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Page 1
Report47 pages

Mobile Games in 2025: Trends & Strategies Supercharging Revenue Growth

The global mobile gaming market entered a phase of intensified monetization and efficiency in 2024, characterized by a 3.8% increase in consumer spending to $65.7 billion despite a 6.6% decline in total downloads. This shift indicates a maturing landscape where revenue is driven by an 11.2% rise in spending per download rather than sheer user acquisition volume. Although the number of new game releases plummeted by over 43%, the highest-quality titles are achieving financial success at an accelerated pace, reaching the $1 million revenue milestone nearly twice as fast as they did in 2022. Geographically, the United States maintains its position as the primary revenue engine with $20.8 billion in spending, while India continues to dominate global download volume.

Mid-core titles, particularly Role-Playing Games, represent the most significant segment of the market, accounting for half of the top 1,000 earning games. While established giants like Tencent and Scopely maintain their dominance, new entries from China and Japan are capturing substantial global market share. Growth is also accelerating in emerging markets, with Brazil and Mexico both experiencing a 47% surge in spending. To maintain engagement and drive revenue spikes, developers are increasingly relying on high-impact intellectual property crossovers and collaborations, such as integrating popular media franchises into existing gameplay loops.

Monetization strategies have become highly standardized among top-performing titles, with 100% of the top 500 earning games utilizing consumables and limited-time offers. In-game advertising serves as a vital secondary revenue stream, with Unity Ads emerging as the most adopted platform among developers. Looking toward 2025, the industry is expected to be defined by the continued dominance of mid-core genres, the strategic expansion of IP-based events, and the rising economic influence of Latin American markets. Success in this environment requires a focus on high-value user retention and sophisticated monetization frameworks to offset the broader decline in new release volume.

  • The mobile gaming market is shifting toward higher monetization efficiency, evidenced by a 3.8% increase in consumer spending to $65.7 billion despite a 6.6% decline in total downloads.
  • Spending per download rose by 11.2% in 2024, as the industry prioritizes high-value user retention over the volume-based acquisition strategies of previous years.
  • New game releases dropped by over 43%, yet top-tier titles are reaching the $1 million revenue milestone nearly twice as fast as they did in 2022.
  • Mid-core titles, specifically Role-Playing Games, dominate the financial landscape, accounting for 50% of the top 1,000 earning games.
  • Emerging markets are becoming critical growth engines, with Brazil and Mexico recording a 47% surge in consumer spending.
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AppFiguresJan 2025
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Report20 pages

The Importance of Wishlists in 2025

Executive Summary – “The Importance of Wishlists” (VGI Report, 2025)

1. What the Data Shows | Metric | Key Figure | Insight | |--------|------------|---------| | Games surpassing 100 k wishlists at launch | ~9 % (141/1 500) | Only a small minority achieve the “break‑out” threshold. | | Correlation (wishlists ↔ Month‑1 sales) | r ≈ 0.70 (RSQ ≈ 0.49) | Strong overall link, but it spikes to r ≈ 0.71 for games with > 100 k wishlists. | | Top‑heavy distribution | 1–2 % of titles > 1 M wishlists; > 90 % < 10 k | Success is heavily skewed toward a few blockbuster titles. | | Genre performance | Action/Adventure & RPG/Strategy → highest medians (≈ 180‑190 k) | Casual & MMO titles lag (median ≈ 70‑80 k) and rely more on post‑launch tactics. | | Wishlist momentum | Games that hit 100 k+ before launch have a 71 % chance of strong month‑1 sales vs. 17 % for < 100 k. | Momentum is a “crystal ball” for launch success. | | Steam page creation timing | 40 % of top performers publish 0.5‑1 yr before launch; 35 % publish > 1 yr early. | Early page creation gives sustained visibility and higher wishlist growth. | | Pre‑launch wishlist accumulation | 85 % of wishlists are collected ≥ 4 months before launch. | The bulk of audience commitment happens well before the final countdown. |

2. Why Wishlists Matter

1. Predictive Power – Once a title crosses the 100 k‑wishlist threshold, its first‑month sales become far more predictable (≈ 71 % correlation). 2. Marketing Leverage – High wishlist counts signal strong community interest, making it easier to secure press coverage, influencer partnerships, and paid‑media spend. 3. Resource Allocation – Studios can prioritize titles with early wishlist momentum for larger launch budgets and store‑front promotion. 4. Risk Management – Low‑wishlist titles (≤ 10 k) have a 50 % chance of under‑performing, suggesting a need for contingency plans (e.g., extended beta, community events).

3. How Games Accumulate Wishlists

| Tactic | Effectiveness (based on VGI data) | |--------|-----------------------------------| | Early Steam page (≥ 6 months pre‑launch) | +30 % average wishlist growth vs. late‑launch pages | | Regular content drops (trailers, dev logs, screenshots) | Each major trailer ≈ 10‑15 % spike in wishlist count (case: Kingdom Come Deliverance 2 added ~0.2 M per trailer) | | Early Access / Demo releases | Boosts momentum for “core” genres; median increase ≈ 12 % | | Community engagement (Discord, Reddit AMAs) | Stronger post‑launch

  • Crossing the 100,000 wishlist threshold is the primary indicator of success, as these titles have a 71% probability of strong first-month sales compared to only 17% for those with fewer than 100,000.
  • Wishlist accumulation is highly top-heavy, with only 9% of games reaching the 100,000-wishlist milestone and over 90% of all titles failing to exceed 10,000.
  • 85% of total pre-launch wishlists are collected at least four months before a game's release, emphasizing that audience commitment must be secured well in advance of launch.
  • Publishing a Steam page at least six months prior to launch increases wishlist growth by an average of 30% compared to pages created closer to the release date.
  • Major content drops, such as trailers, consistently drive significant engagement, with each release triggering a 10–15% spike in wishlist counts.
Sensor TowerJan 2025
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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
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Report29 pages

Souls‑likes: From Niche to Mainstay

The analysis charts the evolution of the souls‑like subgenre from a niche curiosity to a mainstream pillar of the video‑game market, emphasizing the decisive role of APAC developers and Chinese players in shaping its commercial trajectory. By tracking titles released between January 2015 and early 2025, the study demonstrates that while indie studios supplied the bulk of new releases, AAA and AA publishers now dominate revenue, accounting for over 70 % of estimated units sold on Steam.

Sales data reveal a rapid escalation in both volume and concentration. Black Myth: Wukong leads with roughly 20 million units, followed by Elden Ring at 15.6 million, Monster Hunter World at 13 million, Dark Souls III at 9.1 million, and Hades with 8.4 million YTD. The shift in publisher composition is evident: AA releases peaked at 90 % of titles in 2017 but fell to around 30 % by 2023, while AAA output rose to nearly two‑thirds of the market, reflecting a transition from experimental indie projects to large‑scale investments.

Geographically, APAC’s influence surged, reaching roughly 80 % of development share by 2025, with Japan providing a historic foundation and China and Korea expanding both creation and consumption. Chinese gamers now represent close to half of the global souls‑like audience (≈47 %), eclipsing the United States (≈15 %) and Germany (≈5 %). This demographic weight makes success in China a critical determinant for high‑budget releases.

Methodologically, the findings rely on Video Game Insights’ estimations derived from Steam tagging, publisher classification, and sales‑estimation algorithms applied to all souls‑like titles launched from 2015 onward across Steam, PlayStation and Xbox platforms. The overarching conclusion is that the genre’s challenging, skill‑based design continues to attract investment and player engagement, with APAC innovation and the Chinese market ensuring its long‑term viability as a global mainstay.

  • The souls-like genre has shifted from indie-dominated to AAA-led, with AAA and AA publishers now accounting for over 70% of estimated units sold on Steam.
  • Chinese gamers represent approximately 47% of the global souls-like audience, significantly outpacing the United States at 15% and Germany at 5%.
  • APAC developers have surged to control roughly 80% of the genre's development share as of 2025, building on a foundation established by Japanese studios.
  • Top-performing titles demonstrate massive commercial scale, led by Black Myth: Wukong (20 million units), Elden Ring (15.6 million), and Monster Hunter World (13 million).
  • The market composition has inverted since 2017, when AA titles comprised 90% of releases; by 2023, AAA output had risen to account for nearly two-thirds of the market.
Sensor TowerJan 2025
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Report38 pages

Is the Past the Future of Gaming?

Remakes and remasters have become a cornerstone of the video‑game market, now generating roughly two hundred releases each year and projected to reach about thirty titles in 2025. Their commercial performance consistently exceeds that of the original versions, exemplified by the Resident Evil 4 remake, which sold ten million copies within two years of launch, and the continued success of other high‑profile updates such as the Crash series. This growth reflects a broader industry shift toward leveraging established intellectual property to secure reliable revenue streams.

A survey of 1,500 gamers identifies nostalgia as the dominant motivator for purchasing these updated titles, with more than eighty percent seeking the emotional comfort of revisiting familiar experiences. Seventy‑one percent view remakes as a means to introduce classic games to younger players, while between sixty‑seven and eighty‑five percent appreciate the opportunity to discover titles they missed originally. Players also demand contemporary enhancements, ranking higher‑resolution textures, smoother animation, improved lighting, remappable controls, and bug fixes as essential. Nevertheless, the audience is split: roughly thirty‑five percent each prefer strict fidelity to the original or the freedom to alter narrative and gameplay, highlighting a tension between preservationist and innovation‑leaning attitudes.

Pricing expectations reveal a nuanced market perspective. Nearly half of respondents anticipate remakes to be priced slightly below new releases, while a quarter are comfortable with parity, twenty percent expect a more substantial discount, and a small segment seeks free or bundled options. These preferences shape release strategies, with developers balancing cost, value perception, and the timing of launches to maximize appeal.

While nostalgia‑driven updates can boost sales, an overreliance on remakes risks dampening creative innovation. Gamers express a clear desire for a blend of faithful revisions and fresh original IP, suggesting that sustainable growth will depend on integrating modern improvements with new, inventive experiences across the global gaming landscape.

  • Remakes and remasters have become a major industry pillar, with roughly 200 releases annually and projections indicating 30 high-profile titles for 2025.
  • Commercial performance for remakes frequently outperforms original releases, evidenced by the Resident Evil 4 remake achieving 10 million sales within two years.
  • Nostalgia is the primary consumer driver, with over 80% of 1,500 surveyed gamers citing the desire for emotional comfort as their main motivation for purchasing updated titles.
  • Consumer demand for remakes is split between preservation and innovation, with roughly 35% of players favoring strict fidelity to the original and 35% preferring narrative or gameplay changes.
  • Players prioritize technical modernization in remakes, specifically requesting higher-resolution textures, smoother animation, improved lighting, remappable controls, and bug fixes.
MTMJan 2025
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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.
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Sensor TowerJan 2025
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Report37 pages

The Intrinsic In-Game Advertising Key Trends Report H1 2025

Intrinsic in-game advertising (IIGA) has transitioned into a measurable, high-impact media channel that allows brands to reach premium gaming environments through buying approaches similar to traditional digital and broadcast media. The primary thesis of this analysis is that gaming offers a unique, year-round engagement opportunity that remains consistent even when traditional channels like television and social media experience seasonal dips. By integrating non-disruptive, native ads into gameplay, advertisers can achieve significant full-funnel impact, including a 20-point lift in ad recall and a 21% lower cost per acquisition (CPA) compared to standard goals.

The findings are based on aggregated internal data from 105 games and 333 direct advertisers, supplemented by third-party research from partners such as IAS, Lumen, and Comscore. The scope is global, with specific insights covering North America, Europe, LATAM, and APAC throughout the 2024 calendar year. While mobile currently offers 25 times the scale of impressions and greater audience diversity, PC and console platforms provide superior immersion, with significantly longer session lengths and higher total playtime per user.

Key data points highlight that IIGA outperforms traditional digital formats in attention, delivering 2,957 attentive seconds per thousand impressions—nearly triple the performance of Facebook Infeed. Regional trends indicate that while North America and Europe command the highest CPMs, emerging markets like APAC and LATAM offer cost-effective growth opportunities. Furthermore, genre-specific data reveals that sports and racing titles see engagement peaks tied to real-world competitions, while simulation games offer a steady, female-skewing audience. The report concludes that advertisers should move beyond seasonal buying habits to capitalize on gaming’s "always-on" nature, particularly during Q1 when CPMs are lower but engagement remains high.

  • Intrinsic in-game advertising (IIGA) delivers 2,957 attentive seconds per thousand impressions, nearly triple the performance of Facebook Infeed.
  • Adopting IIGA drives a 20-point lift in ad recall and a 21% lower cost per acquisition (CPA) compared to standard digital benchmarks.
  • Mobile platforms provide 25 times the scale of impressions and greater audience diversity, while PC and console platforms offer superior immersion through longer session lengths.
  • Advertisers can optimize budgets by shifting to an 'always-on' strategy, specifically targeting Q1 when CPMs are lower but engagement remains consistent.
  • Sports and racing titles show engagement peaks aligned with real-world events, whereas simulation games provide a consistent, female-skewing audience.
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AnzuJan 2025
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Report19 pages

How Developers Are Using Generative AI to Create a New Generation of Games

This research, conducted by Google Cloud and The Harris Poll in mid-2025, examines the transformative role of generative AI within the global games industry. Based on a survey of 615 developers across the United States, South Korea, Norway, Finland, and Sweden, the study finds that 97% of professionals believe generative AI is actively reshaping the sector. The primary thesis suggests that while the industry faces rising development costs and market saturation, AI serves as a critical tool for innovation, democratization, and operational efficiency.

Key findings indicate that 90% of developers have already integrated AI into their workflows, primarily to automate repetitive tasks and accelerate playtesting, localization, and coding. A significant trend is the rise of AI agents—autonomous systems capable of reasoning and planning—which 44% of respondents use for content optimization and 34% for advanced NPC behavior. These technologies are shifting player expectations, with 89% of developers noting that gamers now demand more lifelike, responsive, and personalized experiences. Furthermore, 94% of developers anticipate that AI will lead to long-term reductions in development costs over the next three years.

Despite this optimism, the industry faces notable hurdles regarding legal and ethical standards. Approximately 63% of developers expressed concerns over data ownership and intellectual property, while 35% cited worries regarding player data privacy. To navigate these challenges, the study recommends that studios start with small-scale pilots, align AI use with their core creative visions, and invest in staff upskilling. Ultimately, the data portrays AI not just as a productivity booster, but as a fundamental shift in game design that enables smaller studios to compete more effectively while fostering new levels of player immersion.

  • 97% of game developers believe generative AI is actively reshaping the industry, with 90% already integrating the technology into their workflows to automate tasks like coding, localization, and playtesting.
  • 94% of developers anticipate that the adoption of generative AI will lead to long-term reductions in game development costs over the next three years.
  • AI agents are increasingly used for advanced game mechanics, with 44% of developers utilizing them for content optimization and 34% for creating more responsive NPC behaviors.
  • 89% of developers report that player expectations have shifted, with gamers now demanding higher levels of personalization and lifelike interactivity in their experiences.
  • Legal and ethical concerns remain a primary barrier to adoption, as 63% of developers cite worries regarding intellectual property and data ownership, while 35% express concerns over player data privacy.
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Google CloudJan 2025
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Report46 pages

The Global State of Game Publishing & Marketing 2025 Industry Report

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 game publishing market is projected to grow from $117.4 billion in 2025 to $150.5 billion by 2030, driven by a market where 95% of revenue is already generated through digital distribution.
  • Multiplatform launches have increased by 40% as developers prioritize cross-platform strategies, which can boost total revenue by up to 40%.
  • Live Service Games have become the industry standard, with 95% of studios now developing titles specifically designed for recurring revenue models.
  • Community-driven marketing is critical, as 40% of gamers make purchases based on creator recommendations and social touchpoints drive 54% of player retention.
  • Subscription services are forecast to reach 318 million active users and a $21.6 billion valuation by 2030, while the esports market is expected to hit $87.7 billion in the same period.
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Game Publishing & Marketing SummitJan 2025
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Report27 pages

Unlocking Games Revenue: Player Behavior and Payment Trends in the West

Unlocking Games Revenue: Player Behavior and Payment Trends in the West examines the evolving monetization landscape across North America and Europe. Produced through a partnership between Newzoo and Tebex, the analysis combines market intelligence with transaction data from over $1 billion in processed payments. The primary thesis suggests that as payer growth in mature Western markets plateaus—with a projected Compound Annual Growth Rate (CAGR) through 2027 of only 1.1% in North America and 3.1% in Europe—industry success depends on maximizing value from existing players through diversified payment methods and localized monetization strategies.

The scope of the research focuses on PC, console, and mobile platforms in 2024 and 2025. Findings indicate that while North America and Europe house only 20% of the global player base, they account for 46% of total gaming spend. North America leads the world in average annual spend per payer at $324.90, compared to $125.40 in Europe. Regional motivations for spending differ significantly; North American players prioritize personalization and character customization, whereas European players are more value-conscious, citing sales, special offers, and the removal of advertisements as primary drivers for transactions.

A critical finding involves the impact of alternative payment methods on Average Transaction Value (ATV). While traditional cards and digital wallets dominate total volume, emerging methods like Buy Now, Pay Later (BNPL) and cryptocurrency yield significantly higher ATVs. In North America, BNPL transactions average $85.00 compared to $52.20 for cards. Furthermore, the data shows that players using both traditional and alternative methods do not decrease their transaction frequency, suggesting that offering diverse payment options directly unlocks higher spending tiers. The analysis concludes that studios must reduce friction in payment flows and embrace unbundled, web-based storefronts to maintain loyalty and revenue in a maturing market.

  • Growth in mature Western markets is plateauing, with projected 2027 CAGRs of only 1.1% in North America and 3.1% in Europe, shifting the focus to maximizing value from existing players.
  • North America and Europe represent 46% of global gaming spend despite housing only 20% of the global player base.
  • North American players spend an average of $324.90 annually, significantly higher than the $125.40 average annual spend per payer in Europe.
  • Alternative payment methods like Buy Now, Pay Later (BNPL) yield higher Average Transaction Values (ATV) than traditional methods, with North American BNPL transactions averaging $85.00 compared to $52.20 for cards.
  • Monetization strategies must be localized: North American players prioritize personalization and customization, while European players are driven by value, sales, and ad removal.
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Newzoo & TebexJan 2025
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Report37 pages

Games Industry in 2025

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 games market reached $199.4 billion in 2024, but growth is projected to slow to 0.9% in 2025 due to the delay of Grand Theft Auto VI into 2026.
  • In-game spending now drives 77% of total industry revenue, while physical media is expected to decline to just 2% of the market by 2026.
  • The launch of the Nintendo Switch 2 in 2025 is expected to create a $7–8 billion content opportunity with significant potential for increased in-game monetization.
  • Mobile gaming maintains the largest market share at 58%, though PC gaming recorded the strongest growth in 2024 at 5.7%.
  • Emerging markets in the Middle East and Africa are projected to grow by 6.3% in 2025, significantly outpacing growth in Western regions.
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Ampere AnalysisJan 2025
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Report11 pages

Gaming’s Cheating Crisis Report: The Impact on Players and Profit

The gaming industry is currently facing a significant integrity crisis, with 80% of players reporting encounters with cheaters in online environments. This prevalence has transformed cheating from a fringe issue into a routine experience for the majority of the community, with over half of gamers encountering unfair play at least several times a month. The widespread availability of cheating tutorials on social media platforms like YouTube and TikTok has further exacerbated the problem, creating a cycle where 62% of players admit to feeling tempted to cheat themselves.

The impact of this crisis extends beyond player frustration to significant financial and operational risks for developers. Approximately 42% of gamers have considered quitting specific titles due to cheaters, and 55% have either reduced or stopped their in-game spending entirely. This trend is particularly pronounced among high-value players, threatening the core revenue models of modern live-service games. Despite these challenges, there remains a high level of trust in developers to solve the issue, with 94% of players believing studios can effectively address the problem.

Data suggests a strong appetite for robust, industry-wide solutions. Approximately 73% of gamers are willing to undergo identity verification to ensure cheat-free matchmaking, and 79% support cross-game penalties where bans follow a player across multiple titles. Furthermore, 83% of respondents indicated they would be more likely to play a game credibly marketed as "cheat-free." These findings suggest that implementing verified identity systems could restore accountability, protect revenue streams, and improve player retention.

The research was conducted by Atomik Research on behalf of PlaySafe ID, surveying 2,013 adult PC gamers across the United Kingdom and the United States in July 2023. The sample consisted of active players, 82% of whom play multiple times per week, primarily focusing on first-person shooters, sports games, and casual titles.

  • Cheating is a pervasive issue, with 80% of online players reporting encounters and over half experiencing unfair play at least several times a month.
  • Financial stability is at risk, as 55% of gamers have reduced or stopped in-game spending and 42% have considered quitting specific titles due to cheating.
  • Players are highly receptive to stringent security measures, with 73% willing to undergo identity verification and 79% supporting cross-game bans to ensure fair play.
  • Marketability is directly tied to integrity, as 83% of players are more likely to engage with titles explicitly marketed as 'cheat-free'.
  • Social media platforms like YouTube and TikTok are fueling the crisis by providing widespread access to cheating tutorials, leading 62% of players to feel tempted to cheat.
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PlaySafe IDJan 2025

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