Newzoo
through 2028. The approach excludes taxes, hardware and gambling from revenue calculations and provides detailed platform‑by‑platform forecasts (PC, console, mobile, cloud, VR) alongside analytical tools
data.ai
China. In contrast, home console and PC/Mac spending are expected to rise by 3% and 4% respectively, driven by increased hardware availability and subscription-based revenue. Geographically
GDC
maintains its position as the leading console choice. Conversely, mobile development has experienced a decade-long decline in developer interest. Emerging hardware like the Steam Deck and PlayStation
Newzoo
over a third of the console's revenue, a trend accelerating as the industry anticipates the transition to the next generation of hardware. The findings reveal a distinct
Newzoo
cloud gaming are dissolving traditional hardware barriers, a trend reinforced by global semiconductor shortages and game development delays that have hampered the console and PC segments more than
Drake Star Partners
Western PC and console firms. The financial landscape remains complex and volatile, marked by modest median revenue growth of 1% for hardware and platforms and negative average profit
Aream & Co
resilient PC sector and a stagnant console market. While Steam sustained a 13 percent year-over-year growth trajectory, console revenues remained flat as the successful launch
Newzoo
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
Meridian Play
domestic console market expanded sharply, reaching RMB 8.362 billion (US$1.18 billion) in 2025, a 37.38% year‑on‑year rise, driven by both software and hardware sales. Global
Game Developers Conference
consoles, developers expressed cautious optimism for the Nintendo Switch, with 50% predicting it will outsell the Wii U. However, the industry remains divided on mid-cycle hardware refreshes
CESA – Computer Entertainment Supplier's Association
strongest platform growth over the past four years, expanding 59.7 % and overtaking console share, while console revenue showed modest contraction. In Japan, the total gaming population stood
Ampere Analysis
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
Konvoy
segment, which accounted for 49% of total market share, followed closely by the console and PC sectors. Geographically, the Asia-Pacific region remained the largest market, contributing
Niko Partners
from proprietary market models that integrate platform-specific data for PC, mobile, and console segments. The analysis highlights the critical role of government intervention, such as the PROG
Springer
being and life satisfaction. By leveraging the unique lottery-based distribution of gaming consoles during pandemic-related supply shortages, researchers analyzed data from over 97,000 respondents
CESA – Computer Entertainment Supplier's Association
that while the technology and accessibility of games have shifted from television-bound consoles to ubiquitous mobile and cross-platform devices, the fundamental need for trust and clear
Sensor Tower
immediate market share. While YouTube remains the dominant advertising medium for PC and console titles, publishers have increasingly diversified their media mix by integrating Facebook, TikTok, and Instagram
Niko Partners
player engagement and revenue across Asia, signaling a shift from traditional PC and console dominance to a mobile-first competitive landscape. The central thesis posits that Asia
Gaming in Turkey
shifting focus from hyper-casual mobile titles toward more complex PC and console projects, exemplified by the global success of titles like Supermarket Simulator and Liars
Boston Consulting Group
from $1.4 billion in 2025 to $18.3 billion by 2030. This shift toward hardware-agnostic play is mirrored in distribution, where 33% of adult gamers have already purchased
Epyllion
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
InvestGame
decline of mobile gaming hype post-IDFA and the rising interest in PC, console, and AI-driven startups. The report highlights a stark cooling in Web3 gaming, where
Niko Partners
domestic partnerships. In contrast, Japan’s market is defined by a deep-rooted console history and the pervasive influence of anime and manga aesthetics, with RPGs accounting
Newzoo
The 2024 Newzoo PC & Console Gaming Report presents a cautiously optimistic outlook for the global
Newzoo
The global gaming industry is undergoing a generational transformation, evolving from a niche hobby into
Newzoo
total revenues forecasted to reach $212.4 billion. Regional performance remains uneven, as strong console demand in Western markets contrasts with slower growth in the Asia-Pacific region, where
AEVI
markets and reaching more than 79 million PS4 owners—approximately 0.6 % of the console base—yet its relatively high subscription fee and overlap with PS Plus dilute
Newzoo
The PC and console gaming market reached $93.5 billion in 2023, marking a 2.6% increase
Newzoo
improving the representation of marginalized groups in software and increasing the affordability of hardware. Key findings indicate that 47% of U.S. gamers avoid titles they feel
Niko Partners
games and esports. Regional performance varies significantly based on local macroeconomic conditions and hardware cycles. East Asia, comprising Japan and South Korea, shows a more optimistic outlook than
The Global Games Market Report 2025 projects a steady expansion of the worldwide player base to 3.6 billion, with payers rising to 1.6 billion and total revenue reaching $188.8 billion, a 3.4 % increase year‑over‑year. Mobile dominates growth and revenue, contributing $103 billion (55 % of the market) and expanding 4.5 % YoY, while PC and console follow at 3.1 % and 2.5 %. The report notes that average spend per payer is expected to decline slightly through 2028 as the market matures, underscoring the importance of retention, innovative monetization and post‑launch content to sustain growth in an increasingly saturated ecosystem.
Geographically, the Asia‑Pacific region leads with a 4.2 % YoY increase, and North America remains strong for console sales (5.4 %). Key growth drivers include the launch of Nintendo Switch 2, continued success of live‑service titles on PC, and a shift toward direct‑to‑consumer monetization in mobile. Discoverability challenges and content fragmentation are identified as notable hurdles across all platforms.
Single‑player AAA titles released in the February–May window outperform those launched August–November by an average of 34 %, largely due to crowded holiday windows and cannibalization. Early Access titles that transition to full release within 4–9 months generate the highest new‑player lift, while staggered cross‑platform releases capture only about 13 % of the total player base. Player attrition drops sharply in weeks 2–5 and stabilizes after week 12, indicating that longer main‑story content (20–40 hours) and simulation elements help retain players over the long term.
The commercial life of single‑player titles is increasingly driven by post‑launch content, strategic discounting and community engagement rather than initial premium spend. DLC revenue shares evolve over a game’s lifecycle, with genres aligning to specific monetization models and subscriptions gaining influence on long‑term engagement. Post‑launch content is identified as the key determinant of discoverability, retention and profitability across a game’s back catalogue.
Methodologically, the report employs a top‑down, data‑driven model that blends proprietary engagement metrics (Game Performance Monitor, Steam data), public economic indicators and partner insights to forecast platform‑specific player, payer and revenue figures through 2028. The approach excludes taxes, hardware and gambling from revenue calculations and provides detailed platform‑by‑platform forecasts (PC, console, mobile, cloud, VR) alongside analytical tools for market segmentation, genre trends and post‑launch monetization strategies.
