1 % year‑over‑year growth, bringing worldwide revenues to $187.7 billion in 2024 and reaching $213.3 billion by 2027 at a 3.1 % compound annual growth rate. PC gaming remains the largest segment, generating $43.2 billion in 2024 and accounting for roughly 22 % of total revenue by 2027, while consoles are expected to rise to a 30 % share as cross‑platform releases become more common. Mobile revenue growth has slowed after the pandemic, and its market share is projected to decline further, underscoring a shift toward PC‑centric titles.
Player numbers are set to climb to 3.42 billion, a 4.5 % increase driven largely by PC adoption; mobile and console growth are more modest at 3.5 % and 2.3 %, respectively. The report’s methodology blends primary consumer research, macro‑economic data, app‑store feeds, and public company financials to estimate players, payers, and revenue streams. It also highlights the rising influence of user‑generated content (UGC) and cross‑generational appeal, noting that Gen Alpha and Gen Z together represent 94 % and 86 % of online gamers, respectively. UGC is emerging as a significant revenue source for both studios and creators, demanding strategies that balance older and younger player habits.
Key insights emphasize the growing importance of IP‑driven franchises, licensing, and transmedia ventures for revenue generation. Detailed breakdowns cover game delivery models, monetization tactics, genre performance, and regional revenues—including VR and cloud gaming metrics. The report promotes tailored consulting services such as TAM sizing, genre teardowns, audience analysis, campaign measurement, and live‑service strategy to help studios optimize development, marketing, and monetization in an increasingly competitive landscape.