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Page 1
Report65 pages

The State of AAA Game Advertising: A Look Back on the Biggest Launches and Trends of the Past Year

The 2023 PC and console gaming landscape was defined by a strategic pivot toward new title launches, which commanded 50% of top advertising expenditures compared to only 20% the previous year. While established live-service giants like Fortnite maintained the highest individual ad spend at $57 million, new AAA releases such as Hogwarts Legacy and Diablo IV dominated the market through concentrated, multi-platform campaigns. Marketing budgets increasingly diversified across a broader media mix; although YouTube remained the primary channel with 35% of spend, platforms like TikTok, Instagram, and Over-the-Top services captured significant market share by utilizing short-form video content to drive engagement.

Success in the AAA sector relied on distinct promotional philosophies tailored to specific business models. Diablo IV leveraged a live-service framework and extensive open betas to generate $666 million in five days, while Starfield utilized its inclusion in Xbox Game Pass to balance traditional sales with subscription-based accessibility. Marketing tactics for these titles ranged from long-term anticipation building to high-frequency social media accolades. Conversely, franchises facing critical headwinds, such as Call of Duty: Modern Warfare III, shifted their focus from celebrity-driven advertisements to influencer-led content and innovative cross-media partnerships with film and music icons to sustain momentum despite declining initial sales.

The industry also witnessed the growing power of transmedia synergy and organic virality. The Fallout television series demonstrated the potential of cross-media adaptations by triggering a sixfold increase in mobile downloads and renewed interest in the legacy franchise. Similarly, Honkai: Star Rail illustrated how mobile-first spending can successfully drive multi-platform engagement. However, the emergence of titles like Lethal Company and PalWorld proved that traditional high-budget marketing is not the only path to success, as viral gameplay and creator-driven interest can achieve millions of sales with minimal advertising investment. This evolution highlights a market where massive corporate spending and organic digital trends coexist as primary drivers of commercial performance.

  • AAA advertising shifted heavily toward new title launches in 2023, which accounted for 50% of total ad spend compared to just 20% in the previous year.
  • YouTube remains the dominant advertising channel at 35% of total spend, though marketing budgets are increasingly diversifying into TikTok, Instagram, and OTT services to leverage short-form video engagement.
  • High-budget marketing is no longer the sole path to success, as titles like Lethal Company and PalWorld achieved millions of sales through viral gameplay and creator-driven interest with minimal ad investment.
  • Transmedia synergy is a proven growth driver, evidenced by the Fallout television series triggering a sixfold increase in mobile downloads for the legacy franchise.
  • Individual ad spending remains high for established live-service titles, with Fortnite leading the market at $57 million in annual advertising expenditure.
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Sensor TowerJan 2025
Page 1
Report4 pages

Top Game Creators Academy: Tokyo Game Show 2025 Exhibition

Top Game Creators Academy (TGCA) is being introduced to the public for the first time at the Tokyo Game Show 2025, where it will occupy Hall 10’s organizer’s corner. The initiative, run by the Computer Entertainment Association in partnership with the Agency for Cultural Affairs and the Japan Arts & Culture Promotion Agency, aims to accelerate the development of next‑generation game creators by pairing them with active industry advisors and providing exposure through domestic and international events. The exhibition showcases ten emerging developers, each presenting a work‑in‑progress title ranging from an online cooperative 3D jump‑action (IN HARNESS) to a 2D puzzle platformer (Out of Skull), a collaborative “game‑making relay” (カラクリリレー!), a first‑person horror action (Ghost in the brain), a formula‑driven shooter (CYBER JANITOR), a rhythm‑action experience (OVER BEATS MYSELF), an exploratory RPG (Recover from Ruin), a 2D stealth‑action novel (Near The Sun), and a competitive typing‑board hybrid (NyctoType). All projects remain under development and may evolve before final release.

The program, launched in April 2025, is structured as a two‑year pipeline in which creators receive ongoing mentorship and are encouraged to gather visitor impressions as direct feedback for iterative improvement. Although no quantitative metrics are provided, the breadth of genres and innovative mechanics underscores TGCA’s commitment to diversifying Japan’s game development talent pool and facilitating global market entry. The announcement concludes with a call for attendees to submit their reactions, positioning audience interaction as a core component of the creators’ growth trajectory.

  • The Computer Entertainment Association, in partnership with the Agency for Cultural Affairs and the Japan Arts & Culture Promotion Agency, launched the Top Game Creators Academy (TGCA) in April 2025 to accelerate the development of next-generation talent.
  • The TGCA program utilizes a two-year pipeline structure that pairs emerging developers with active industry advisors to facilitate professional growth and global market entry.
  • Ten emerging developers are debuting work-in-progress titles at the Tokyo Game Show 2025 in Hall 10, representing diverse genres including 3D action, 2D puzzle platformers, horror, and rhythm-action.
  • Audience interaction is a core component of the program, with creators actively soliciting visitor feedback at the Tokyo Game Show to drive iterative improvements for their projects.
  • The initiative aims to diversify Japan’s game development talent pool by providing creators with exposure through both domestic and international industry events.
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CESA – Computer Entertainment Supplier's AssociationJan 2025
Page 1
Report23 pages

PC & Console Year in Review 2025

Alinea Analytics provides a comprehensive review of the PC and console gaming market for 2025, offering data-driven insights into player behavior, revenue trends, and regional growth. The analysis highlights a year defined by the continued rise of indie and "Triple-I" titles, which accounted for over 25% of Steam’s revenue. Major success stories like RimWorld’s Odyssey DLC, which earned $10 million to date, and the rapid development of viral hits like RV There Yet? underscore a market where high return on investment is increasingly decoupled from massive studio sizes.

Geographically, the report identifies China as a dominant force, ranking as the top market for Steam and the fifth for PlayStation. This surge is attributed to the momentum of titles like Black Myth: Wukong, with Chinese players making up a significant percentage of the audience for games such as Escape from Duckov and Monster Hunter Wilds. In Europe, the Swedish development scene saw a massive year, capturing significant market share through titles like R.E.P.O. and Split Fiction.

Technical and genre trends show Unreal Engine maintaining its position as the industry standard for AA and AAA development, while Unity remains the backbone for indie successes. Co-op games emerged as a primary revenue driver, representing 11 of the top 20 highest-grossing titles. While adventure and RPGs remain popular, "cute" and "realistic" tags saw the highest year-over-year revenue growth. The data also notes a shift in marketing dynamics: while wishlist campaigns are now standard—requiring nearly 200,000 wishlists to break the top 200 most-anticipated list—conversion rates have declined, placing greater emphasis on post-launch player reception and "shadow drops" for viral success.

  • Indie and 'Triple-I' titles have become a major market force, accounting for over 25% of total Steam revenue in 2025.
  • Co-op games are a primary revenue driver, representing 11 of the top 20 highest-grossing titles of the year.
  • China has emerged as a dominant global market, ranking as the top region for Steam and the fifth for PlayStation, largely driven by the success of titles like Black Myth: Wukong.
  • Marketing dynamics have shifted as wishlist conversion rates decline, with developers now requiring nearly 200,000 wishlists to break into the top 200 most-anticipated games list.
  • Unreal Engine remains the industry standard for AA and AAA development, while Unity continues to serve as the primary engine for indie market successes.
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Alinea AnalyticsJan 2025
Page 1
Report41 pages

PC/Console Gaming Index: A Look at the Top Games, Publishers, and Platforms in 2025 So Far

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.

  • Steam leads the 2025 PC and console market with 450 million downloads and a projected $12 billion in premium revenue, representing a 15 percent year-to-date increase.
  • Premium purchase models remain the primary revenue driver, accounting for 79 percent of Steam's income and 83 percent of PlayStation's earnings.
  • Steam outperforms console competitors in user acquisition, recording 450 million downloads compared to 376 million for PlayStation and 283 million for Xbox.
  • Action titles are the most popular genre in 2025, generating 262 million downloads across the combined market.
  • Shooters and role-playing games follow action titles in popularity, attracting 189 million and 131 million downloads respectively.
+1
Sensor TowerJan 2025
Page 1
Report36 pages

Gaming Industry Report: Q3 2024

• 2024 market size: $188bn (+2.1% YoY) Total gamers in 2024 by region (millions): • Public markets: leading public gaming ETFs up 22- • 36% YTD (vs S&P 500 = 21%) Middle East & Africa Venture funding in Q3‘ 24: $517m across 92 deals 559 (funding +1% QoQ, number of deals -14% QoQ) (16%) • Epic sidesteps Apple in the EU, sues Google Europe (454 3,422m • Discord launches Activities ...

  • The gaming market size in 2024 is $188 billion, showing a 2.1% year-over-year growth. Asia-Pacific accounts for the largest share of gamers with 1,809 million (53%), followed by Europe with 454 million (13%).
  • Venture funding in Q3 2024 reached $517 million across 92 deals, marking a 1% increase in funding quarter-over-quarter but a 14% decrease in the number of deals. Total private market funding for 2024 is $3,739 million, with a 15% QoQ increase in Q3.
  • Public market gaming ETFs are significantly outperforming the S&P 500, with leading ETFs up 22-36% year-to-date compared to the S&P 500's 21%.
  • Unity has fully removed its Runtime Fee, reverting to a seat-based subscription model with increased revenue and funding ceilings for Unity Personal (up to $200k) and price increases for Unity Pro (+8%) and Unity Enterprise (+25%).
  • Epic Games is actively challenging platform policies, launching its own iOS app store in the EU with a maximum 12% commission and suing Google and Samsung over anti-competitive practices related to app distribution on Android.
+5
KonvoyOct 2024
Page 1
Report17 pages

Console/PC Games Investment Report September 2024

The analysis presents a comprehensive review of investment and merger‑and‑acquisition activity within the console and PC video‑game sector for the 2023 fiscal year, positioning 2023 as an outlier driven primarily by Microsoft’s $68.7 billion acquisition of Activision Blizzard. Total deal value reached $69.5 billion across 200 transactions, a 612 % increase in value yet a 25 % decline in transaction count compared with 2022, and twice the combined value of the preceding five‑year period (2018‑2022). Investment volume fell to $627.8 million across 161 deals, while M&A volume surged to $68.8 billion in 39 deals, accounting for more than 99 % of North American M&A value. IPO activity contracted sharply, with six offerings generating $46 million in market capitalisation, down 85 % from the prior year.

Geographically, North America and Europe dominated private investment, contributing $184.7 million (29 % of volume) and $358.8 million (57 % of volume) respectively, while Australia and New Zealand saw limited activity aside from a government grant program. Investors favored micro‑studios (median six employees), whereas acquirers targeted slightly larger teams (median 39 employees). Blockchain‑related deals comprised 15 % of investment value but only 13 % of transaction count, highlighted by Mythic Protocol’s $6.5 million seed round.

Methodologically, the review counts only closed transactions, excluding announced deals, and treats SPAC proceeds as the investment amount rather than post‑transaction valuation. Data are drawn from a proprietary, sixteen‑year‑old database that tracks Western‑focused game‑industry deals across development, publishing, and technology, ensuring consistency and comparability across quarters. The findings underscore a market concentrated around a few mega‑deals, with modest activity elsewhere and a clear shift toward larger, strategic acquisitions.

  • The 2023 fiscal year saw total deal value reach $69.5 billion, a 612% increase driven almost entirely by Microsoft’s $68.7 billion acquisition of Activision Blizzard.
  • While total deal value surged, the actual number of transactions fell by 25% compared to 2022, and investment volume dropped to $627.8 million across 161 deals.
  • M&A activity dominated the market with $68.8 billion across 39 deals, accounting for more than 99% of North American M&A value.
  • IPO activity contracted significantly in 2023, with only six offerings generating $46 million in market capitalization, an 85% decline from the previous year.
  • Private investment was concentrated in Europe and North America, which contributed 57% ($358.8 million) and 29% ($184.7 million) of investment volume, respectively.
+2
DDMSept 2024
Page 1
Report4 pages

Transparent and Fair Purchases of In-Game Content

The initiative seeks to ensure that European players can make informed, transparent decisions when purchasing in‑game content, while safeguarding minors from unintended spending. It builds on the PEGI Age Rating System, now operating in forty countries, and introduces a three‑part policy framework: the PEGI Code of Conduct for purchasable content, additional safeguards focused on younger players, and coordinated information campaigns supported by trusted data.

Statistical evidence shows that 20.8 % of all games receiving a PEGI rating include in‑game purchase options, with 3 % offering paid random items such as loot boxes. An annual Ipsos survey commissioned by Video Games Europe from 2018 to 2024, covering the five largest European consumer‑spend markets, reveals that parental supervision remains high—95 % of Swedish parents monitor spending—and that 76 % of parents report their children do not make in‑game purchases, a figure stable since 2020. Average spend among permitted purchasers fell 21 % in the Netherlands since 2023, and only 11 % of players aged 11‑64 have bought in‑game currency across the surveyed regions.

The PEGI Code of Conduct obliges signatories to display a dedicated icon at the point of purchase, provide receipts, and clearly state the real‑world cost of any virtual currency. For paid random items, it mandates visible notices, confirms that such purchases are optional, and requires transparent probability disclosures in line with data‑protection laws. Additional safeguards include parental tools that default to zero spending for child accounts, separation of transaction interfaces from gameplay, and refund mechanisms for unauthorized purchases. Policies also prohibit the use of in‑game assets for illegal gambling or unauthorised trading, with enforcement powers vested in the PEGI Enforcement Committee.

Information campaigns, such as the Pan‑European “Seize the Controls” effort, aim to raise awareness of these tools and safeguards in national languages, leveraging partnerships with Safer Internet Centres and other stakeholders. The industry welcomes further support from EU institutions and member states to amplify outreach and reinforce responsible spending practices across the European gaming ecosystem.

  • The PEGI Code of Conduct mandates that signatories display purchase icons, provide receipts, and disclose real-world costs for virtual currency, while requiring transparent probability disclosures for paid random items like loot boxes.
  • Only 20.8% of PEGI-rated games include in-game purchase options, with just 3% of all rated games offering paid random items.
  • Parental supervision remains robust, with 76% of parents reporting their children do not make in-game purchases, a figure that has remained stable since 2020.
  • Industry safeguards now include parental tools that default child accounts to zero spending, the separation of transaction interfaces from gameplay, and established refund mechanisms for unauthorized purchases.
  • Data from 2018–2024 indicates that only 11% of players aged 11–64 have purchased in-game currency across the five largest European markets.
+1
Video Games EuropeApr 2024
Page 1
Report20 pages

The Ultimate Game Hype Tracking Guide

This guide provides a framework for tracking game performance through the purchase funnel, emphasizing the importance of monitoring consumer sentiment from the pre-launch phase through the post-release lifecycle. The primary thesis is that success in the competitive PC and console gaming market requires a data-driven understanding of player awareness, purchase intent, and demographic behavior. By benchmarking these metrics against competitors, developers can optimize marketing spend, identify target audiences, and sustain long-term engagement.

The analysis relies on data from the Game Health Tracker, which surveys over 3,000 PC and console players in the United States monthly. Key metrics include unaided awareness, which measures spontaneous brand recall, and aided awareness, which gauges maximum reach through prompted recognition. The findings demonstrate that awareness often fluctuates based on major industry events, such as trailer releases or gameplay reveals. Furthermore, the conversion rate—defined as the percentage of aided-aware players who express purchase intent—serves as a critical indicator of marketing effectiveness.

The research highlights that demographic profiling and channel analysis are essential for resource allocation. For example, data shows that younger players may be more effectively reached through specific social media platforms like TikTok and Snapchat, whereas older or different segments might prioritize online stores or gaming subscriptions. Post-release, the guide notes that awareness naturally plateaus, necessitating tactical interventions such as price drops, DLC releases, or content updates to re-engage potential buyers. Ultimately, the document concludes that while initial hype is valuable, sustained success depends on continuously monitoring the purchase funnel and adapting strategies to meet the evolving motivations of both primary and secondary player audiences.

  • Success in the PC and console market requires tracking the purchase funnel through three core metrics: unaided awareness, aided awareness, and purchase intent conversion rates.
  • The Game Health Tracker methodology relies on monthly surveys of over 3,000 PC and console players in the United States to benchmark performance against competitors.
  • Conversion rate, defined as the percentage of aided-aware players who express purchase intent, serves as the primary indicator for measuring marketing effectiveness.
  • Awareness levels are highly volatile and correlate directly with major industry milestones, such as trailer releases and gameplay reveals.
  • Marketing resource allocation must be demographic-specific, as younger players are more effectively reached via TikTok and Snapchat, while older segments prioritize online stores and subscriptions.
+3
NewzooFeb 2024
Page 1
Report46 pages

Newzoo PC & Console Gaming Report 2024

The 2024 Newzoo PC & Console Gaming Report presents a cautiously optimistic outlook for the global market, with 2023 revenues rising 2.6 % to $93.5 bn. Growth is largely driven by PC game sales, while console revenue increased modestly at 1.7 % YoY. Playtime is falling, and player growth is flattening: PC players are projected to grow at 1.6 % CAGR and console players at 3 % through 2026, making it increasingly difficult to expand the player base. Premium transactions dominate spending, accounting for roughly 56–57 % of total spend; live‑service and subscription models still lag behind full‑price titles, underscoring the need for studios to focus on high‑quality releases and robust content pipelines.

Fortnite and Roblox command over 60 % of total playtime in 2023, reinforcing a highly concentrated market where established platforms and annual franchises dominate engagement. Quarterly playtime has fallen 26 % since Q1 2021, with older titles accounting for more than 60 % of hours and new releases only about 8 %. Live‑service pay‑to‑play games capture the majority of new‑title revenue, making it challenging for fresh IPs to gain traction.

Concentration among publishers has tightened further: between 28 and 34 publishers captured 80 % of monthly active users in 2023, a trend that has been tightening since 2021. While the number of titles driving 75–90 % of MAU has remained roughly flat, playtime per user is falling. Over half of the top new releases are franchise titles, and remakes or transmedia adaptations can boost both new and legacy game MAU by 35–60 %.

Multi‑platform play is significant, with nearly half of gamers (47 %) playing on two or more platforms. Multi‑platform players spend 79 % of their time and represent 41 % of the total player base, indicating higher engagement and spend. Emerging markets are projected to outpace established ones with a 4.7 % CAGR versus 0.2 %, and cloud gaming is identified as a key entry point due to high awareness (32 %) and low hardware barriers. Expanding beyond a single platform—especially into mobile or cloud services—offers new revenue routes but requires tailored experiences and messaging for diverse audiences.

  • The market is highly consolidated, with 28 to 34 publishers capturing 80% of monthly active users and just two titles, Fortnite and Roblox, commanding over 60% of total playtime in 2023.
  • Engagement is dominated by legacy content, as older titles account for over 60% of total hours played, while new releases capture only 8% of playtime.
  • Premium transactions remain the primary revenue driver, accounting for 56–57% of total spending and outperforming live-service and subscription models.
  • Global PC and console revenue grew 2.6% to $93.5 billion in 2023, though player growth is flattening with projected CAGRs of only 1.6% for PC and 3% for console through 2026.
  • Quarterly playtime has declined 26% since Q1 2021, and over half of the top new releases are franchise titles, highlighting the difficulty of establishing fresh IPs.
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NewzooJan 2024
Page 1
Report15 pages

Interactive Entertainment 2025: Global Market Sizing & Forecast

The interactive entertainment market is projected to reach $250.2 billion in consumer spending by 2025, representing a 4.6% year-over-year growth. This recovery follows a period of transition characterized by a significant cyclical downturn in console hardware, which is expected to decline by 31% in 2024 as the industry prepares for next-generation devices. The analysis covers global consumer spending across software publishing, hardware, emerging technology, and live-streaming segments for the period spanning 2023 through 2025.

Software publishing remains the primary market driver, with mobile gaming leading as the largest category, forecasted to reach $115.7 billion in 2025. While PC gaming shows the strongest growth rate at 8.1% for 2025, console software spending is also expected to rise in anticipation of new hardware cycles. In contrast, the esports and live-streaming sectors face ongoing profitability challenges; esports revenue is projected to decline by 8.3% in 2025, while streaming platforms struggle with high operational costs despite modest growth in user engagement.

Emerging technologies, including virtual reality and blockchain gaming, are identified as latent disruptors fueled by venture capital and platform investments. Virtual reality is expected to grow by 11% in 2025, supported by new hardware like the Apple Vision Pro. Additionally, the market is seeing a strategic shift as major entertainment firms like Sony and Disney evolve into all-round media conglomerates, leveraging established intellectual property across games, film, and virtual storefronts in platforms like Roblox to reach new audiences. Data for these findings is derived from company financials and a proprietary partner network tracking over 200 consumer brands.

  • The global interactive entertainment market is projected to reach $250.2 billion in consumer spending by 2025, marking a 4.6% year-over-year growth.
  • Mobile gaming remains the industry's largest segment, with forecasted consumer spending of $115.7 billion in 2025.
  • Console hardware is experiencing a significant cyclical downturn, with spending expected to decline by 31% in 2024 ahead of next-generation device launches.
  • PC gaming is the fastest-growing software segment, projected to achieve an 8.1% growth rate in 2025.
  • Esports revenue is facing a downturn, with a projected decline of 8.3% in 2025 due to ongoing profitability challenges.
+3
AldoraJan 2024
Page 1
Report44 pages

State of Performance Marketing for Videogames

The 2024 performance marketing landscape for PC and console gaming is defined by a strategic shift toward high-engagement platforms and the integration of first-party data to combat rising acquisition costs. Meta and YouTube remain the dominant forces in media planning, appearing in 75% and 44% of campaigns respectively, while Twitch has emerged as the conversion leader with a 12% success rate. This recovery period is marked by a rebound in free-to-play retention to 46% and a significant evolution in platform utility. Notably, Reddit has transformed into a high-value retention hub following an overhaul of its advertising infrastructure, and Twitter (X) continues to serve as the primary conduit for reaching the PlayStation demographic.

The industry is increasingly moving toward automation and data-driven targeting to optimize creative assets and audience reach. AI-driven tools such as Google’s Performance Max and TikTok’s Performance Automation are becoming standard, while the utilization of first-party data has proven critical, yielding conversion lifts of up to 63% in Meta-based campaigns. These technological advancements are complemented by the continued growth of influencer marketing, which currently outperforms traditional ad networks with a 4.25% conversion rate and a robust 38.95% Day 7 retention rate.

Despite the effectiveness of creator-led activations, the sector faces logistical hurdles regarding contracting, key distribution, and return-on-investment analysis. To mitigate these complexities, marketers are adopting sophisticated attribution tools to unify performance metrics across paid media and influencer channels. This holistic approach allows for a more precise understanding of player behavior and engagement across the global PC and console segments, ensuring that marketing spend is directed toward the most authentic and high-retention audience segments.

  • First-party data integration is essential for efficiency, yielding conversion lifts of up to 63% in Meta-based campaigns.
  • Influencer marketing currently outperforms traditional ad networks, achieving a 4.25% conversion rate and a 38.95% Day 7 retention rate.
  • Meta and YouTube remain the primary media planning channels, utilized in 75% and 44% of campaigns respectively, while Twitch leads in conversion efficiency at 12%.
  • Free-to-play retention has rebounded to 46% as the industry shifts toward AI-driven automation tools like Google’s Performance Max and TikTok’s Performance Automation.
  • Reddit has evolved into a high-value retention hub following advertising infrastructure updates, while Twitter (X) remains the primary channel for reaching the PlayStation demographic.
+2
GamesightJan 2024
Page 1
Report46 pages

The PC & Console Market Gaming Report 2024

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 PC and console market reached $93.5 billion in 2023, reflecting a 2.6% growth rate despite a 26% decline in average quarterly playtime since 2021.
  • Market dominance is highly consolidated, with approximately 30 publishers controlling 80% of all monthly active users.
  • Games six years or older command over 60% of total playtime, while new, non-annual original titles struggle to capture more than 8% of player attention.
  • Evergreen titles like Fortnite and Roblox, which average over seven years in age, now account for more than half of all total playtime.
  • Transmedia adaptations are a critical growth lever, as film and television tie-ins drive an average 35% increase in monthly active users for associated titles.
+1
NewzooJan 2024

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