Circana
over a six-month period. Mobile remains the most pervasive platform, used by 65% of the total population, while console gaming has seen the most significant growth
Nacon
2023/24 after adjusting for a partial disposal of Gollum. Gaming revenue fell sharply to €17.8 million, with new‑game catalogue sales dropping 69.4 % to €3.8 million
BITKRAFT Ventures, Redseer
toward core and mid-core digital gaming, esports, and emerging interactive media platforms. The market is increasingly defined by a mobile-first approach that prioritizes culturally relevant, vernacular
DDM
American counterparts, and platform trends show mobile projects facing heightened difficulty, whereas PC and console titles dominate, especially those built around games‑as‑a‑service, multiplayer, and user
GameRefinery
rank (US iOS) | 6th largest mobile genre, ~6 % of total iOS revenue. | | Revenue share | The “Big Three” – Call of Duty: Mobile, PUBG Mobile, and Garena Free Fire – generate
Nacon
postponed game releases such as Vampire: The Masquerade® – Swansong. Game sales for the year fell 21.2 % to €54.4 million, while accessories declined 6.3 % to €96.6 million; mobile
Koei Tecmo
jump in Game Software operating profit (¥4,797 million) and a 10.9 % rise in Pachislot & Pachinko operating profit (¥551 million). Online & Mobile operating income fell
Drake Star
were primarily concentrated in mobile-focused developers and companies integrating artificial intelligence into their entertainment platforms, with major strategic entities like Savvy Games Group and Tencent continuing
Newzoo
Younger generations exhibit multi-dimensional behaviors, including viewing game-related content, participating in online communities, and utilizing games as social hubs. For Gen Z and Millennials, streamers
Nacon
Xbox consoles. Games sales fell 18.7 % to €14.9 million, while accessories declined 20.1 % to €23.2 million; the “others” segment, comprising mobile and audio sales, saw a 17.2 % reduction
Newzoo
expansion of cloud gaming, which serves as a critical bridge to overcome hardware constraints, allowing publishers to reach broader audiences on mobile devices and legacy consoles. Simultaneously
Nintendo
from enhanced in‑game monetisation. Emerging markets—particularly the Middle East, Africa, and Southeast Asia—offer significant upside driven by youthful, mobile‑savvy populations. The launch delay
Aream & Co
global video game industry experienced a notable resurgence in growth during the third quarter of 2025, driven by a rebound in mobile in-app purchases and robust performance
Sensor Tower
billion, a clear divergence emerged between sectors; non-game downloads grew by 5.5%, while gaming installs continued a post-pandemic decline. Geographically, the United States maintained its market
Poki
vital top-of-funnel acquisition tool for the wider gaming ecosystem. Data indicates that web gaming audiences are remarkably engaged, with 37 percent of users playing multiple times
Newzoo
service games remain the primary revenue drivers, the market is experiencing oversaturation, leading many developers to return to premium, finite gaming experiences. Growth in multi-game subscription services
Swiss Game Developers Association
developers, followed by mobile and console platforms. Despite the industry's creative success, developers face significant hurdles in recruitment, particularly for programming and game design roles. To foster
Sensor Tower
fundamental shift in revenue composition, as non-game applications increasingly capture market share. Projections indicate that non-game revenue will account for nearly half of total spending
Konvoy
roughly 9 %. Mobile platforms remain the dominant distribution channel, accounting for $116 billion of consumer spend in 2021, or 64 % of total gaming revenue, while console and emerging
Koei Tecmo
analysis reveals that Game Software sales grew 11.9 % to ¥21,594 million, contributing the largest share of operating income (¥2,336 million). Online & Mobile sales expanded
Newzoo
contrast, mobile players prefer free‑to‑play models and lower spend levels. A significant segment of PC/console gamers—about one third—are “new game seekers.” They spend
UK Interactive Entertainment
worldwide game revenue, underscoring high per‑player spend—$223 in Japan versus $145 in the UK. The PC and console segment, excluding mobile and Nintendo platforms, represents
InvestGame
acquisitions across PC/console, mobile, and cloud platforms. Venture capital activity remained robust; top 15 VC funds invested $1.1 billion in 60+ companies, with Epic Games’ $1 billion round
Stream Hatchet
primary engine for mobile streaming growth, while North American and European markets show a deepening preference for high-production "eventized" content. Non-gaming content, specifically the Just Chatting
Game Developers Conference
mirrored in the mobile sector, where hybrid-casual models and data-driven advertising are gaining prominence, alongside a notable resurgence in HTML5 gaming as a platform for broader
Sensor Tower, Pathmatics
puzzle game sector is undergoing a significant structural evolution, characterized by a shift in product models and monetization strategies. This analysis, covering global mobile market data from January
Drake Star Partners
followed by mobile at 21%. Notable transactions included Goldman Sachs’ $1.72 billion offer for Kahoot! and Playtika’s $465 million expansion into the casual gaming sector. Geographically, North
Newzoo
strategies. As traditional mobile advertising faces challenges from privacy policy changes like Apple’s IDFA, console and PC developers are increasingly adopting programmatic in-game advertising to monetize
Games Jobs Live
game studios, which expanded by eight new companies during this period, providing a representative snapshot of the hiring landscape across AAA, AA, mobile, indie, and service-based sectors
Nacon
segments, including mobile and audio sales, contracted by 14.4 % to €2.0 million. Cumulative sales for the first nine months fell 8.2 % to €124.2 million, with games down
This analysis of the 2024 U.S. video gaming market identifies a resilient landscape where 71% of the population, or approximately 236.4 million people, engage with games. While this reflects a slight decline from the 74% peak seen in 2020, it remains significantly higher than the 67% recorded in 2018. The study utilizes a survey of 5,100 active gamers aged two and older, conducted between May and June 2024, to categorize the audience into six distinct behavioral segments: Super Gamers, Console Warriors, Transitionals, Easy Accessors, Daily Dabblers, and Incidental Players.
A primary finding is that while the total player count has dipped slightly, engagement and monetization are increasing. Gamers now spend an average of 14.5 hours per week playing, an increase of 1.8 hours since 2022. Spending has also risen to an average of $56.20 over a six-month period. Mobile remains the most pervasive platform, used by 65% of the total population, while console gaming has seen the most significant growth in weekly time investment. Conversely, PC gaming saw a 4% decline in reach since 2022.
The market is shifting toward more dedicated segments. There has been a notable decrease in casual "Incidental Players" and "Daily Dabblers," with a corresponding migration toward "Super Gamers" and "Transitionals." Super Gamers represent the most valuable demographic, typically consisting of males aged 18 to 34 who play across multiple platforms and engage deeply with gaming culture, including streaming and esports. Although teens and young adults remain the most valuable segments in terms of time and spend, the report notes that player investment is rising across nearly all age groups despite the overall contraction in the total number of gamers.
This image is a donut chart from a game industry report, illustrating the distribution of different categories or segments, likely representing market share, revenue breakdown, or user demographics. The chart shows six distinct segments with percentages ranging from 14% to 23%, indicating their proportional contribution to the whole.
