Advertising & Monetization·Updated Mar 17, 2026 by Epic Games
Report · January 1, 2025
Published by Epic Games
The global game publishing market is entering a period of significant expansion, projected to grow from $117.4 billion in 2025 to $150.7 billion by 2030. This growth is underpinned by a fundamental shift toward cross-platform development and the democratization of publishing tools, which has enabled independent titles to achieve massive commercial success alongside traditional publishers. A 40% increase in multi-platform launches reflects a strategic move to maximize player engagement, while the rise of "publishing as a service" models allows smaller studios to access professional marketing and analytical scale without traditional gatekeeping. The industry has almost entirely transitioned to a digital-first model, with digital sales accounting for 95% of total revenue. Marketing strategies now prioritize influencer partnerships and transmedia collaborations over traditional retail channels, as 40% of enthusiasts now make purchasing decisions based on creator recommendations. This digital dominance is further reinforced by the rise of Live Service Gaming, which is expected to reach $18.7 billion by 2030. Publishers are increasingly leveraging real-time AI data analytics and community-building initiatives to sustain long-term monetization and player retention in this competitive landscape. Revenue streams are diversifying rapidly as the market moves away from one-time purchases toward recurring models. While the premium purchase market shows only marginal growth, subscription models are forecasted to surge at a 12.2% CAGR, reaching $21.6 billion by 2030. Additionally, the esports sector remains a high-growth area, driven by sponsorships and media rights. Ultimately, sustainable growth in the modern era requires a player-centric approach that balances technological innovation with community engagement, ensuring that cross-platform strategies and AI-driven monetization can effectively offset rising development costs.
9 – 10 September 2025 Novotel London West, London, UK THE GLOBAL STATE OF GAME PUBLISHING & MARKETING 2025 INDUSTRY REPORT Book Online Visit Site
Foreword Table of Contents List of Tables List of Figures Introduction SECTION 1: Game Publishing Strategies Publisher-Developer Relationships Cross-Platform Publishing Self-Publishing SECTION 2: Marketing and User Acquisition Digital Channels and Decline of Traditional Retail Partnerships as Marketing Channels Influencer Marketing SECTION 3: Community Importance of Community in Gaming Community Safety SECTION 4: Data-Driven Success The Role of Data in Publishing and Marketing SECTION 5: Revenue Streams and Business Models Live Service Games Boxed Games/One-time Purchase Model Subscription Models Esports Hybrid Models 2 2 3 3 16 4 7 7 24 24 27 27 28 17 20 20 22 Foreword Ahead of the Game Publishing and Marketing Summit, we commissioned this report to deliver an in-depth overview of how, and why, game publishing and marketing experts are reimagining their core strategies. The aim of this report is to outline key topics that may enable studios, regardless of size, to make internal improvements to their business models and games that will keep them not just relevant, but essential. The findings reflect an increased interest, investment and dependence on user research, player and platform data and analytics, third-party services, personalised events and engagement, and multi- platform retail strategies. However, solely relying on access to research and digital tools will not help studios navigate ever-growing player expectations, modern technology, or regulations. This report is designed to highlight the latest opportunities and challenges in the gaming industry. We hope it serves as a practical resource for decision makers seeking to stay a step ahead of the curve in a rapidly changing and customer dependant industry. Jade Tierney #GPMSummit Director SECTION 6: Software and Services Publishing as a Service Design Studios Conclusion Bibliography 14 7 7 10 14 30 32 36 38 38 39 40 43 The Global State of Game Publishing and Marketing 2025 Industry Report Contents 2 Book Online Visit Site
The Global State of Game Publishing and Marketing 2025 Industry Report Tables Figures Table 1: Benefits of Developing Cross-Platform Games Table 2: Popular Cross-Platform Games Table 3: Top Cross-Platform Game Engines Table 4: Top-10 Self-published Games during 2019-2024 Table 5: Examples of Successful Collaborations in Games Table 6: The Role of Influencers in Shaping Gaming Trends Table 7: Benefits of Gaming Influencers in Marketing Over Traditional Advertising Table 8: Community Management Tools/ Platforms by Leading Companies (Selected) Table 9: Safety Rules and Regulations in Gaming Industry Table 10: Data Analytics: Leading Providers (Selected) Table 11: Comparisons of Leading Subscription Service Providers Table 12: Hybrid Models Used in Selected Games and Platforms Table 13: Design Studios: Leading Companies (Selected) 9 Figure 1: Global Game Publishing Market in US$ billions, 2025-2030 Figure 2: Share of Players & Time Spent on Playing Figure 3: Number of Self-Published Hit Games Between 2019 and 2023 Figure 4: Number of Games Released on Steam Worldwide from 2018 to 2023, by Developer Type Figure 5: Indie Developers Market in US$ Billions, 2025-2030 Figure 6: Physical vs. Digital Game Revenue Share in 2024 Figure 7: Physical vs. Digital Revenue of Major Video Game Publishers as of November 2024 Figure 8: Global Live Service Gaming Market in US$ billions, 2025-2030 Figure 9: Global Boxed Games Market in US$ billions, 2025-2030 Figure 10: Global Game Subscription Market in US$ billions, 2025-2030 Figure 11: PlayStation vs. Xbox: Installed Base and Revenue Share Figure 12: Esports Monetization Models Figure 13: Global Esports Market in US$ billions, 2025-2030 Figure 14: Prize Money for Leading eSports Games Worldwide in US$ millions Figure 15: Video Streaming Quarterly Hours Watched, 2020-2024 Figure 16: Revenue Streams for Game Publishing Industry 4 8 12 13 13 15 27 29 30 33 33 34 36 10 12 21 23 26 15 32 31 17 31 11 18 19 37 39 3 Book Online Visit Site
The Global State of Game Publishing and Marketing 2025 Industry Report The global game publishing market is expected to increase from US$117.4 billion in 2025 to US$150.5 billion by 2030, at a modest CAGR of 5.1%. The gaming industry which has enjoyed exponential growth over the last two decades, especially during the pandemic, now finds itself at a crossroads. The return of gamers to schools and offices in the post-pandemic era, rising interest rates, high costs, market saturation, and the failure of a few high- profile games, are some of the factors responsible for this tepid growth forecast. As game development and publishing budgets rise along with breakeven thresholds, the publishers’ dependency on each game increases resulting in a lesser margin for errors (game failures). Historically, there has been a clear division of roles between video game developers and publishers, with the former taking care of the creative and technical aspects of building a game. In contrast, publishers handle the financing, marketing, distribution, and at times, the legal aspects. This model has given a few large publishers significant power, allowing them to control distribution channels, marketing, and monetisation strategies. These publishers often act as gatekeepers, determining which games reach the market and at what scale. Even though this has resulted in the creation and launch of many iconic titles, it has allowed larger studios to corner a significant share of the market, often at the cost of smaller indie developers. However, the industry’s evolution characterised by digital distribution channels, self-publishing platforms, changing consumer expectations, and alternative business models, has rapidly democratised the game development and publishing landscape, allowing indie developers to reach a global audience. Introduction FIGURE 1 Global Game Publishing Market in US$ billions, 2025-2030 Source: AgileIntel 2025 117.4 2026 123.5 2027 129.8 2028 136.4 2029 143.4 2030 150.7 4 Book Online Visit Site
The Global State of Game Publishing and Marketing 2025 Industry Report The rise of self-publishing has levelled the playing field Self-publishing platforms such as Steam, itch.io, Epic Games Store, Unreal Editor for Fortnite (UEFN), and Roblox, have lowered the entry barriers for indie game developers who can independently develop and publish their games without relying on large publishers. What makes this relatively novel concept particularly interesting, is that some of the self- published games by indie developers have already witnessed resounding success, often surpassing the revenues of large-scale publications. In early 2024, Palworld, developed and published by Pocketpair, became the biggest third-party game launch ever on Xbox Game Pass, dominated the Steam charts, and gained an almost cult-like following in the monster taming category, not witnessed since Pokémon Go. Till January 2024, the game had garnered sales of over US$440 million, which is exceptional considering that it wasn’t backed by a large publisher and was created by Takuro Mizobe, a self-taught artist with no prior industry experience. Other notable successes are Baldur’s Gate 3, Phasmophobia, Squad, Ready or Not, and Lethal Company. The democratisation of game publishing is among the most notable trends in the gaming industry. Platforms such as Steam, itch.io, Epic Games Store, Unreal Editor for Fortnite (UEFN), and Roblox, have lowered the entry barriers for indie game developers who can independently develop and publish their games without relying on large publishers. 5 Book Online Visit Site
The Global State of Game Publishing and Marketing 2025 Industry Report Marketing and PR companies branching out into publishing Historically, the multi-faceted expertise of publishers made it difficult for developers to bypass them and self-publish their games. However, the growing stature of PR and marketing agencies dedicated to the gaming industry and their move into publishing, is proving to be a game changer for indie developers. A good example is UK-based Neonhive which branched out into game publishing after being a solely PR and marketing agency for many years. By leveraging its experience and relationships with the press, influencers, events, and bringing over 130 titles to market, Neonhive is gradually building a supportive publishing ecosystem for indie developers. Another example is the Canadian boutique agency Popagenda which has moved on from handling PR for games such as Cuphead, Grindstone, Landfall, and Ooblets, to functions such as marketing strategy, release management, social media handling, and trailer editing. What is particularly noteworthy here is release management, which includes coordinating with quality assurance teams and porting studios to ship on console and other platforms, areas that have historically been the unique selling points of large publishers. The growth of user-generated content (UGC) is challenging traditional publishing models User-generated content (UGC) is gradually transforming the game publishing landscape. Games such as Minecraft and Fortnite, and platforms such as Roblox have already shown the positive impact that UGC can have on game engagement, longevity, and revenue diversification opportunities. Technologies such as voxels and signed distance fields have made content creation more intuitive and scalable, letting users remix and expand upon existing creations. This player-creator dynamic is challenging conventional publishing models by pushing modern-day publishers to integrate UGC in their marketing and monetisation strategies. A good example is Grand Theft Auto (GTA) VI which is expected to be launched in September 2025. The game is expected to build on GTA V’s thriving UGC scene. In fact, its infrastructure is powered by FiveM, a third-party modding framework capable of supporting immersive role-playing servers where over 200,000 players engage daily. Another example is The Sims 5 made by Electronic Arts (EA). Even though the game was shelved towards the end of 2024, its makers had already hired a head of monetisation and marketplace to manage in-game content pricing and UGC, both free and paid. 6 Book Online Visit Site
The global game publishing market is entering a period of significant expansion, with revenues projected to rise from $117.4 billion in 2025 to $150.5 billion by 2030. This growth is underpinned by a fundamental shift toward digital distribution, which already accounted for 95% of industry revenue in 2023. While traditional publishers maintain a competitive edge through high-budget user acquisition and advanced analytics, the democratization of the industry via platforms like Steam and the Epic Games Store has enabled self-published titles to achieve massive commercial success. Consequently, the industry is moving toward a hybrid landscape where multiplatform launches have increased by 40% to maximize player engagement and revenue potential. Strategic success in the current market relies heavily on closed-loop marketing and data-driven publishing. Developers are increasingly utilizing real-time telemetry and AI analytics to optimize player retention and monetization strategies. This is particularly evident in the rise of Live Service Games, with 95% of studios now developing titles designed for recurring revenue. However, community management and influencer marketing have emerged as equally vital pillars; approximately 40% of gamers now make purchases based on creator recommendations, and social touchpoints drive over 54% of player motivation to continue gameplay. Furthermore, transmedia collaborations, such as television adaptations of gaming franchises, have doubled their share of box office revenues, illustrating the power of cross-media synergy. The monetization landscape is further diversifying through the growth of subscription services and the esports sector. Subscriptions are expected to reach 318 million active users and a $21.6 billion valuation by 2030, while the esports market is projected to hit $87.7 billion in the same timeframe. To navigate this complexity, many developers are adopting publishing-as-a-service models and leveraging AI to manage diverse revenue streams across platforms. Ultimately, the integration of cross-platform development, which can boost revenue by up to 40%, combined with sophisticated digital marketing and community-focused strategies, defines the modern trajectory of the global gaming industry.
The global games market reached a record $199.4 billion in 2024, cementing its status as the preeminent force in the entertainment sector. Despite this scale, the industry faces a period of moderated growth, with projections for 2025 hovering at approximately 1%. This deceleration stems from a combination of high-profile release delays, such as the postponement of major titles, and a tightening early-stage funding environment. To navigate this landscape, firms are shifting their focus from aggressive expansion toward operational efficiency, lean development cycles, and the optimization of existing intellectual property. Strategic growth in 2025 will rely heavily on geographic diversification and demographic expansion. Emerging markets in the Middle East and Southeast Asia represent significant frontiers, while developers are increasingly targeting underserved cohorts, including older gamers and young adult females. Furthermore, the industry is leveraging user-generated content platforms like Roblox to maintain engagement among younger audiences. Hardware cycles, particularly the anticipated launch of the Nintendo Switch 2, remain a critical catalyst for consumer spending, providing a necessary boost to the broader market ecosystem. To combat the dual pressures of escalating AAA development costs and fragmented consumer attention, publishers are adopting more conservative financial models. This includes a heavy reliance on remakes, remasters, and multi-platform porting to extract maximum value from established assets. Simultaneously, companies are pursuing margin expansion through diversified monetization strategies, such as hybrid mobile models and direct-to-consumer web shops that bypass traditional app store fees. By transitioning toward holistic franchise management that spans licensing, subscription services, and cross-media integration, the industry aims to stabilize revenue streams and ensure long-term sustainability in an increasingly competitive global environment.
The global games content and services market reached a record $199.4 billion in 2024, a 3.5% year-on-year increase that surpassed pandemic-era peaks. Despite this financial milestone, the industry faces significant structural challenges, including widespread layoffs, studio closures, and a shift toward de-risking strategies. Growth is expected to slow to 0.9% in 2025, largely due to the delay of Grand Theft Auto VI into 2026, which is projected to remove $2.7 billion from the 2025 console market. However, the industry is forecast to surpass the $200 billion threshold for the first time in 2025, with growth accelerating to 2.2% in 2026. Key growth opportunities center on new hardware and emerging markets. The anticipated launch of the Nintendo Switch 2 in 2025 represents a $7-8 billion content opportunity, with significant potential for increased in-game monetization. Geographically, the Middle East, Africa, and Southeast Asia are expected to outperform Western markets, with the Middle East and Africa projected to grow by 6.3% in 2025. Additionally, significant headroom exists in mature markets like the U.S. by targeting underserved cohorts, specifically females aged 16-24 and adults over 55. The industry is navigating a transition in monetization and platform dynamics. In-game spending accounts for 77% of total revenue, while physical media is expected to dwindle to just 2% of the market by 2026. To combat escalating AAA development costs, publishers are increasingly utilizing remakes, remasters, and transmedia franchise strategies. While mobile gaming remains the largest segment at 58% market share, PC gaming showed the strongest growth in 2024 at 5.7%. The analysis utilizes proprietary market modeling, financial KPIs, and quantitative consumer research across global regions to provide a comprehensive outlook through 2026.
The global video game industry has transitioned from a decade of rapid expansion into a period of contraction and market maturation. Following the 2011–2021 growth wave, the sector now faces a "zero-sum" environment characterized by stagnant player spending, plummeting stock values, and a collapse in venture capital. This downturn has triggered an unprecedented wave of studio closures and mass layoffs as publishers move away from risky new ventures to focus on aggressive multiplatform strategies for established franchises. While the industry maintains a higher net headcount than in 2022, the current climate is defined by an oversupply of content competing for limited consumer hours, with the top ten titles capturing 60% of all sales. Market dominance is increasingly concentrated in "Black Hole" titles and User-Generated Content (UGC) platforms like Roblox and Fortnite. These ecosystems leverage deep social integration and digital entitlements to create a "lock-in" effect that makes it difficult for new live-service titles to gain traction. While the PC ecosystem is gaining momentum over traditional consoles due to its larger libraries and native social tools like Discord, the handheld market is poised for a shift with the impending launch of the "Switch 2" and Valve’s expansion of SteamOS. Furthermore, the rise of high-quality AAA titles from China and localized media in emerging markets is successfully challenging Western dominance by prioritizing domestic cultural themes and lower hardware specifications. Future growth is expected to be driven by technological innovation and regulatory shifts rather than traditional software sales. Generative AI is being deployed to create autonomous virtual agents and lower development costs, while major publishers are aggressively pursuing programmatic in-game advertising to offset decades of price deflation. Simultaneously, the deregulation of mobile app stores is expected to improve developer margins by 10–20%, enabling new cloud-native experiences and third-party storefronts. By 2030, nearly one billion mobile devices will be capable of running high-fidelity console-spec games, positioning emerging regional markets as the primary engine for the industry’s next economic cycle.