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Market Forecast

101 documents·48 publishers

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Page 1
Report15 pages

Levelling Up: State of India Interactive Media & Gaming Research FY'24

The Indian interactive media and gaming market reached a valuation of $3.8 billion in FY24, representing a significant 30% share of the country’s broader $12.5 billion new media sector. Growth is characterized by a 20% five-year projected CAGR, with expectations to exceed $9.2 billion by FY29. This expansion is primarily driven by a 41% year-on-year increase in in-app purchase revenue, particularly within the midcore segment, which grew by 53%. While Real Money Gaming (RMG) remains a major contributor, recent changes to the GST regime have led to margin compression and increased user acquisition costs for operators in that sub-sector.

The player base in India has expanded to 590 million gamers, with 148 million identified as paying users. Engagement metrics show a 30% increase in average weekly time spent, rising from 10 to 13 hours. Demographic data reveals a diversifying landscape where 44% of gamers are women and 66% reside in non-metro cities. Notably, there is a high degree of overlap between gaming categories, as over 60% of RMG paying users also spend money on midcore titles. Payment behaviors are heavily modernized, with 83% of users utilizing UPI or digital wallets for transactions.

The regulatory environment is shifting toward formal recognition and support, with the government identifying gaming as a "sunrise sector." New frameworks distinguish between RMG and Free-to-Play (F2P) games for taxation purposes, while esports has been officially integrated under the Ministry of Youth Affairs and Sports. These findings are based on a mixed-methods research design conducted between May and October 2024, incorporating a primary survey of 2,269 smartphone users across 16 Indian cities alongside secondary analysis of financial statements and proprietary industry data.

  • The Indian interactive media and gaming market reached a $3.8 billion valuation in FY24 and is projected to grow at a 20% CAGR to exceed $9.2 billion by FY29.
  • In-app purchase revenue grew 41% year-on-year, with the midcore segment serving as a primary growth driver after experiencing a 53% increase.
  • India’s gaming population has reached 590 million, including 148 million paying users who now spend an average of 13 hours per week gaming, a 30% increase from previous metrics.
  • The player demographic is increasingly diverse, with 44% of gamers being women and 66% residing in non-metro cities.
  • Real Money Gaming (RMG) faces margin compression and rising user acquisition costs due to recent GST regime changes, though 60% of RMG payers also spend money on midcore titles.
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LumikaiNov 2024
Page 1
Presentation15 pages

Financial Results Q1 2024

PCF Group S.A. reported its financial results for the first quarter of 2024, highlighting a period of significant revenue growth and improved profitability. The primary thesis of the financial update is the successful execution of the group’s multi-project strategy, supported by both work-for-hire contracts and the development of original intellectual property. Geographically, the group maintains a strong international presence with major studios in Warsaw, Rzeszów, Montreal, and Newcastle, supported by a total workforce of 763 people as of March 31, 2024.

Financial performance in Q1 2024 showed a substantial increase in revenue to 56.9 million PLN, compared to 34.9 million PLN in the same period the previous year. This growth was driven by the release of Bulletstorm VR and ongoing work on Project Maverick. EBITDA rose to 11.0 million PLN, a significant improvement over the 3.0 million PLN recorded in Q1 2023. Net profit also turned positive, reaching 11.0 million PLN compared to a net loss of 0.9 million PLN in the prior year. Management attributed this increased profitability to a high revenue base and a disciplined cost approach, despite increased spending on the publishing team.

The production pipeline remains robust across several segments. In the AAA category, Projects Bifrost and Victoria are progressing according to schedule under a self-publishing model, both having received internal greenlights for 2025-2026 release windows. The VR segment, managed through InCuvo, continues development on Green Hell VR updates and the upcoming Project Bison. Additionally, work-for-hire projects remain stable, with Project Maverick reaching its target developer headcount and negotiations continuing with Square Enix regarding other collaborations. The balance sheet remains healthy, with 138.6 million PLN in cash and bonds and total assets valued at 505.1 million PLN.

  • PCF Group achieved a net profit of 11.0 million PLN in Q1 2024, a significant turnaround from the 0.9 million PLN net loss recorded in Q1 2023.
  • Quarterly revenue grew to 56.9 million PLN, up from 34.9 million PLN in the prior year, driven by the release of Bulletstorm VR and progress on Project Maverick.
  • EBITDA rose to 11.0 million PLN, compared to 3.0 million PLN in Q1 2023, reflecting a disciplined cost approach alongside higher revenue.
  • The company maintains a strong liquidity position with 138.6 million PLN in cash and bonds and total assets valued at 505.1 million PLN.
  • Self-published AAA titles Projects Bifrost and Victoria are on track for release windows between 2025 and 2026.
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PCF GroupMay 2024
Page 1
Report292 pages

Reinvent India's Media & Entertainment Sector Is Innovating for the Future

The Indian media and entertainment sector reached a valuation of INR2.32 trillion in 2023, marking an 8.1% growth rate driven primarily by digital media and online gaming. While television remains the largest individual segment, the industry is transitioning into a "linear and digital" hybrid market, with digital media expected to become the dominant segment by 2024. Total industry revenue is projected to exceed INR3 trillion by 2026, supported by a 10% CAGR and a massive expansion of active screens, which are expected to reach nearly one billion by 2030.

The digital surge is characterized by a "vernacular-first" strategy and the rapid rise of Connected TV, which is anticipated to reach 100 million homes by 2030. Online gaming has emerged as a powerhouse, surpassing filmed entertainment to become the fourth-largest segment despite a new 28% GST mandate. While traditional mediums like print and radio remain resilient and profitable, they are pivoting toward niche audiences and hyper-local advertising to maintain relevance. Meanwhile, the filmed entertainment sector saw record revenues in 2023, fueled by a revival in Hindi cinema and premium experiential offerings, even as theater admissions faced pressure from rising costs.

The industry is currently navigating a "profitability-first" era defined by consolidation and technological integration. Generative AI is expected to provide an INR450 billion boost by 2027 through enhanced content creation and operational efficiencies. However, significant challenges remain, including low digital monetization relative to high engagement levels, digital ad fraud, and a tightening regulatory landscape. New frameworks, such as the Digital Personal Data Protection Act and updated broadcasting bills, are forcing companies to balance aggressive AI-driven personalization with stringent compliance and data transparency requirements.

  • The Indian media and entertainment sector reached a valuation of INR2.32 trillion in 2023 and is projected to exceed INR3 trillion by 2026, growing at a 10% CAGR.
  • Digital media is expected to overtake television as the dominant industry segment by 2024, supported by a projected expansion to nearly one billion active screens by 2030.
  • Online gaming has become the fourth-largest segment, surpassing filmed entertainment despite the implementation of a 28% GST mandate.
  • Generative AI is projected to contribute an INR450 billion boost to the industry by 2027 by driving operational efficiencies and enhanced content creation.
  • Connected TV is a key growth driver, with adoption expected to reach 100 million homes by 2030 as the industry shifts toward a 'vernacular-first' strategy.
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Ernst & YoungMar 2024
Page 1
Report4 pages

Manifesto 2024-2029: Più di un (video)gioco

The manifesto articulates a strategic vision for positioning Europe as a leading global hub for video‑game development, emphasizing the sector’s unique blend of technology and creativity. It calls for coordinated EU‑wide actions to strengthen the talent pipeline, ensure transparent content acquisition, and protect the distinctive nature of games while integrating them responsibly into broader cultural and educational contexts. Central to the argument is the need to maintain an open, competitive market; any imposed taxes, fees, or distribution constraints are portrayed as threats to investment, innovation, and the integrity of the single European market.

Key proposals include adapting the Creative Europe programme and extending the General Exemption Regulation to accommodate the specific requirements of video games, thereby aligning funding mechanisms with industry realities. The manifesto underscores the value of the PEGI rating system and co‑regulation, urging continued support for self‑regulatory frameworks that address consumer and business concerns swiftly. It advocates for comprehensive intellectual‑property safeguards, revised NACE codes to capture the sector’s economic contribution, and targeted funding through Horizon initiatives for mapping and skill‑gap analysis.

The scope spans the entire European Union and its member states, covering policy, education, and market regulation for the video‑game industry over the 2024‑2029 horizon. While no quantitative survey data are presented, the text references a network of national associations and industry bodies, indicating broad stakeholder consultation. The overarching aim is to foster diversity, equality, inclusion, climate responsibility, and child‑protection within a thriving European gaming ecosystem.

  • The manifesto advocates for EU-wide policy alignment to establish Europe as a global video-game development hub by 2029, prioritizing the protection of an open, competitive market against new taxes or distribution constraints.
  • Industry stakeholders are lobbying for the adaptation of the Creative Europe programme and the extension of the General Exemption Regulation to better align public funding mechanisms with the specific economic realities of game development.
  • The proposal calls for the revision of NACE codes to accurately measure and report the sector's economic contribution to the European Union.
  • The industry supports the continued use of the PEGI rating system and self-regulatory frameworks as the primary tools for addressing consumer protection and business concerns.
  • Strategic initiatives for 2024–2029 include utilizing Horizon funding to conduct formal mapping and skill-gap analyses to strengthen the European talent pipeline.
Video Games EuropeMar 2024
Page 1
Report25 pages

Global Mobile Gaming Industry Outlook 2024

The global mobile gaming market experienced a period of stabilization in 2023, with total in-app purchase (IAP) revenue reaching $76.7 billion. While this figure represents a 2% year-on-year decline, it remains 22% higher than pre-pandemic levels recorded in 2019. The industry outlook is positive, with revenue projected to rebound to $78 billion in 2024 and surpass $100 billion by 2028, reflecting an anticipated average annual growth rate of approximately 6.8%.

Market performance in 2023 was characterized by a shift in consumer preference away from mid-core and hardcore genres toward casual and hybrid-casual titles. Casual gaming revenue grew by 8% to $28.6 billion, now accounting for 38% of the global market. Within this segment, puzzle and board games performed exceptionally well, with both genres reaching $10 billion in revenue. Notable titles such as Royal Match and MONOPOLY GO! were primary drivers of this growth, with the latter emerging as a significant revenue contributor in the board game category. Conversely, traditional powerhouses like RPG and strategy games saw revenue declines of 10% as the pandemic-driven stay-at-home demand subsided.

Geographically, the United States remains the largest mobile gaming market, generating $22.2 billion in 2023. While the U.S. market remained stable, other key regions experienced varied results; the Chinese iOS market held steady, whereas Japan and South Korea saw revenue contractions of 13% and 7%, respectively. Despite broader genre declines, high-quality new releases—particularly in the RPG sector—continued to secure top positions in growth rankings. The analysis relies on estimated IAP data from the Apple App Store and Google Play, excluding advertising revenue and third-party Android marketplace income.

  • The global mobile gaming market generated $76.7 billion in IAP revenue in 2023, a 2% year-on-year decline, but is projected to rebound to $78 billion in 2024 and exceed $100 billion by 2028.
  • Consumer preferences shifted toward casual and hybrid-casual titles, with casual gaming revenue growing 8% to $28.6 billion, now representing 38% of the total market.
  • Puzzle and board games were primary growth drivers, each reaching $10 billion in revenue, bolstered by the success of titles like Royal Match and MONOPOLY GO!.
  • Traditional mid-core and hardcore genres, specifically RPG and strategy games, experienced a 10% revenue decline as pandemic-era demand subsided.
  • The United States remains the largest mobile gaming market with $22.2 billion in 2023 revenue, while Japan and South Korea saw significant contractions of 13% and 7%, respectively.
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Sensor TowerJan 2024
Page 1
Report53 pages

The Xsolla Report: State of Play – Summer Edition 2024

The Summer Edition of the Xsolla Report demonstrates that indie game development has entered a phase of rapid democratization and commercial viability. Accessible engines such as Unity, Unreal, and the fast‑growing Godot now dominate production pipelines, enabling more than 8 000 titles to launch in 2023. Coupled with free or low‑cost asset stores and cloud backend services, indie studios can cut development time and costs dramatically, accelerating time‑to‑market and allowing them to compete with larger studios.

Sales data confirm the shift: indie titles generated over $15 million in lifetime revenue on Steam alone, and now account for 31 % of total Steam earnings. Action, adventure, and RPG genres remain the most lucrative, while indie games enjoy higher average Steam ratings (≈72 %) than AAA titles. The market share of indie games on PC and console platforms rose from 13 % in 2021 to 18 % in the United States, underscoring a growing consumer appetite for independent titles.

Influencer marketing has become the primary driver of discovery and purchase decisions, with YouTube still commanding the highest impact but TikTok and Instagram offering more cost‑effective alternatives. The sector’s marketing spend is projected to triple, reaching $24 billion by 2024. Meanwhile, the convergence of education and gaming—through MOOCs, online academies, and immersive technologies—has expanded the talent pipeline, raising average developer salaries from $60 k in 2010 to $95 k in 2024.

Geographically, the report focuses on North America and Europe, with a particular emphasis on U.S. market dynamics, while the time frame spans 2021–2024. The findings highlight that strategic adaptability, influencer partnerships, and cloud‑based commerce tools are essential for publishers, developers, and investors to capture the expanding indie market.

  • Indie games now account for 31% of total Steam earnings, with their U.S. market share on PC and console platforms rising from 13% in 2021 to 18% in 2024.
  • Marketing spend for the indie sector is projected to triple to $24 billion by 2024, with influencer partnerships on YouTube, TikTok, and Instagram serving as the primary drivers of discovery.
  • Indie titles are outperforming AAA games in quality perception, maintaining an average Steam rating of approximately 72%.
  • The democratization of development via engines like Unity, Unreal, and Godot, alongside cloud backend services, enabled the launch of over 8,000 indie titles in 2023.
  • The talent pipeline has expanded through educational convergence, contributing to a rise in average developer salaries from $60,000 in 2010 to $95,000 in 2024.
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XsollaJan 2024
Page 1
Report14 pages

Mobile App Predictions for 2024

Mobile market analysts project a dynamic yet uneven 2024 landscape, with generative AI and video‑first platforms driving growth while text‑centric microblogging contracts. Global app store revenue is expected to reach $111.4 billion, a 4 % rebound after a 3 % decline in 2023, with the United States accounting for roughly 80 % of that uptick. Gaming spend is projected to climb back to $111 billion, up 4 % from the 2023 forecast of $107.5 billion; key growth will come from RPG, match‑making, party and casino titles, particularly in the U.S., Japan, South Korea, Taiwan, Germany and the UK.

Video‑centric social media continues to dominate consumer spending, with TikTok poised to surpass $14.6 billion in lifetime spend and reach a $16 billion milestone by year‑end. The platform’s average monthly user hours are projected to hit 40 hours in December 2024, up from 32.5 hours in October 2023, underscoring its monetization potential beyond advertising through tipping and subscription models. In contrast, microblogging apps such as X (Twitter) and Threads are forecast to see daily active users fall by 53 million and 20 million respectively, reflecting a shift toward photo‑and video‑first experiences.

Generative AI apps are set to experience a 40 % year‑over‑year download growth, with AI chatbots and art generators leading the surge. The overall trend suggests that AI‑enhanced features, video content, and direct consumer monetization will shape the mobile ecosystem in 2024, while traditional ad‑driven models face increasing pressure.

  • Global app store revenue is projected to reach $111.4 billion in 2024, a 4% rebound following a 3% decline in 2023, with the U.S. driving 80% of this growth.
  • Gaming expenditure is forecast to rise 4% to $111 billion, with primary growth concentrated in RPG, match-making, party, and casino titles across the U.S., Japan, South Korea, Taiwan, Germany, and the UK.
  • TikTok is expected to reach $16 billion in lifetime consumer spend by the end of 2024, with average monthly user hours projected to increase from 32.5 hours in October 2023 to 40 hours by December 2024.
  • Generative AI apps, specifically chatbots and art generators, are set to experience 40% year-over-year download growth in 2024.
  • Microblogging platforms are facing a decline, with daily active users for X (Twitter) and Threads forecast to drop by 53 million and 20 million, respectively.
data.aiJan 2024
Page 1
Report25 pages

Sensor Tower Global Mobile Gaming Industry Outlook 2024

Global mobile gaming experienced a minor 2% year-on-year decline in in-app purchase revenue in 2023, totaling $76.7 billion. Despite this slight contraction, the market remains 22% larger than pre-pandemic levels in 2019. Projections indicate a recovery to $78 billion in 2024, with a long-term growth trajectory expected to surpass $100 billion by 2028 at an average annual growth rate of 6.8%. These findings are based on Sensor Tower App Performance Insights, covering the App Store and Google Play across major global markets including the United States, China, Japan, and South Korea.

The industry is currently defined by a shift in consumer spending from mid-core and hardcore titles toward casual and hybrid-casual models. Casual game revenue grew 8% to $28.6 billion in 2023, now accounting for 38% of the global market. Hybrid-casual games showed the most aggressive growth, increasing 30% to exceed $2.1 billion. In contrast, traditional high-revenue genres like RPGs and Strategy games both saw 10% revenue declines as the pandemic-era stay-at-home boost faded. Despite these drops, RPGs and Strategy remain the largest individual segments, generating $20 billion and $14.8 billion respectively.

Geographically, the United States remains the largest market at $22.2 billion, followed by the Chinese iOS market at $15.1 billion. While the Japanese and South Korean markets saw declines of 13% and 7% respectively, specific titles defied broader trends. MONOPOLY GO! and Royal Match emerged as major drivers in the casual sector, with the former generating $1.2 billion and the latter surpassing Candy Crush Saga in monthly revenue. In the mid-core space, new entrants like Honkai: Star Rail and Whiteout Survival achieved significant growth, particularly in APAC markets, by utilizing innovative themes and integrated gameplay mechanics.

  • Global mobile gaming revenue reached $76.7 billion in 2023, a 2% year-on-year decline, but is projected to recover to $78 billion in 2024 and exceed $100 billion by 2028.
  • Consumer spending is shifting toward casual and hybrid-casual models, with casual revenue growing 8% to $28.6 billion and hybrid-casual revenue surging 30% to over $2.1 billion.
  • Traditional high-revenue segments, specifically RPGs and Strategy games, experienced a 10% decline in 2023, though they remain the largest categories at $20 billion and $14.8 billion respectively.
  • The United States remains the top global market with $22.2 billion in revenue, followed by the Chinese iOS market at $15.1 billion.
  • Casual titles like MONOPOLY GO!, which generated $1.2 billion, and Royal Match, which surpassed Candy Crush Saga in monthly revenue, are currently driving market growth.
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Sensor TowerJan 2024
Page 1
Report27 pages

Games Market Trends to Watch in 2024

The global games market in 2024 is characterized by a period of stabilization and strategic restructuring following the post-pandemic correction. While the industry saw a revenue decline in 2022, recovery began in 2023 and is expected to continue through 2024, driven largely by the expanding install base of current-generation consoles like the PlayStation 5 and Xbox Series X|S. Despite this growth, the year is defined as a lean period for many companies as they navigate high interest rates, reduced investment capital, and a highly competitive landscape where a small number of titles dominate the majority of player engagement.

Key findings indicate a significant shift in business models and platform strategies. While live-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 is expected to slow as they face competition from free-to-play social platforms like Fortnite and Roblox. Additionally, mobile developers are increasingly diversifying by bringing their titles to PC to combat rising user acquisition costs and stricter privacy regulations. Major hardware and distribution shifts are also anticipated, including the launch of a new Nintendo console and the introduction of an Xbox mobile store on Android.

The scope of this analysis covers global market trends across PC, console, and mobile segments, with revenue forecasting extending through 2026. The methodology combines internal market data and analyst perspectives with a survey of gaming executives and industry experts from companies such as Ubisoft, Iron Galaxy Studios, and Savvy Games Group. Emerging technologies like generative AI are identified as tools for increasing production efficiency, though they are not expected to transform game development at scale within the immediate calendar year. Overall, the industry is moving toward risk-reduction strategies, focusing on established intellectual properties and cross-platform accessibility to maintain stability.

  • The global games market is in a period of stabilization and recovery throughout 2024, supported by the growing install base of current-generation consoles like the PlayStation 5 and Xbox Series X|S.
  • Developers are increasingly pivoting back to premium, finite gaming experiences to counter the oversaturation of the live-service market.
  • Mobile developers are expanding to PC platforms to mitigate the impact of rising user acquisition costs and stricter privacy regulations.
  • Growth in multi-game subscription services is expected to decelerate as they face direct competition from free-to-play social platforms such as Fortnite and Roblox.
  • The industry is preparing for significant infrastructure shifts, including the anticipated launch of a new Nintendo console and the introduction of an Xbox mobile store on Android.
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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.
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AldoraJan 2024
Page 1
Report55 pages

State of Play: Winter 2024

The analysis projects global gaming revenue to reach approximately $205.7 billion by 2026, up from $106.8 billion in 2023, reflecting an average annual growth rate of 3.9 percent. Mobile and cloud gaming are identified as the primary engines of this expansion, with the mobile sector alone expected to generate $111.4 billion in spend and to be bolstered by record app‑download volumes—76.8 billion downloads across iOS and Google Play in the first half of 2023. Consumer spending surged by as much as 60 percent in early 2023 before stabilising within a –10 percent to +20 percent range for the remainder of the year, underscoring the volatility of post‑pandemic demand.

In the United States, women now comprise roughly half of the gaming audience and represent a significant portion of spending power, yet only 26 percent of studios report inclusive hiring practices and 18 percent provide diversity training. This disparity highlights a persistent gap between audience demographics and industry representation, even as iOS‑based role‑playing games alone generated about $1.33 billion in revenue during Q3 2023.

Growth is further driven by financial realignments, the emergence of metaverse, AR/VR, and cloud‑based experiences, and evolving consumer habits that favour direct‑to‑consumer commerce. A mobile‑gaming platform that enables web‑store sales has become a major revenue source, positioning service providers as essential partners for developers seeking funding, marketing, launch, and monetisation across multiple regions. Concurrently, a cultural shift toward greater gender diversity in executive, design, and development roles is expanding the industry’s creative talent pool, reinforcing the sector’s long‑term resilience and innovation potential.

  • Global gaming revenue is projected to reach $205.7 billion by 2026, growing at an average annual rate of 3.9 percent from its 2023 baseline of $106.8 billion.
  • Mobile gaming serves as the primary industry engine, with the sector expected to generate $111.4 billion in spend following 76.8 billion app downloads across iOS and Google Play in the first half of 2023.
  • Consumer spending experienced high volatility in 2023, surging by 60 percent early in the year before stabilizing within a range of –10 percent to +20 percent.
  • A significant demographic gap persists as women comprise roughly half of the U.S. gaming audience, yet only 26 percent of studios report inclusive hiring practices and 18 percent provide diversity training.
  • Direct-to-consumer commerce and web-store sales on mobile platforms have emerged as critical revenue sources, making service providers essential partners for developer funding, marketing, and monetization.
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XsollaJan 2024
Page 1
Report27 pages

Games Market Trends 2024

This analysis examines the 2024 global games market, forecasting a period of recovery and strategic restructuring following the post-pandemic market correction. The primary thesis suggests that while the industry is returning to growth, it faces a "lean year" characterized by cautious investment, workforce reductions, and a pivot away from the oversaturated live-service model toward premium, finite gaming experiences.

Key findings indicate that the market began recovering in 2023 and is projected to maintain a positive Compound Annual Growth Rate (CAGR) of +1.3% through 2026. Despite this growth, the report highlights a significant shift in business strategies. Developers are increasingly favoring established Intellectual Property (IP) and sequels to mitigate risk. Furthermore, the "gold rush" for live-service titles is cooling as 19 games currently command 60% of total playtime, leading companies to return to premium releases. Other major trends include the slowing growth of multi-game subscriptions, the expansion of mobile developers into the PC space to combat rising user acquisition costs, and the anticipated launch of next-generation Nintendo hardware.

The scope of this research is global, covering mobile, PC, and console segments with revenue and engagement forecasting extending from 2021 through 2026. The methodology combines internal data analysis from the Newzoo platform with a qualitative survey of gaming executives and experts from organizations such as Ubisoft, Savvy Games Group, and Iron Galaxy Studios.

Technological and platform shifts also define the 2024 outlook. Generative AI is expected to improve production efficiencies and NPC depth, though it is not predicted to impact game production at scale within the current year. Additionally, the report anticipates increased platform fluidity, specifically noting Microsoft’s intent to launch an Xbox mobile store on Android to challenge existing app store duopolies.

  • The global games market is entering a recovery phase with a projected Compound Annual Growth Rate (CAGR) of +1.3% through 2026.
  • The live-service market is consolidating, with just 19 titles currently capturing 60% of total player engagement, prompting a strategic shift back toward premium, finite gaming experiences.
  • Developers are increasingly mitigating financial risk by prioritizing established Intellectual Property and sequels over new, unproven concepts.
  • Mobile developers are expanding into the PC market to offset rising user acquisition costs, while Microsoft is preparing to challenge mobile app store duopolies with a dedicated Xbox store for Android.
  • Growth in multi-game subscription services is slowing, signaling a plateau in the adoption of these platforms.
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NewzooJan 2024

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