Claims

473 extrahierte Behauptungen aus Balls Praesentation. Jeder Claim ist typisiert, verifiziert und einem Cluster zugeordnet.

Suche und Filter kommen in Phase 3 (React Island).
ID Claim Typ Status Cluster
c001 This is an analysis of the state of video gaming as of 2026 Definitorisch Nicht anwendbar Market Overview And Framework
c002 The video game industry will experience spending growth alongside retrenchment and margin struggles in 2025 Prognostisch Nicht priorisiert Global Revenue Growth Patterns
c003 Growth in the video game industry is scarcer than headlines suggest Interpretativ Nicht priorisiert Global Revenue Growth Patterns
c004 Video games are losing an attention war within the 'Major Market 8' Interpretativ Plausibel Competitive Threats And Substitutes
c005 Novel interactive competitors are taking attention, time, and spend from video games Interpretativ Nicht priorisiert Competitive Threats And Substitutes
c006 There are five biggest areas of revenue growth in the video game industry for 2026 Prognostisch Nicht anwendbar Global Revenue Growth Patterns
c007 Global video game content sales had a strong 2025, growing 5.3% year-over-year and hitting a new all-time high of about $195.6B ($10B more than the prior high in 2021) Empirisch Plausibel Global Revenue Growth Patterns
c008 The gaming industry achieved new highs in each of Mobile, PC, and Console platforms Empirisch Nicht priorisiert Global Revenue Growth Patterns
c009 Consumer spending on video game content has grown exponentially from 1990 to 2025, reaching approximately $200B Empirisch Nicht priorisiert Global Revenue Growth Patterns
c010 2025 boasted several new hit franchises and studios Empirisch Nicht priorisiert Successful Franchises And Case Studies
c011 Many older franchises and studios achieved new heights in 2025 Empirisch Nicht priorisiert Successful Franchises And Case Studies
c012 2025 followed the pattern of years prior in terms of gaming industry success Interpretativ Nicht priorisiert Successful Franchises And Case Studies
c013 Despite three straight years of industry growth, a new record high for revenues, and a smattering of new hits each year, private funding for gamemakers fell another 55% in 2025 Empirisch Nicht priorisiert Industry Retrenchment And Restructuring
c014 Major gamemakers continued to whittle their portfolios, cancelling even more of their pipeline in 2025 and shutting down scores of still-operating titles Empirisch Nicht priorisiert Industry Retrenchment And Restructuring
c015 EA cancelled Black Panther and shut down Cliffhanger Games as part of sharpening focus and putting creative energy behind significant growth opportunities Empirisch Nicht priorisiert Industry Retrenchment And Restructuring
c016 Amazon Games was gutted amid 14,000 layoffs with work on first-party games and MMOs scaled back Empirisch Bestätigt Industry Retrenchment And Restructuring
c017 Ubisoft cancelled 6 games, including Prince of Persia: The Sands of Time remake Empirisch Nicht priorisiert Industry Retrenchment And Restructuring
c018 A new Titanfall game was actually real but was cancelled Empirisch Nicht priorisiert Industry Retrenchment And Restructuring
c019 With budgets cut and funding scant, layoffs continued. 2025 was 40% lighter than 2024, but the year still saw some 9,200 losses and brought the four-year total to nearly 44,000 Empirisch Bestätigt Industry Retrenchment And Restructuring
c020 2022, 2023, and 2024 each set new all-time highs for reported layoffs in the video game industry Empirisch Bestätigt Industry Retrenchment And Restructuring
c021 Hiring has returned in the video game industry with ASGC tracking over 13,000 open postings at the end of 2025 Empirisch Nicht prüfbar Industry Retrenchment And Restructuring
c022 Gaming jobs are highly and increasingly concentrated in lower cost markets Interpretativ Nicht priorisiert Development Outsourcing Trends
c023 California represented 43% of gaming layoffs from 2022-2025 Empirisch Nicht priorisiert Industry Retrenchment And Restructuring
c024 An increasing share of new content investment goes to external development partners that can offer lower talent costs, shorter commitments, and more flexible contracts Interpretativ Nicht priorisiert Development Outsourcing Trends
c025 Video game content development spend peaked in 2021 and declined significantly through 2025 Empirisch Bestätigt Content Investment And Margins
c026 Outsourced development captured over 100% of year-over-year increases during peak periods Empirisch Plausibel Development Outsourcing Trends
c027 The video gaming industry continued its restructuring and retreat despite revenue growth Interpretativ Nicht priorisiert Industry Retrenchment And Restructuring
c028 Private studio and publisher funding fell another 55%+ by dollars and deal counts Empirisch Nicht priorisiert Industry Retrenchment And Restructuring
c029 Another 9,000+ layoffs occurred following 35,000 from 2022-2024 Empirisch Bestätigt Industry Retrenchment And Restructuring
c030 Hiring became further concentrated in lower cost foreign markets Empirisch Nicht priorisiert Development Outsourcing Trends
c031 An even greater share of new content investment went to outsourcing Empirisch Nicht priorisiert Development Outsourcing Trends
c032 Even more games and studios were cut outright or had budgets trimmed Empirisch Nicht priorisiert Industry Retrenchment And Restructuring
c033 In 2025, content investment as a share of net revenues hit a (non-pandemic) 7-year low Empirisch Bestätigt Content Investment And Margins
c034 From 2019-2022, annual content spend grew $11B (+39%) Empirisch Plausibel Content Investment And Margins
c035 2022-2025 content spend growth was only $2.3B (+6%) Empirisch Plausibel Content Investment And Margins
c036 Market growth resumes while pipelines and budgets are trimmed Interpretativ Nicht priorisiert Content Investment And Margins
c037 The operating margins of standalone gamemakers (i.e., those not owned by game platforms) outside China are far below pre-pandemic levels and struggling to grow Empirisch Nicht priorisiert Content Investment And Margins
c038 34 Non-China, Non-Platform Video Game Publishers represent $59B in net revenue in 2025 Definitorisch Nicht priorisiert Content Investment And Margins
c039 The erosion in margins is so great that total operating profits have declined since 2019 despite consumer spending surging 40%+ (equivalent to $56 billion a year) Interpretativ Nicht priorisiert Content Investment And Margins
c040 The video game industry analysis is structured into six distinct chapters covering spending growth, retrenchment, attention competition, interactive competitors, revenue growth areas, and future industry prospects Definitorisch Nicht anwendbar Market Overview And Framework
c041 Global consumer spend is now at all-time highs Empirisch Nicht priorisiert Global Revenue Growth Patterns
c042 These topline headlines cover up what has really been a shrinking pool of revenue for most developers/publishers Interpretativ Nicht priorisiert Content Investment And Margins
c043 China is eating the video gaming industry Interpretativ Nicht priorisiert China Market Dominance
c044 Net growth in console is growth in platform subscriptions Empirisch Bestätigt Platform Performance Dynamics
c045 Roblox is stealing share and growing its own garden Interpretativ Nicht priorisiert cluster_015
c046 Brightness in PC is only just enough and might dim Prognostisch Nicht priorisiert Platform Performance Dynamics
c047 There is decline in home markets Definitorisch Nicht priorisiert Regional Market Decline
c048 Industry competition is growing but appetites remain unchanged Interpretativ Nicht priorisiert Market Saturation And Competition
c049 Price increases are helping drive growth, but not all titles have pricing power Empirisch Nicht priorisiert Monetization And Pricing Strategies
c050 China represents 20% of global player spend but 38% of growth Empirisch Plausibel China Market Dominance
c051 China's share of global growth increased from 15% in 2019 to 38% currently Empirisch Nicht priorisiert China Market Dominance
c052 If a gamemaker wants to match global growth, they must win in China or grow 1.6x the market elsewhere Interpretativ Nicht priorisiert China Market Dominance
c053 84% of Chinese player spend goes to Chinese-made games Empirisch Bestätigt China Market Dominance
c054 Foreign gamemakers net only a quarter of the remaining 16% spent on imports after local publishing and distribution Empirisch Nicht priorisiert China Market Dominance
c055 Chinese gaming market spending will reach approximately $50B by 2025 Empirisch Nicht priorisiert China Market Dominance
c056 Chinese gamemakers have grown their annual share of the non-China market from 10.7% to 14% in six years Empirisch Nicht priorisiert China Market Dominance
c057 Chinese gamemakers grabbed 24% of total non-China growth since 2019 Empirisch Nicht priorisiert China Market Dominance
c058 Chinese publishers have captured ~50% of global player spending growth since 2019 Empirisch Bestätigt China Market Dominance
c059 The Chinese market is only 20% of global player spending and 'only' 38% of growth Interpretativ Nicht priorisiert China Market Dominance
c060 Chinese game purchases using VPN are tallied outside China for geographic spending allocation Definitorisch Nicht priorisiert China Market Dominance
c061 By 2025, the console category had more than recovered from its post-pandemic sales pullback, hitting an all-time high of $41.6B (2.3% or $570MM above the 2020 high) Empirisch Nicht priorisiert Platform Performance Dynamics
c062 119% of net spending growth since 2020 has gone to platform services Empirisch Nicht prüfbar Platform Performance Dynamics
c063 Total spending on game sales and transactions is down nearly $3.7B per year (or 11%) Empirisch Nicht prüfbar Platform Performance Dynamics
c064 Chinese sales are >150% of total spending growth since 2020, causing the actual market for gamemakers to shrink by ~$4.6B (and is up only 8% since 2019) Empirisch Nicht priorisiert Platform Performance Dynamics
c065 Console market includes software and services, with Chinese game buys using VPN tallied outside China Definitorisch Nicht priorisiert Methodology And Data Sources
c066 PC gaming not only did it skip a post-pandemic decline, but annual PC content sales have also grown by a remarkable 30% (or $9.4B) since 2020, roughly 16x as much dollar growth as console Empirisch Plausibel Platform Performance Dynamics
c067 Even after factoring out China-based sales, which constituted 29% of total growth since 2020, PC content sales are still up roughly +$6.7B Empirisch Nicht priorisiert Platform Performance Dynamics
c068 Chinese Game Buys Using VPN are Tallied Outside China Definitorisch Nicht priorisiert Methodology And Data Sources
c069 PC's growth only just outstripped console's decline. Together and excluding China, the category is +$2.1B (+3.7%) since 2020, well under the +$10B (+14%) headline Interpretativ Nicht priorisiert Platform Performance Dynamics
c070 Much of the recent growth in non-Chinese spending was actually Chinese users who use VPNs to access (and pay for) Steam through foreign markets Interpretativ Nicht priorisiert Methodology And Data Sources
c071 Chinese languages overtook English as the dominant language on Steam by 2024 Empirisch Nicht priorisiert Methodology And Data Sources
c072 In 2025, Chinese-language PC users disengaged from Steam (to local alternatives, presumably), finishing the year with the lowest share of the total since May 2022 Empirisch Nicht priorisiert Methodology And Data Sources
c073 Steam language data is based on client language setting rather than first or most used language Definitorisch Nicht priorisiert Methodology And Data Sources
c074 Roblox is a singular industry expander Interpretativ Bestätigt cluster_015
c075 Roblox was over 4.5% of non-China spend in 2025 Empirisch Nicht priorisiert cluster_015
c076 Roblox has captured (or created) 60% of net growth since 2021 Empirisch Plausibel cluster_015
c077 Roblox achieved more than 100% net growth share as overall market shrank in 2022 Empirisch Nicht priorisiert cluster_015
c078 The realized market for non-Chinese gamemakers has grown only $1B (+0.9%) since 2020, despite the total market growing $24B (+14%) Empirisch Nicht priorisiert Global Revenue Growth Patterns
c079 Since 2021, the realized market for non-Chinese gamemakers has shrunk 1.8% Empirisch Nicht priorisiert Global Revenue Growth Patterns
c080 Global consumer spend on video games grew $9.7B in 2025 to a new all-time high Empirisch Nicht priorisiert Global Revenue Growth Patterns
c081 None of the $9.7B growth trickled down to typical publishers Interpretativ Nicht priorisiert Global Revenue Growth Patterns
c082 Chinese publishers captured $3.8B of global growth Empirisch Nicht priorisiert China Market Dominance
c083 The countries that are typically prioritized by major gamemakers have declined outright; it's smaller and less familiar markets that are growing global revenues Interpretativ Nicht priorisiert Regional Market Decline
c084 Consumer spending on video game content peaked in 2021 at $111.7B across major markets and has declined to $105.1B in 2024 Empirisch Plausibel Global Revenue Growth Patterns
c085 Despite revenue stagnations, annual releases have surged since 2019 Empirisch Nicht priorisiert Market Saturation And Competition
c086 PC game releases are up 150% since 2019 Empirisch Nicht priorisiert Market Saturation And Competition
c087 Console game releases are up 330% since 2019 Empirisch Nicht priorisiert Market Saturation And Competition
c088 The top PC/Console franchises (each 9-33 years old) hold a stable 45% of all player hours Empirisch Nicht priorisiert Market Saturation And Competition
c089 Where share has been lost by top franchises, it's mostly to other 5-25-year-old hits Empirisch Nicht priorisiert Market Saturation And Competition
c090 PC gaming has grown from 27,000 to 120,000+ total games available Empirisch Nicht priorisiert Market Saturation And Competition
c091 Console gaming has grown from 7,500 to 15,000 total games available Empirisch Nicht priorisiert Market Saturation And Competition
c092 New PC/Console games get only 4-7% of total playtime Empirisch Nicht priorisiert Market Saturation And Competition
c093 Half of new game playtime goes to just four titles Empirisch Nicht priorisiert Market Saturation And Competition
c094 Steam reports higher percentages for new games, but this includes annual franchise releases like NBA 2K, FC, COD Interpretativ Nicht priorisiert Market Saturation And Competition
c095 Mobile spend is five years flat Empirisch Nicht priorisiert Player Participation Decline
c096 New releases are at a decade low share of spend and downloads Empirisch Nicht priorisiert Market Saturation And Competition
c097 Old giants strengthen as UAC costs crowd out discovery Interpretativ Nicht priorisiert Market Saturation And Competition
c098 Many of the leaders that have grown or sustained revenue have done so by successfully raising price, not from growing players, purchases, or play time Interpretativ Nicht priorisiert Monetization And Pricing Strategies
c099 Chinese Publishers captured 50% of global spend growth since 2019 Empirisch Nicht priorisiert China Market Dominance
c100 In the 'Major Market 8,' spend is still down 4.5% since 2021 Empirisch Nicht priorisiert Regional Market Decline
c101 Net of platform subscription services, console spend is down 13% since 2020 Empirisch Plausibel Platform Performance Dynamics
c102 Roblox is 60% of spend growth outside China since 2021 Empirisch Bestätigt cluster_015
c103 The net decline in console since 2020 offsets 68% of PC growth Empirisch Nicht priorisiert Platform Performance Dynamics
c104 PC/Console releases are up 1.5-3.3x since 2019 but share is captive; new mobile releases are at record low shares Empirisch Nicht priorisiert Market Saturation And Competition
c105 Only the top franchises tend to have pricing power Empirisch Nicht priorisiert Monetization And Pricing Strategies
c106 Growth is elusive despite record revenues and margins are falling despite cost cuts, making current stock prices more sensible Interpretativ Bestätigt Monetization And Pricing Strategies
c107 A few names are up 4% or even 200% since the trough Empirisch Bestätigt Stock Performance And Investor Sentiment
c108 Only three companies managed to beat the S&P 500 performance during 2023-2025 Empirisch Nicht priorisiert Stock Performance And Investor Sentiment
c109 Major non-China video game companies are defined as a specific set including Nintendo, EA, Konami, Take-Two, Roblox, and others Definitorisch Nicht anwendbar Market Overview And Framework
c110 Many important video game industry leaders shed 10%, 20%, 50%, or even 80% of their value Empirisch Nicht priorisiert Stock Performance And Investor Sentiment
c111 These are major non-China video game companies Definitorisch Nicht priorisiert Market Overview And Framework
c112 Only Konami beat the S&P 500 among major non-China video game companies from 2021-2025 Empirisch Nicht priorisiert Stock Performance And Investor Sentiment
c113 Most major gaming companies grew only 4-24% over five years while many lost 50-95% Empirisch Plausibel Stock Performance And Investor Sentiment
c114 Video games are losing the attention war in the 'Major Market 8' Interpretativ Plausibel Player Participation Decline
c115 Novel interactive competitors are taking attention, time, and spend from video games Interpretativ Plausibel Competitive Threats And Substitutes
c116 Over the last six years, video gaming has faced a surprising reality across eight "developed" countries representing ~60% of consumer spend: losing share in the Attention Wars Interpretativ Plausibel Competitive Threats And Substitutes
c117 Eight developed countries represent approximately 60% of global consumer spend on video game content Empirisch Nicht priorisiert Regional Market Decline
c118 The U.S. is the #1 market by consumer spend globally Empirisch Nicht priorisiert Regional Market Decline
c119 Surveys consistently report that the share of the population that plays games has fallen by 2.5-4 points since before the pandemic Empirisch Fragwürdig Player Participation Decline
c120 Gaming participation peaked during COVID in 2020 Empirisch Nicht priorisiert Player Participation Decline
c121 Canada is ranked #8 in gaming market importance Empirisch Nicht priorisiert Methodology And Data Sources
c122 Canadian trade association polling is conducted irregularly Empirisch Nicht priorisiert Methodology And Data Sources
c123 Roughly one in six adult players were lost from 2018 to 2022 despite the lockdowns Empirisch Nicht priorisiert Player Participation Decline
c124 South Korea's share of the population that plays video games has fallen by 15 points compared to the 2017-2019 average Vergleichend Plausibel Player Participation Decline
c125 Gaming participation in South Korea has declined 22 points since the pandemic high Empirisch Nicht priorisiert Player Participation Decline
c126 Mobile gaming participation in South Korea peaked around 2021-2022 and has since declined significantly Empirisch Nicht priorisiert Player Participation Decline
c127 Italy ranks #11 in video gaming participation Empirisch Nicht priorisiert Player Participation Decline
c128 The share of adults who regularly play video games in Italy has shrunk by over 5 points since 2019 Empirisch Nicht priorisiert Player Participation Decline
c129 Mobile gaming participation in Italy increased by 1 point since 2019 Empirisch Nicht priorisiert Player Participation Decline
c130 Console gaming participation in Italy declined by 1 point since 2019 Empirisch Nicht priorisiert Player Participation Decline
c131 PC gaming participation in Italy declined by 6.5 points since 2019 Empirisch Nicht priorisiert Player Participation Decline
c132 The UK's overall video gaming participation rate grew 21 percentage points in 2020 Empirisch Nicht priorisiert Player Participation Decline
c133 A third of the 2020 gaming participation gains in the UK has been lost over the four subsequent years Empirisch Nicht priorisiert Player Participation Decline
c134 Each gaming platform in the UK is down from peak participation levels Empirisch Nicht priorisiert Player Participation Decline
c135 France ranks #7 in video gaming participation rates Empirisch Nicht priorisiert Player Participation Decline
c136 Video gaming participation rates in France are stable after COVID-19 Empirisch Nicht priorisiert Player Participation Decline
c137 France's gaming participation rates have flatlined overall since 2016 at approximately 52.5% Empirisch Nicht priorisiert Player Participation Decline
c138 Each individual gaming platform in France has shrunk in participation Empirisch Nicht priorisiert Player Participation Decline
c139 Germany is a rare "up" market in terms of participation rates Interpretativ Nicht priorisiert Player Participation Decline
c140 Germany gained only four players per hundred in the eight years from 2016 to 2024 Empirisch Nicht priorisiert Player Participation Decline
c141 Japan is an MM8 outlier with participation rates up 11 points since 2019 Empirisch Nicht priorisiert Player Participation Decline
c142 Japan's modest and shrinking population means only 6MM new players since 2019 despite high participation growth Interpretativ Nicht priorisiert Player Participation Decline
c143 Mobile gaming has the highest participation rate among platforms in Japan, reaching approximately 58% by 2024 Empirisch Nicht priorisiert Player Participation Decline
c144 The loss of a percent — or two, or three — of players is not that big of a problem for the video gaming industry Interpretativ Nicht priorisiert Market Saturation And Competition
c145 If a player stopped playing altogether, they probably weren't big gamers Interpretativ Nicht priorisiert Market Saturation And Competition
c146 How much revenue or 'value' is really lost when non-big gamers stop playing? Interpretativ Nicht priorisiert Market Saturation And Competition
c147 All player loss is a compounding problem Interpretativ Bestätigt Market Saturation And Competition
c148 Growth can only come from greater monetization of (ever fewer) remaining players Interpretativ Nicht priorisiert Market Saturation And Competition
c149 If some players have stopped playing altogether, many are likely playing less, too Interpretativ Nicht priorisiert Market Saturation And Competition
c150 Individual games can only grow by stealing other games' players, playtime, or spend Interpretativ Nicht priorisiert Market Saturation And Competition
c151 It's even harder for new games to break through Interpretativ Nicht priorisiert Market Saturation And Competition
c152 If players don't spend more, all new investments must be borne by existing players, or otherwise reduce publisher profits Interpretativ Nicht priorisiert Market Saturation And Competition
c153 The network effects of all games and gaming platforms are impaired, which in turn impairs the satisfaction and spending rates of all remaining players Interpretativ Nicht priorisiert Market Saturation And Competition
c154 PC/Console content spend is down 8% since 2020/2021 (or -$2.3B) Empirisch Nicht priorisiert Platform Performance Dynamics
c155 Mobile's annual growth flattened out in 2025, but is +12% since 2020 and now outstrips PC/Console Empirisch Nicht priorisiert Platform Performance Dynamics
c156 U.S. is ranked #1 in gaming content spend globally Empirisch Nicht priorisiert Regional Market Decline
c157 Mobile game installs are at a 12-year low in the U.S. Empirisch Nicht priorisiert Igaming And Betting Competition
c158 Hours played in mobile gaming have tumbled in the U.S. Empirisch Nicht priorisiert Igaming And Betting Competition
c159 Time spent watching video game streaming is flatlined in the U.S. Empirisch Nicht priorisiert Igaming And Betting Competition
c160 After five years, Canadian PC/Console sales are still 1.5% below 2020's levels Empirisch Nicht priorisiert Regional Market Decline
c161 Canadian mobile gaming is up only 0.7% compared to 2020 levels Vergleichend Nicht priorisiert Regional Market Decline
c162 Growth is tough when customers are diminishing Interpretativ Nicht priorisiert Market Saturation And Competition
c163 U.K. PC/Console gaming spending has flatlined from 2021-2024 Empirisch Nicht priorisiert Regional Market Decline
c164 Mobile gaming has held most of its post-pandemic playerbase Empirisch Nicht priorisiert Regional Market Decline
c165 UK mobile gaming is growing at 4.2% CAGR since 2020 Empirisch Nicht priorisiert Regional Market Decline
c166 UK ranks #5 globally in gaming market size Empirisch Nicht priorisiert Regional Market Decline
c167 South Korean PC/Console gaming content spend shrank 10% from 2021-2024 Empirisch Nicht priorisiert Regional Market Decline
c168 South Korean mobile gaming content spend dropped 4% in recent period Empirisch Nicht priorisiert Regional Market Decline
c169 USD/KRW foreign exchange rate has been a big headwind for Korean gaming market Interpretativ Nicht priorisiert Methodology And Data Sources
c170 Q1-Q3 2025 KRW preliminaries show 5%+ decline in Won terms Empirisch Nicht priorisiert Methodology And Data Sources
c171 France experienced a 7-year low in PC/Console gaming content spend in 2024 Empirisch Nicht priorisiert Regional Market Decline
c172 Mobile gaming in France has been mostly sideways since 2020 but is finally starting to edge up Interpretativ Nicht priorisiert Regional Market Decline
c173 Mobile gaming content spend in France grew 13% from 2020 to 2024 Empirisch Nicht priorisiert Methodology And Data Sources
c174 Germany is the 5th largest gaming market Empirisch Nicht priorisiert Regional Market Decline
c175 PC/Console gaming revenue has declined 8.2% since 2021 Empirisch Nicht priorisiert Regional Market Decline
c176 Mobile gaming revenue is up only 0.9% Interpretativ Nicht priorisiert Regional Market Decline
c177 There has been minor participation rate growth in Germany Empirisch Nicht priorisiert Regional Market Decline
c178 Italy is the #11 gaming market Empirisch Nicht priorisiert Regional Market Decline
c179 PC/Console software surged 22% during the pandemic Empirisch Nicht priorisiert Regional Market Decline
c180 Four years later, PC/Console sales were down 20% and 2% under 2019 levels Empirisch Nicht priorisiert Regional Market Decline
c181 Mobile gaming is up 90% from 2021 to 2024 Empirisch Nicht priorisiert Regional Market Decline
c182 Japan's PC/Console gaming content spend has increased 42% in JPY since 2021 Empirisch Nicht priorisiert Regional Market Decline
c183 Publishers have been unable to raise prices to offset JPY/USD decline, resulting in a 6% fall in USD terms Kausal Nicht priorisiert Regional Market Decline
c184 Japan's mobile gaming spend has been flat since 2021, representing a 27% decline in USD terms Empirisch Nicht priorisiert Regional Market Decline
c185 PC/Console software sales shrank by 8% from 2021-2024 (-$4.2B per year) Empirisch Nicht priorisiert Regional Market Decline
c186 Mobile gaming is down 3.8% (-$2.3B), though five of eight markets are at all-time highs Empirisch Nicht priorisiert Regional Market Decline
c187 The 'Mature Market 8' represents the relevant analytical framework for understanding global gaming market trends Definitorisch Nicht anwendbar Market Overview And Framework
c188 Interactivity is still ascendant... but that's video gaming's challenge. Interactive experiences continue to emerge and offer novel forms of skill mastery, progression loops, and social play Interpretativ Nicht priorisiert Competitive Threats And Substitutes
c189 Video games are positioned at the center of multiple expanding categories including social video, gaming, online sports betting, creator economy/pornography, AI assistants, production marketers, and crypto & memecoins Definitorisch Nicht priorisiert Market Overview And Framework
c190 In just the U.S., consumption of TikTok is up 39 million hours a day compared to the second half of 2020 and first half of 2021 (i.e., after COVID normalization) Vergleichend Plausibel Competitive Threats And Substitutes
c191 TikTok viewing reached peak consumption around 2023-2024 and has slightly declined by 2025 Empirisch Nicht priorisiert Competitive Threats And Substitutes
c192 TikTok's growth hasn't come from direct competitors Interpretativ Nicht priorisiert Competitive Threats And Substitutes
c193 Americans now use 122 million more hours social media per day than in 2020/21 Empirisch Plausibel Competitive Threats And Substitutes
c194 The 122 million additional hours represents approximately 21 minutes for each of 341 million people Empirisch Bestätigt Competitive Threats And Substitutes
c195 Americans spent approximately $5B on OnlyFans in 2025, up from $215MM in 2019 Empirisch Nicht priorisiert Creator Economy Disruption
c196 OnlyFans usage involves accessing exclusive images and video, and engaging in intimate/parasocial direct messaging Definitorisch Nicht priorisiert Creator Economy Disruption
c197 US represents the largest regional market for OnlyFans spending, followed by UK & Europe, then Rest of World Empirisch Nicht priorisiert Creator Economy Disruption
c198 At least two thirds of OnlyFans spending is now transactional/PPV, rather than from subscription payments Empirisch Nicht priorisiert Creator Economy Disruption
c199 As in video gaming, microtransactions are beating gate fees Vergleichend Nicht priorisiert Creator Economy Disruption
c200 Crypto always siphoned hours and spend from video gaming Empirisch Nicht priorisiert Competitive Threats And Substitutes
c201 Crypto's first boom coincided with video gaming's COVID surge Empirisch Nicht priorisiert Competitive Threats And Substitutes
c202 The second crypto boom hit during video gaming's stagnation Empirisch Nicht priorisiert Competitive Threats And Substitutes
c203 Consumer-centric AI apps, including those for role play, erotica, and art, have soared in the years since video gaming stalled Empirisch Nicht priorisiert Competitive Threats And Substitutes
c204 AI apps didn't exist during gaming's highs Empirisch Nicht priorisiert Competitive Threats And Substitutes
c205 The second-largest increase in weekly ChatGPT downloads occurred in the two weeks after its viral 'Ghibli' art trend in late March 2025 Empirisch Nicht priorisiert Market Segmentation Framework
c206 In Q4, users placed 1.5 million bets per day on prediction markets, averaging $300 in notional value Empirisch Plausibel Igaming And Betting Competition
c207 Prediction market betting involves untold hours of research, tracking, and social engagement Interpretativ Nicht priorisiert Igaming And Betting Competition
c208 Prediction market activity has grown dramatically from near-zero in 2019 to over 140M quarterly bets by 2025 Empirisch Plausibel Igaming And Betting Competition
c209 U.S. net betting losses crossed $17B in 2025, up 35x from 2019 and growing 35% a year Empirisch Fragwürdig Igaming And Betting Competition
c210 Sports betting is further integrating into live sports as legalization expands Interpretativ Nicht priorisiert Igaming And Betting Competition
c211 Gross Gaming Revenue equals total wagers less the sum paid out as winnings Definitorisch Nicht priorisiert Market Saturation And Competition
c212 Online sports betting faces bans in many top markets including Korea, Australia, Japan, and China Empirisch Nicht priorisiert Igaming And Betting Competition
c213 International net losses from online sports betting are now $53B per year, representing a 210% increase or $36B growth since 2019 Empirisch Nicht priorisiert Igaming And Betting Competition
c214 U.S. sports betting shows 35% compound annual growth rate over 3 years Empirisch Nicht priorisiert Igaming And Betting Competition
c215 Rest of world (as legal) sports betting shows 20% compound annual growth rate Empirisch Nicht priorisiert Igaming And Betting Competition
c216 iGaming refers to digital games in which players bet and can cash out money Definitorisch Nicht priorisiert Igaming And Betting Competition
c217 iGaming is only recently legal in parts of the U.S. Empirisch Nicht priorisiert Igaming And Betting Competition
c218 Singleplayer Slots represent 79% of U.S. iGaming net player outlays by 2025 Empirisch Nicht priorisiert Igaming And Betting Competition
c219 Multiplayer Poker represents 19% of U.S. iGaming net player outlays by 2025 Empirisch Nicht priorisiert Igaming And Betting Competition
c220 Singleplayer Table Games represent 2% of U.S. iGaming net player outlays by 2025 Empirisch Nicht priorisiert Igaming And Betting Competition
c221 iGaming is legal in only 7 states in the U.S. Empirisch Nicht priorisiert Igaming And Betting Competition
c222 Each of the 7 states where iGaming is legal is growing 22-117% a year Empirisch Fragwürdig Igaming And Betting Competition
c223 iGaming is already 2x the size of the mobile casino game category Empirisch Nicht priorisiert Igaming And Betting Competition
c224 iGaming represents 21% of all U.S. video game spend Empirisch Nicht priorisiert Igaming And Betting Competition
c225 Despite (ever fewer) bans in top markets (China, Korea, Japan), players now lose $54B a year in legal markets in iGaming Empirisch Nicht priorisiert Igaming And Betting Competition
c226 iGaming losses have grown from $11B in 2019 to $54B in 2025 Empirisch Nicht priorisiert Igaming And Betting Competition
c227 iGaming represents roughly 45% of video game spend Empirisch Nicht priorisiert Igaming And Betting Competition
c228 US iGaming market has 26% 3-year CAGR while Rest of World (As Legal) has 25% 3-year CAGR Empirisch Nicht priorisiert Igaming And Betting Competition
c229 iGaming, though the category might seem too distinct to compare to traditional video games, India is a clear case study on how it can squeeze the growth of the latter Interpretativ Nicht priorisiert Igaming And Betting Competition
c230 Real-Money Gaming was banned in August 2024 Empirisch Nicht priorisiert Igaming And Betting Competition
c231 In mechanics, design, and IP, there's little difference between "mobile gaming" slots and "iCasino" slots Definitorisch Nicht priorisiert Igaming And Betting Competition
c232 If a player's $20 goes in and never returns, the outcome is functionally equivalent regardless of whether it's mobile gaming or iCasino Interpretativ Nicht priorisiert Igaming And Betting Competition
c233 Traditional mobile casino genre (no cashout) long outpaced total mobile gaming growth Vergleichend Nicht priorisiert Igaming And Betting Competition
c234 The casino genre is now shrinking as whale players depart for iCasinos Interpretativ Nicht priorisiert Igaming And Betting Competition
c235 With iGaming, U.S. growth from 2021 to 2025 increases from -0.4% to +12.0% Empirisch Nicht priorisiert Igaming And Betting Competition
c236 Non-China international gaming growth goes from +10% to +30% with iGaming inclusion Empirisch Nicht priorisiert Igaming And Betting Competition
c237 iGaming growth occurs despite widespread bans Interpretativ Nicht priorisiert Igaming And Betting Competition
c238 The last six years saw massive improvements in the appeal, functionality, and cultural role of various novel apps/services. Interpretativ Nicht priorisiert Competitive Threats And Substitutes
c239 Video gaming has not matched this experiential growth. Interpretativ Nicht priorisiert Competitive Threats And Substitutes
c240 Online porn isn't new, nor newly popular; but it is new that viewers can easily, safely, and constantly chat with performers, while also commissioning private photos/videos. Empirisch Nicht priorisiert Creator Economy Disruption
c241 Short-form video, iGaming, sports betting, crypto, et al, have never been so easy to consume, so personalized, so social, or so optimized for engagement. Interpretativ Nicht priorisiert Competitive Threats And Substitutes
c242 As many previously fringe pastimes shifted to the mainstream, they became fundamentally more compelling because they are more popular. Interpretativ Nicht priorisiert Competitive Threats And Substitutes
c243 Many previously private pastimes (e.g. online porn, gambling) have become inherently more social – both in private friend groups, as well as across the social internet. Empirisch Nicht priorisiert Competitive Threats And Substitutes
c244 Sports betting is now integrated into sports broadcasts, with sports broadcasters (e.g. ESPN) licensing their brands to sports books. Empirisch Nicht priorisiert Igaming And Betting Competition
c245 OnlyFans creators use all social media as the 'front door' for user acquisition (and most social media platforms are OK with this). Empirisch Nicht priorisiert Creator Economy Disruption
c246 Video games not only compete with many new interactive substitutes, but video gamers face a barrage of new, interruptive, and irresistible notifications for these substitutes Interpretativ Nicht priorisiert Competitive Threats And Substitutes
c247 Americans decreased their annual expenditure on video game content, software, and services from $52.49B to $52.30B since 2021, a $190MM decrease Empirisch Nicht priorisiert Igaming And Betting Competition
c248 Americans increased their spend on OnlyFans + Online Sports Betting + iGaming from $11.3B to $32.8B in total, a $21.5B increase Empirisch Nicht priorisiert Igaming And Betting Competition
c249 Much of this spend is concentrated on the same few Americans Interpretativ Nicht priorisiert Creator Economy Disruption
c250 These users massively over-index to video gaming, and especially high-revenue-generating platforms (console and PC) and genres (shooters, sports sims) Empirisch Nicht priorisiert Demographic And Behavioral Changes
c251 Video gaming's post-pandemic problem isn't that players choose to watch TikTok instead of buy a AAA game, or subscribe to OnlyFans instead of buying a PlayStation; it's that on a Friday evening, players are placing a growing share of their time and spend elsewhere Interpretativ Nicht priorisiert Competitive Threats And Substitutes
c252 American men aged 18-34 are 1.4-2.0x as likely to play video games compared to the general U.S. adult population Vergleichend Nicht priorisiert Demographic And Behavioral Changes
c253 American men aged 18-34 are up to 3.6x as likely to engage in short-form video, OnlyFans, AI, prediction markets, crypto trading, sports betting, and iGaming compared to the general population Vergleichend Nicht priorisiert Demographic And Behavioral Changes
c254 Men 18-34 are 15% of the U.S. adult population but 21% of mobile gamers and 29% of PC/Console gamers Empirisch Nicht priorisiert Demographic And Behavioral Changes
c255 Men 18-34 represent 18-49% of regular users of novel interactive apps/services Empirisch Nicht priorisiert Demographic And Behavioral Changes
c256 46% of Americans say they play games less than they used to, with 76% of those still playing Empirisch Nicht priorisiert Demographic And Behavioral Changes
c257 59% of Americans aged 18-45 have cut back on gaming, with 92% of those still playing Empirisch Nicht priorisiert Demographic And Behavioral Changes
c258 Women aged 18-34 show higher agreement (62%) with playing less than men (56%) in the same age group Empirisch Nicht priorisiert Demographic And Behavioral Changes
c259 Gaming frequency decline decreases with age, with 55+ age group showing lowest agreement (32%) Empirisch Nicht priorisiert Demographic And Behavioral Changes
c260 New competition for time and spend concentrates on key gamer demographics and helps explain challenges to video gaming growth Interpretativ Nicht priorisiert Demographic And Behavioral Changes
c261 Gamers are playing fewer games overall, with median Steam user playing only four games per year Empirisch Nicht priorisiert Demographic And Behavioral Changes
c262 The same older games dominate gaming time across platforms, with games 9-27 years old holding 33-56% of PlayStation and Xbox hours Empirisch Nicht priorisiert Demographic And Behavioral Changes
c263 Free-to-play games dominate gaming time, averaging 45% on PlayStation/Xbox and 55% on PC Empirisch Nicht priorisiert Demographic And Behavioral Changes
c264 Game purchasing behavior has declined significantly, with 46% of US gamers buying fewer than one game per year Empirisch Nicht priorisiert Demographic And Behavioral Changes
c265 There are five biggest areas of revenue growth in the video game industry in 2026 Definitorisch Nicht priorisiert Market Segmentation Framework
c266 The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox Definitorisch Nicht priorisiert Market Segmentation Framework
c267 Roblox represents one of the five biggest revenue growth areas, distinct from other platform categories Definitorisch Nicht priorisiert cluster_015
c268 The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox Prognostisch Nicht priorisiert Market Segmentation Framework
c269 Roblox represents a distinct revenue growth area separate from other gaming categories Definitorisch Nicht priorisiert cluster_015
c270 If the 'Mature Market 8' have been flat-to-down since 2021, but the global market is up, then the industry's growth must have come from so-called 'non-core' countries Interpretativ Nicht priorisiert Market Segmentation Framework
c271 Since 2021, the 'Mature Market 8' have shrunk by $5.1B (or -4.5%), but China is up $3.3B (+7.3%) and 'non-core countries' are up $11.8B (or 41%) Empirisch Plausibel China Market Dominance
c272 Gaming spending includes Arcade + Console + PC + Mobile + VR + Web + Platform Services but excludes Hardware & Accessories and VAT Definitorisch Nicht anwendbar Market Segmentation Framework
c273 China is the world's second largest gaming market Empirisch Nicht priorisiert China Market Dominance
c274 China still has significant headroom in player participation rates, especially for PC and console gaming Interpretativ Nicht priorisiert China Market Dominance
c275 China's gaming participation rate has grown steadily from about 44% in 2016 to approximately 51% in 2025 Empirisch Nicht priorisiert China Market Dominance
c276 Mobile gaming dominates Chinese gaming participation, reaching approximately 50% by 2025 while PC and console remain much lower Empirisch Nicht priorisiert China Market Dominance
c277 China is not only the fastest-growing major market in both dollars and percentage Empirisch Nicht priorisiert China Market Dominance
c278 Over 25% of China's growth since 2022 is in PC/Console, making the market a true outlier Interpretativ Nicht priorisiert China Market Dominance
c279 While participation rates tumble in the U.S. and Canada, Mexico continues to grow 0.5-1.0 points each year Empirisch Nicht priorisiert Emerging Markets Growth
c280 Mobile gaming participation is up 11 points since the pandemic Empirisch Nicht priorisiert Emerging Markets Growth
c281 Console and PC gaming participation both increased by 2 points since the pandemic Empirisch Nicht priorisiert Emerging Markets Growth
c282 Mexico's PC/Console gaming market is up a third since 2020 Empirisch Nicht priorisiert Emerging Markets Growth
c283 Mexico's mobile gaming market has nearly doubled since 2020 Empirisch Nicht priorisiert Emerging Markets Growth
c284 Mexico now ranks 10th globally in gaming market size Empirisch Nicht priorisiert Emerging Markets Growth
c285 Mexico beats the former #10 (Italy) by over 10% Empirisch Nicht priorisiert Emerging Markets Growth
c286 Brazil boasts a leading and durably high participation rate with 73-80% of those age 16+ playing regularly Empirisch Nicht priorisiert Emerging Markets Growth
c287 Mobile gaming is the dominant platform in Brazil, consistently maintaining 40-50% participation Empirisch Nicht priorisiert Emerging Markets Growth
c288 Brazil's gaming participation has shown remarkable stability and growth from 2016-2025 Empirisch Nicht priorisiert Emerging Markets Growth
c289 Brazil's PC/Console market has averaged over 6% annual growth over the last three years Empirisch Nicht priorisiert Emerging Markets Growth
c290 Brazil's mobile gaming market has averaged 7% annual growth over the last three years Empirisch Nicht priorisiert Emerging Markets Growth
c291 By some estimates, Brazil is now a top 10 market globally Empirisch Bestätigt Emerging Markets Growth
c292 Unlike many of its European peers, Spanish participation rates have continued to grow across all device platforms, and faster since the pandemic Vergleichend Nicht priorisiert Emerging Markets Growth
c293 Spanish PC/Console spend grew nearly 50% from 2020 to 2024 Empirisch Nicht priorisiert Emerging Markets Growth
c294 Spanish PC/Console spend increased by $450MM per year from 2020 to 2024 Empirisch Nicht priorisiert Emerging Markets Growth
c295 Spanish Mobile gaming spend grew 27% from 2020 to 2024 Empirisch Nicht priorisiert Emerging Markets Growth
c296 Spanish Mobile gaming spend increased by $135MM from 2020 to 2024 Empirisch Nicht priorisiert Emerging Markets Growth
c297 More players continue to come online across Southeast Asia and the Middle East & North Africa Empirisch Nicht priorisiert Emerging Markets Growth
c298 Overall player participation rates in Southeast Asia and MENA tend to lead the world Empirisch Nicht priorisiert Emerging Markets Growth
c299 There are not just 'more' players in Southeast Asia and the Middle East & North Africa, there's also a lot more revenue and growth. Interpretativ Nicht priorisiert Emerging Markets Growth
c300 Roblox's hours have exploded globally during 2024 and 2025 Empirisch Nicht priorisiert cluster_015
c301 This growth has not been led by the 'home market' (UCAN) Interpretativ Nicht priorisiert cluster_015
c302 APAC hours are now 78% greater than UCAN hours Empirisch Nicht priorisiert cluster_015
c303 ROW hours are now 51% greater than UCAN hours Empirisch Nicht priorisiert Regional Market Decline
c304 All global gaming growth helps the overall video gaming industry, but the benefits don't automatically accrue Interpretativ Nicht priorisiert Cultural And Strategic Localization
c305 Specific choices are needed to benefit from global gaming growth Normativ Nicht priorisiert Cultural And Strategic Localization
c306 Designing for 'Low End' Devices is a specific strategic choice for capturing global gaming benefits Normativ Nicht priorisiert Cultural And Strategic Localization
c307 Operating for 'Low End' ARPU is a specific strategic choice for capturing global gaming benefits Normativ Nicht priorisiert Cultural And Strategic Localization
c308 Prioritizing Foreign Cultures Over 'Local' Ones is a specific strategic choice for capturing global gaming benefits Normativ Nicht priorisiert Cultural And Strategic Localization
c309 iPhone performance has dramatically increased from 2007 to 2025, with Metal performance showing the most significant gains in recent years Empirisch Nicht priorisiert Mobile Technology And Segmentation
c310 The desire to 'design up' to newer specs is driven by advancing smartphone capabilities that enable richer graphics, animations, and concurrent on-screen activities Kausal Nicht priorisiert Mobile Technology And Segmentation
c311 Many of the most popular games globally, even fast-twitch shooters, are designed to play well on iPhones 10-14 generations old (some older than the PlayStation 4!) Empirisch Nicht priorisiert Mobile Technology And Segmentation
c312 iPhone 5S, 6, and 6S were dropped in summer of 2025 due to Apple's 'forced upgrade cycle' for Xcode 16 Kausal Nicht priorisiert Mobile Technology And Segmentation
c313 High-end mobile games like Assassin's Creed and Resident Evil are only available on high-end iPhone models Empirisch Nicht priorisiert Mobile Technology And Segmentation
c314 Free Fire offers two app versions that play and cross-play into the same game but with different optimizations Definitorisch Nicht priorisiert Mobile Technology And Segmentation
c315 Fire Fire MAX requires significantly more resources (1.7x-2.66x) than regular Fire Fire across all metrics Empirisch Nicht priorisiert Mobile Technology And Segmentation
c316 Fire Fire MAX offers enhanced features including acoustic audio mapping, 3D interactive lobby, and better visual effects Empirisch Nicht priorisiert Mobile Technology And Segmentation
c317 Globally, 65% of Google Play video game revenue worldwide comes from low and mid-tier devices Empirisch Nicht priorisiert Mobile Technology And Segmentation
c318 In markets such as LATAM, 90% of Google Play video game revenue comes from low and mid-tier devices Empirisch Nicht priorisiert Mobile Technology And Segmentation
c319 Operating economics present challenges for companies as they must be set up to profit on and practically invest behind customers with a fraction of major market ARPU Interpretativ Nicht priorisiert Monetization And Pricing Strategies
c320 US & Canada generates the highest quarterly bookings per DAU at $50.9 compared to other regions Vergleichend Nicht priorisiert Monetization And Pricing Strategies
c321 Globally, average revenue per player by country per year can vary by as much as 200x, with most of the 'mature markets' at $150-275, and 'ROW' reaching the low single digits Empirisch Nicht priorisiert Monetization And Pricing Strategies
c322 Different markets measure populations at different age thresholds (5+, 10+, 16+, 18+) which causes both sample bias and inflates or deflates ARPU Empirisch Nicht priorisiert Cultural And Strategic Localization
c323 Garena's Free Fire has over 650 million quarterly players, about 9.5% of whom pay ~$12 per quarter (thus the average user is only $0.40 a month), totaling roughly $3B per year Empirisch Nicht priorisiert Emerging Markets Growth
c324 Garena only reports QAUs, not MAUs or DAUs Definitorisch Nicht priorisiert Emerging Markets Growth
c325 Non-Western players prioritize different (and generally less valuable) players by investing in content and experiences that are for them (and not for most Western players) Interpretativ Nicht priorisiert Monetization And Pricing Strategies
c326 Different games create culturally specific events and content for different regional markets, as evidenced by the contrasting event themes across Fortnite, Call of Duty, PUBG, and Free Fire Empirisch Nicht priorisiert Cultural And Strategic Localization
c327 Prioritization is the operative word for IP events and integrations in gaming Normativ Nicht priorisiert Cultural And Strategic Localization
c328 Events and integrations are not infinite Definitorisch Nicht priorisiert Cultural And Strategic Localization
c329 Creative and commercial resources that support IP events are not infinite Definitorisch Nicht priorisiert Cultural And Strategic Localization
c330 Despite the post-pandemic industry slump, PUBG has been able to grow considerably Empirisch Nicht priorisiert Successful Franchises And Case Studies
c331 PUBG is already one of the world's bigger games Empirisch Nicht priorisiert Successful Franchises And Case Studies
c332 PUBG's growth has been through its PC, Mobile, and APAC-centric development Interpretativ Nicht priorisiert Successful Franchises And Case Studies
c333 Genshins and Wukongs are market-specific creations that defy Western conventions and expectations but have generated $400MM in two years in those markets Empirisch Nicht priorisiert Cultural And Strategic Localization
c334 Love and Deepspace is a story-based live service romance game in the sci-fi action RPG genre Definitorisch Nicht priorisiert Cultural And Strategic Localization
c335 Users have five primary love interests and can unlock intimate memories and dates, while using their superhuman powers to combat alien monster invaders Empirisch Nicht priorisiert Cultural And Strategic Localization
c336 A 2025 update added a period tracker for players Empirisch Nicht priorisiert Cultural And Strategic Localization
c337 The "ROW" (Rest of World) opportunity represents a positive way to view current hiring trends in the gaming industry Interpretativ Nicht priorisiert Cultural And Strategic Localization
c338 It's frustrating that hiring regions don't match layoffs, but encouraging that they finally match revenues Interpretativ Nicht priorisiert Cultural And Strategic Localization
c339 The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox Prognostisch Nicht priorisiert Market Segmentation Framework
c340 Roblox represents a distinct revenue growth category separate from other gaming platforms Definitorisch Nicht priorisiert cluster_015
c341 For years, it has been essentially absurd to tabulate industry revenue without ads. Outside of China, mobile game ads nearly match total consumer spending on PC/Console software Interpretativ Nicht priorisiert Advertising Revenue Growth
c342 Since 2021, mobile ads have been 37-145% of annual industry growth Empirisch Nicht priorisiert Advertising Revenue Growth
c343 Without ads, the market (excluding China) is up only $6.8B or +4.8%, but with them, it's +$35B or +20% Empirisch Nicht priorisiert Advertising Revenue Growth
c344 Consumer spend contracted during the period when ads' share peaked at ~150% Empirisch Nicht priorisiert Advertising Revenue Growth
c345 20-30% of gross revenue from mobile game in-app advertising is collected by ad exchanges such as AppLovin, IronSource, Google, etc., or ~$15B in 2025 Empirisch Nicht priorisiert Advertising Revenue Growth
c346 Mobile game in-app advertising revenue (excluding China) will reach approximately $67B by 2025 Prognostisch Nicht priorisiert Advertising Revenue Growth
c347 Tens of billions in ad revenue in mobile games is ad spend from other mobile games Empirisch Nicht priorisiert Advertising Revenue Growth
c348 Your ad revenue is my UA; your UA is my revenue (net of exchange fees and non-mobile UA) Interpretativ Nicht priorisiert Advertising Revenue Growth
c349 Mobile gaming UA expenses have exceeded the app store fees on consumer spending since 2020 Vergleichend Nicht priorisiert Advertising Revenue Growth
c350 By 2027, ad exchange fees on ad revenue will likely pass app store fees on consumer spending Prognostisch Nicht priorisiert Advertising Revenue Growth
c351 Not all mobile gamemakers spend 32% of net revenues on user acquisition Empirisch Nicht priorisiert Advertising Revenue Growth
c352 Not all mobile gamemakers generate a third of revenues from ads Empirisch Nicht priorisiert Advertising Revenue Growth
c353 Royal Match, the 2nd highest grossing new game since 2020, had $1.1B in net revenue in 2023 and spent $1.1B on UA Empirisch Nicht priorisiert Advertising Revenue Growth
c354 Dream Games achieved $0.13B operating profit despite spending $1.07B on user acquisition Empirisch Nicht priorisiert Advertising Revenue Growth
c355 Today, ads remain rare among PC/Console games and services (with the exception of on-device/in-store ad units) Empirisch Nicht priorisiert Advertising Revenue Growth
c356 Eventually, ads reach all addressable surface areas Prognostisch Nicht priorisiert Advertising Revenue Growth
c357 Advertising is starting to come to PC and console gaming Interpretativ Nicht priorisiert Advertising Revenue Growth
c358 EA is prototyping in-game ads Empirisch Nicht priorisiert Advertising Revenue Growth
c359 Microsoft is expected to announce an ad-supported tier of Xbox Cloud Gaming Prognostisch Nicht priorisiert Advertising Revenue Growth
c360 In markets with decline players, flattened spend, free-to-play dominance, publishers will need to improve the monetization of low spenders and monetize non-spenders Normativ Nicht priorisiert Advertising Revenue Growth
c361 PC/Console and Mobile game content spending trends are very similar in mature markets Empirisch Nicht priorisiert Advertising Revenue Growth
c362 The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox Prognostisch Nicht priorisiert Market Segmentation Framework
c363 Roblox constitutes its own distinct revenue growth category separate from other gaming platforms Definitorisch Nicht priorisiert cluster_015
c364 Of the $136B in content sales outside of China and excluding 1st-party platform games and services, store fees consumed $33.2B of gross revenues that might otherwise go to publishers Empirisch Nicht priorisiert Platform Fees And Direct Commerce
c365 iOS IAP generates the highest platform fees at $11.8B, followed by Android IAP at $9.0B, Console at $7.8B, and Steam at $4.7B Empirisch Nicht priorisiert Platform Fees And Direct Commerce
c366 Annual (non-China) platform fees rival many top markets combined as a revenue opportunity Interpretativ Nicht priorisiert Platform Fees And Direct Commerce
c367 Platform fees are likely 150% of (non-China) profits Prognostisch Nicht priorisiert Platform Fees And Direct Commerce
c368 Many mobile publishers are already redirecting substantial and growing shares of their gross revenues to alternative (typically D2C) payment channels with far lower commissions Empirisch Nicht priorisiert Platform Fees And Direct Commerce
c369 Direct-to-consumer payment channels have far lower commissions than traditional app store payment channels Empirisch Nicht priorisiert Platform Fees And Direct Commerce
c370 Stillfront has achieved the highest share of D2C revenue among tracked publishers, reaching approximately 50% by Q4 2025 Empirisch Nicht priorisiert Platform Fees And Direct Commerce
c371 D2C stores are partly why topline mobile growth has slowed Interpretativ Nicht priorisiert Platform Fees And Direct Commerce
c372 Gamemakers discount gross prices to encourage D2C/webshop adoption that offer better net sales economics Interpretativ Nicht priorisiert Platform Fees And Direct Commerce
c373 Across five mobile publishers with leading D2C adoption (and ~$4.4B in total player spend), gross sales are down 1% since Q1'23 but (more important) net sales are up 4% Empirisch Nicht priorisiert Platform Fees And Direct Commerce
c374 Net sales growth (4%) is more important than gross sales decline (1%) Normativ Nicht priorisiert Platform Fees And Direct Commerce
c375 To maximize D2C adoption, publishers must do more than offer valuable discounts, fun perks, and simple user journeys. They must also support scores of payment solutions Normativ Nicht priorisiert Platform Fees And Direct Commerce
c376 Payment method preferences vary significantly between different regional markets Empirisch Nicht priorisiert Platform Fees And Direct Commerce
c377 In Q4 2021, only about 12.7% of Roblox's revenues were D2C, resulting in platform fees devouring 27% of gross revenues Kausal Nicht priorisiert cluster_015
c378 Today, the former is up to 30% and latter down to 22% Empirisch Nicht priorisiert cluster_015
c379 Roblox's improvements in alternative payment share since Q4 2021 have saved it roughly $420MM in payment fees (over $50MM in Q4 2025 alone) Empirisch Nicht priorisiert cluster_015
c380 Behind Roblox's D2C success is not just large D2C discounts, but lucrative D2C-only Robux subscriptions that effectively boxes out in-app buys Interpretativ Nicht priorisiert cluster_015
c381 D2C and Gift Card customers get up to 25% more Robux per dollar than in-app buyers Empirisch Nicht priorisiert cluster_015
c382 Premium subscribers can get 35% more Robux per dollar out of IAP Empirisch Nicht priorisiert cluster_015
c383 Cheapest & highest value monthly Robux subscriptions are only available D2C/online Empirisch Nicht priorisiert cluster_015
c384 Many parents use D2C-only Robux subscriptions for allowance Empirisch Nicht priorisiert cluster_015
c385 At Epic Games Store on PC, IAP fees are only 12% (and often less), but a growing share of publishers use their own billing solutions. In 2025, 35% of 3rd-Party hours were direct Empirisch Nicht priorisiert Platform Fees And Direct Commerce
c386 Third-party content playtime on Epic Games Store has grown consistently from 1.2 billion hours in 2019 to 2.8 billion hours in 2025 Empirisch Nicht priorisiert Platform Fees And Direct Commerce
c387 The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox Prognostisch Nicht priorisiert Market Segmentation Framework
c388 Roblox represents a distinct revenue growth area separate from other gaming categories Definitorisch Nicht priorisiert cluster_015
c389 In 2025, outsourcing held a record 35.5% share of total content investment spend, up from 30.6% in 2017 and roughly 31.5% during the COVID-19 Empirisch Plausibel Development Outsourcing Trends
c390 Outsourcing's recent growth stems from a near-doubling of its share of net new content investment Interpretativ Nicht priorisiert Development Outsourcing Trends
c391 Outsourced share represents approximately 65% of net new content investment from 2022-2025 Empirisch Plausibel Development Outsourcing Trends
c392 Outsourced share was 33% from 2018-2022 versus ~65% from 2022-2025 Vergleichend Nicht priorisiert Development Outsourcing Trends
c393 Behind outsourcing growth is mostly not QA, localization, or testing, but an increasing reliance on outside partners for core creative work (art, game design, game engineering, etc.) Interpretativ Nicht priorisiert Development Outsourcing Trends
c394 Upstream work (Art & Animation, Game Engineering, Coding, and Design) represents 74% of outsourcing work by 2025 Empirisch Nicht priorisiert Development Outsourcing Trends
c395 Lack of local resources was the 3rd most cited reason to use outsourcing in 2022, but 6th in 2025 Empirisch Nicht priorisiert Development Outsourcing Trends
c396 Cost savings went from 5th to 2nd most cited reason for outsourcing between 2022 and 2025 Empirisch Nicht priorisiert Development Outsourcing Trends
c397 Flexible staffing models stayed at 1st place but grew in importance for outsourcing Empirisch Nicht priorisiert Development Outsourcing Trends
c398 Gamemakers report substantial increases in the share of their engineering work that's outsourced, with most categories up 5 percentage points since 2023 Empirisch Nicht priorisiert Development Outsourcing Trends
c399 In creative disciplines, many outsource users report 60-95% of total work on animations, audio, environmental design, weapons, etc., is outsourced, up 4-5 points in two years Empirisch Nicht priorisiert Development Outsourcing Trends
c400 3D animations show the highest outsourcing rates among creative disciplines, reaching approximately 95% by 2025 Empirisch Nicht priorisiert Development Outsourcing Trends
c401 Many of the most creatively and commercially successful titles of the last few years have been substantial users of external development Empirisch Nicht priorisiert Development Outsourcing Trends
c402 The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox Prognostisch Nicht priorisiert Market Segmentation Framework
c403 Roblox represents a distinct revenue growth area separate from other gaming platforms or categories Definitorisch Nicht priorisiert cluster_015
c404 Roblox is now a singular driver of the total video gaming market Interpretativ Nicht priorisiert cluster_015
c405 In 2025, Roblox was over 4.5% of non-China spend and 40% of net growth Empirisch Nicht priorisiert cluster_015
c406 Roblox grew more than 100% net as overall market shrank in 2022 Empirisch Nicht priorisiert cluster_015
c407 At the end of 2024, Roblox had more DAU than PlayStation, Switch, or Xbox Empirisch Nicht priorisiert cluster_015
c408 A year later, DAU were up another 69% (with 3x as many DAU added as in the first year of COVID) Empirisch Nicht priorisiert cluster_015
c409 Roblox growth is driven by users under 13 and users over 13, with under 13 representing the largest segment Kausal Nicht priorisiert cluster_015
c410 Roblox growth is global with significant expansion in APAC and ROW regions Interpretativ Nicht priorisiert cluster_015
c411 Roblox's engagement surged even more than DAU. In just Q3 2025, Roblox amassed more hours of use than it achieved in the entire first year of the pandemic Empirisch Nicht priorisiert cluster_015
c412 Roblox's average quarterly engagement is now as large as that of Steam, PlayStation, and Fortnite combined Empirisch Nicht priorisiert cluster_015
c413 Engagement measurement excludes off-platform activities like watching PlayStation or Fortnite streams on YouTube, Twitch, TikTok Definitorisch Nicht priorisiert Methodology And Data Sources
c414 Roblox is starting to challenge Netflix for total hours of use Interpretativ Nicht priorisiert cluster_015
c415 In 2025, Roblox hit 65% of Netflix's hours (82% in Q3) Empirisch Nicht priorisiert cluster_015
c416 While Netflix grows ~1% a year, Roblox manages 25-70% growth Empirisch Nicht priorisiert cluster_015
c417 Roblox's top titles now match the top non-Roblox games and even publishers in monthly engagement despite having a tiny fraction of the budget and staff Empirisch Nicht priorisiert cluster_015
c418 Off-platform engagement such as watching PlayStation or Fortnite streams on YouTube, Twitch, TikTok is excluded from these engagement measurements Definitorisch Nicht priorisiert Methodology And Data Sources
c419 Roblox developers are now taking home $1.5B per year, with Q4 2025 hitting $477MM, up more than 70% year-over-year Empirisch Nicht priorisiert cluster_015
c420 Roblox's growth is supported by unprecedented $1.6B in annual R&D expenditures Empirisch Nicht priorisiert cluster_015
c421 Roblox R&D investment continues to grow while shrinking rapidly as a percentage of revenue Empirisch Nicht priorisiert cluster_015
c422 Roblox exhibits classic creative disruption Interpretativ Nicht priorisiert cluster_015
c423 Roblox has built outstanding scale, network effects, revenues, and now profits Empirisch Nicht priorisiert cluster_015
c424 Roblox monetizes a fraction of the market average Empirisch Nicht priorisiert cluster_015
c425 The video game industry faces spending growth but also retrenchment and margin struggles in 2025 Interpretativ Nicht priorisiert Global Revenue Growth Patterns
c426 Growth in the video game industry is scarcer than headlines suggest Interpretativ Nicht priorisiert Global Revenue Growth Patterns
c427 Video games are losing the attention war in the 'Major Market 8' Interpretativ Nicht priorisiert Igaming And Betting Competition
c428 Novel interactive competitors are taking attention, time, and spend from video games Interpretativ Nicht priorisiert Igaming And Betting Competition
c429 There are five biggest areas of revenue growth in the video game industry in 2026 Definitorisch Nicht priorisiert Market Segmentation Framework
c430 There is no "Video Gaming Industry" Definitorisch Nicht anwendbar Market Overview And Framework
c431 To find growth, we have to acknowledge the fragmented nature of gaming Normativ Nicht priorisiert Market Overview And Framework
c432 There is no single 'Video Gaming Industry' - there are many distinct industries Definitorisch Nicht anwendbar Market Overview And Framework
c433 To find growth opportunities, acknowledging industry fragmentation is necessary Normativ Nicht priorisiert Market Overview And Framework
c434 There are many ways to cut the video game industry, each facing its own dynamics and sub-dynamics, and not all offer similar opportunities or adjacencies Definitorisch Nicht anwendbar Market Overview And Framework
c435 Mobile gaming dominates the global TAM through both player spending (42.4%) and ads (26.6%), totaling approximately 69% of the market Empirisch Nicht priorisiert Market Segmentation Framework
c436 Live service games (including ads) represent 83.7% of gaming content revenue, while packaged sales only account for 12% Empirisch Nicht priorisiert Market Segmentation Framework
c437 Some segments are growing at a fraction of the size of the overall market, while others are growing at multiples of it Empirisch Nicht priorisiert Market Segmentation Framework
c438 Video game content market can be categorized by device (Console, PC, Mobile), region (North America, APAC, China, Europe, LATAM, MEA), content model (Live Service, Packaged Sales, Platform Services), and class (AAA, AA, Indie, Mid-Core, Casual, Hyper/Hybrid-Casual) Definitorisch Nicht priorisiert Market Segmentation Framework
c439 Each sub-cut represents a very different share of growth Interpretativ Nicht priorisiert Market Segmentation Framework
c440 Live Service content (including ads) dominates the video game content market at 83.7% with 85% growth share Empirisch Nicht priorisiert Market Segmentation Framework
c441 Different companies in the 'video gaming industry' exist in very different universes and experience fundamentally different growth prospects Interpretativ Nicht priorisiert Market Segmentation Framework
c442 Gaming TAM includes Game Sales, DLC, Microtransactions, Subscriptions, and Services, and Ads but excludes Hardware & Accessories Definitorisch Nicht anwendbar Market Segmentation Framework
c443 Mobile gaming represents the largest share of gaming content revenue through player spending (42.4%) and advertising (26.6%) Empirisch Nicht priorisiert Market Segmentation Framework
c444 Live Service games (including ads) represent 83.7% of gaming content revenue Empirisch Nicht priorisiert Market Segmentation Framework
c445 Multiple firms provided custom analysis support for this presentation Empirisch Nicht priorisiert Methodology And Data Sources
c446 Placement order is randomized but weighted by total citations Definitorisch Nicht priorisiert Methodology And Data Sources
c447 This document represents the state of video gaming as of 2026 Definitorisch Nicht priorisiert Market Overview And Framework
c448 Growth and where to find it is a central concern for understanding video gaming in 2026 Interpretativ Nicht priorisiert Global Revenue Growth Patterns
c449 This presentation addresses the state of video gaming in 2026 with focus on growth opportunities Definitorisch Nicht priorisiert Market Overview And Framework
c450 This presentation represents the state of video gaming in 2026 Definitorisch Nicht priorisiert Market Overview And Framework
c451 Growth and where to find it are key themes for understanding gaming in 2026 Interpretativ Nicht priorisiert Global Revenue Growth Patterns
c_imp001 Kapitalistisches Wachstum ist der naturgegebene und wünschenswerte Zustand von Märkten Normativ
c_imp002 Märkte sind rationale, berechenbare Systeme, die sich durch Datenanalyse verstehen und vorhersagen lassen Definitorisch
c_imp003 Menschliche Aufmerksamkeit ist eine knappe, quantifizierbare Groesse, die extrahiert und monetarisiert werden kann Definitorisch
c_imp004 Konkurrenz zwischen Unternehmen ist der natürliche Zustand von Märkten und führt zu optimalen Ergebnissen Normativ
c_imp005 Massenentlassungen sind ein legitimes und effizientes Instrument zur Gewinnoptimierung Normativ
c_imp006 Nationalität von Unternehmen ist eine bedeutsame Kategorie für Marktanalyse Definitorisch
c_imp007 Konsumausgaben reflektieren die wahren Präferenzen und den Nutzen der Verbraucher Definitorisch
c_imp008 Technologische Disruption ist ein neutraler, naturgegebener Prozess ohne soziale oder politische Dimensionen Definitorisch
c_imp009 Quantifizierbare Metriken sind objektiver und wertvoller als qualitative Einschätzungen epistemic
c_imp010 Outsourcing und geografische Arbitrage sind neutrale Effizienzmaßnahmen ohne soziale Kosten Normativ
c_imp011 Märkte existieren unabhängig von regulativen und institutionellen Rahmenbedingungen Definitorisch
c_imp012 Individuelle Unternehmensentscheidungen aggregieren sich zu optimalen Marktergebnissen theoretical
c_imp013 Die Pandemiehochs von 2020 sind ein angemessener Benchmark für 'normale' Marktperformance Interpretativ
c_imp014 Sprach-Settings sind AUSREICHEND fuer die gezogenen Schluesse ueber geografische und kulturelle Zugehoerigkeit methodological
c_imp015 Wachstum kann von einzelnen Unternehmen 'erzeugt' oder 'eingefangen' werden, als wäre es eine physische Ressource Definitorisch
c_imp016 Die Abstraktiοn von Gaming zu reinen Zahlenwerten erfasst das Wesentliche der Phänomene epistemic
c_imp017 Platform-Ownership verleiht natürliche und legitime Marktvorteile Normativ
c_imp018 Subscription-Modelle repräsentieren eine natürliche Evolution der Märkte, nicht eine strategische Machtverschiebung Interpretativ
c_imp019 Content-Investment als Prozentsatz des Umsatzes ist ein objektiver Indikator für Industriegesundheit methodological
c_imp020 Politik als externe Stoerung, nicht konstitutive Bedingung von Gaming-Maerkten theoretical
c_imp021 Die Analyse beschreibt den Markt neutral, statt ihn mitzugestalten. epistemic
c_imp022 Menschliche Aufmerksamkeit ist fixe Groesse — Medienkonsum ist Zero-Sum theoretical