Deconstructed Ball Gaming 2026

Jede Behauptung, nachverfolgbar

Was behauptet Ball — und was davon stimmt?

Ball macht in 169 Slides über 450 Behauptungen — von konkreten Datenpunkten bis zu versteckten Grundannahmen. Wir haben jede typisiert, in den Argumentkontext eingebettet und, wo möglich, gegen unabhängige Quellen geprüft.

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473 von 473 Claims
279 Empirisch93 Interpretativ49 Definitorisch15 Normativ+6 weitere
c001KA7
This is an analysis of the state of video gaming as of 2026
Definitorisch
c002KA1
The video game industry will experience spending growth alongside retrenchment and margin struggles in 2025
Prognostisch
c003KA1
Growth in the video game industry is scarcer than headlines suggest
Interpretativ
c004
Video games are losing an attention war within the 'Major Market 8'
Interpretativ
c005
Novel interactive competitors are taking attention, time, and spend from video games
Interpretativ
c006KA1
There are five biggest areas of revenue growth in the video game industry for 2026
Prognostisch
c007KA1
Global video game content sales had a strong 2025, growing 5.3% year-over-year and hitting a new all-time high of about…
Empirisch
c008KA1
The gaming industry achieved new highs in each of Mobile, PC, and Console platforms
Empirisch
c009KA1
Consumer spending on video game content has grown exponentially from 1990 to 2025, reaching approximately $200B
Empirisch
c010KA1
2025 boasted several new hit franchises and studios
Empirisch
c011KA1
Many older franchises and studios achieved new heights in 2025
Empirisch
c012KA1
2025 followed the pattern of years prior in terms of gaming industry success
Interpretativ
c013
Despite three straight years of industry growth, a new record high for revenues, and a smattering of new hits each year,…
Empirisch
c014
Major gamemakers continued to whittle their portfolios, cancelling even more of their pipeline in 2025 and shutting down…
Empirisch
c015
EA cancelled Black Panther and shut down Cliffhanger Games as part of sharpening focus and putting creative energy behin…
Empirisch
c016
Amazon Games was gutted amid 14,000 layoffs with work on first-party games and MMOs scaled back
Empirisch
c017
Ubisoft cancelled 6 games, including Prince of Persia: The Sands of Time remake
Empirisch
c018
A new Titanfall game was actually real but was cancelled
Empirisch
c019
With budgets cut and funding scant, layoffs continued. 2025 was 40% lighter than 2024, but the year still saw some 9,200…
Empirisch
c020
2022, 2023, and 2024 each set new all-time highs for reported layoffs in the video game industry
Empirisch
c021
Hiring has returned in the video game industry with ASGC tracking over 13,000 open postings at the end of 2025
Empirisch
c022
Gaming jobs are highly and increasingly concentrated in lower cost markets
Interpretativ
c023
California represented 43% of gaming layoffs from 2022-2025
Empirisch
c024
An increasing share of new content investment goes to external development partners that can offer lower talent costs, s…
Interpretativ
c025
Video game content development spend peaked in 2021 and declined significantly through 2025
Empirisch
c026
Outsourced development captured over 100% of year-over-year increases during peak periods
Empirisch
c027
The video gaming industry continued its restructuring and retreat despite revenue growth
Interpretativ
c028
Private studio and publisher funding fell another 55%+ by dollars and deal counts
Empirisch
c029
Another 9,000+ layoffs occurred following 35,000 from 2022-2024
Empirisch
c030
Hiring became further concentrated in lower cost foreign markets
Empirisch
c031
An even greater share of new content investment went to outsourcing
Empirisch
c032
Even more games and studios were cut outright or had budgets trimmed
Empirisch
c033
In 2025, content investment as a share of net revenues hit a (non-pandemic) 7-year low
Empirisch
c034
From 2019-2022, annual content spend grew $11B (+39%)
Empirisch
c035
2022-2025 content spend growth was only $2.3B (+6%)
Empirisch
c036
Market growth resumes while pipelines and budgets are trimmed
Interpretativ
c037
The operating margins of standalone gamemakers (i.e., those not owned by game platforms) outside China are far below pre…
Empirisch
c038
34 Non-China, Non-Platform Video Game Publishers represent $59B in net revenue in 2025
Definitorisch
c039
The erosion in margins is so great that total operating profits have declined since 2019 despite consumer spending surgi…
Interpretativ
c040KA7
The video game industry analysis is structured into six distinct chapters covering spending growth, retrenchment, attent…
Definitorisch
c041KA1
Global consumer spend is now at all-time highs
Empirisch
c042
These topline headlines cover up what has really been a shrinking pool of revenue for most developers/publishers
Interpretativ
c043KA3
China is eating the video gaming industry
Interpretativ
c044
Net growth in console is growth in platform subscriptions
Empirisch
c045
Roblox is stealing share and growing its own garden
Interpretativ
c046KA1
Brightness in PC is only just enough and might dim
Prognostisch
c047
There is decline in home markets
Definitorisch
c048
Industry competition is growing but appetites remain unchanged
Interpretativ
c049KA1
Price increases are helping drive growth, but not all titles have pricing power
Empirisch
c050KA3
China represents 20% of global player spend but 38% of growth
Empirisch
c051KA3
China's share of global growth increased from 15% in 2019 to 38% currently
Empirisch
c052KA3
If a gamemaker wants to match global growth, they must win in China or grow 1.6x the market elsewhere
Interpretativ
c053KA3
84% of Chinese player spend goes to Chinese-made games
Empirisch
c054KA3
Foreign gamemakers net only a quarter of the remaining 16% spent on imports after local publishing and distribution
Empirisch
c055KA3
Chinese gaming market spending will reach approximately $50B by 2025
Empirisch
c056KA3
Chinese gamemakers have grown their annual share of the non-China market from 10.7% to 14% in six years
Empirisch
c057KA3
Chinese gamemakers grabbed 24% of total non-China growth since 2019
Empirisch
c058KA3
Chinese publishers have captured ~50% of global player spending growth since 2019
Empirisch
c059KA3
The Chinese market is only 20% of global player spending and 'only' 38% of growth
Interpretativ
c060KA3
Chinese game purchases using VPN are tallied outside China for geographic spending allocation
Definitorisch
c061KA1
By 2025, the console category had more than recovered from its post-pandemic sales pullback, hitting an all-time high of…
Empirisch
c062
119% of net spending growth since 2020 has gone to platform services
Empirisch
c063
Total spending on game sales and transactions is down nearly $3.7B per year (or 11%)
Empirisch
c064KA1
Chinese sales are >150% of total spending growth since 2020, causing the actual market for gamemakers to shrink by ~$4.6…
Empirisch
c065
Console market includes software and services, with Chinese game buys using VPN tallied outside China
Definitorisch
c066KA1
PC gaming not only did it skip a post-pandemic decline, but annual PC content sales have also grown by a remarkable 30%…
Empirisch
c067KA1
Even after factoring out China-based sales, which constituted 29% of total growth since 2020, PC content sales are still…
Empirisch
c068
Chinese Game Buys Using VPN are Tallied Outside China
Definitorisch
c069KA1
PC's growth only just outstripped console's decline. Together and excluding China, the category is +$2.1B (+3.7%) since…
Interpretativ
c070
Much of the recent growth in non-Chinese spending was actually Chinese users who use VPNs to access (and pay for) Steam…
Interpretativ
c071
Chinese languages overtook English as the dominant language on Steam by 2024
Empirisch
c072
In 2025, Chinese-language PC users disengaged from Steam (to local alternatives, presumably), finishing the year with th…
Empirisch
c073
Steam language data is based on client language setting rather than first or most used language
Definitorisch
c074
Roblox is a singular industry expander
Interpretativ
c075
Roblox was over 4.5% of non-China spend in 2025
Empirisch
c076
Roblox has captured (or created) 60% of net growth since 2021
Empirisch
c077
Roblox achieved more than 100% net growth share as overall market shrank in 2022
Empirisch
c078KA1
The realized market for non-Chinese gamemakers has grown only $1B (+0.9%) since 2020, despite the total market growing $…
Empirisch
c079KA1
Since 2021, the realized market for non-Chinese gamemakers has shrunk 1.8%
Empirisch
c080KA1
Global consumer spend on video games grew $9.7B in 2025 to a new all-time high
Empirisch
c081KA1
None of the $9.7B growth trickled down to typical publishers
Interpretativ
c082KA3
Chinese publishers captured $3.8B of global growth
Empirisch
c083
The countries that are typically prioritized by major gamemakers have declined outright; it's smaller and less familiar…
Interpretativ
c084KA1
Consumer spending on video game content peaked in 2021 at $111.7B across major markets and has declined to $105.1B in 20…
Empirisch
c085KA2
Despite revenue stagnations, annual releases have surged since 2019
Empirisch
c086KA2
PC game releases are up 150% since 2019
Empirisch
c087KA2
Console game releases are up 330% since 2019
Empirisch
c088
The top PC/Console franchises (each 9-33 years old) hold a stable 45% of all player hours
Empirisch
c089
Where share has been lost by top franchises, it's mostly to other 5-25-year-old hits
Empirisch
c090KA2
PC gaming has grown from 27,000 to 120,000+ total games available
Empirisch
c091KA2
Console gaming has grown from 7,500 to 15,000 total games available
Empirisch
c092
New PC/Console games get only 4-7% of total playtime
Empirisch
c093
Half of new game playtime goes to just four titles
Empirisch
c094
Steam reports higher percentages for new games, but this includes annual franchise releases like NBA 2K, FC, COD
Interpretativ
c095
Mobile spend is five years flat
Empirisch
c096
New releases are at a decade low share of spend and downloads
Empirisch
c097
Old giants strengthen as UAC costs crowd out discovery
Interpretativ
c098KA1
Many of the leaders that have grown or sustained revenue have done so by successfully raising price, not from growing pl…
Interpretativ
c099
Chinese Publishers captured 50% of global spend growth since 2019
Empirisch
c100
In the 'Major Market 8,' spend is still down 4.5% since 2021
Empirisch
c101
Net of platform subscription services, console spend is down 13% since 2020
Empirisch
c102
Roblox is 60% of spend growth outside China since 2021
Empirisch
c103
The net decline in console since 2020 offsets 68% of PC growth
Empirisch
c104KA2
PC/Console releases are up 1.5-3.3x since 2019 but share is captive; new mobile releases are at record low shares
Empirisch
c105KA1
Only the top franchises tend to have pricing power
Empirisch
c106KA1
Growth is elusive despite record revenues and margins are falling despite cost cuts, making current stock prices more se…
Interpretativ
c107
A few names are up 4% or even 200% since the trough
Empirisch
c108
Only three companies managed to beat the S&P 500 performance during 2023-2025
Empirisch
c109KA7
Major non-China video game companies are defined as a specific set including Nintendo, EA, Konami, Take-Two, Roblox, and…
Definitorisch
c110
Many important video game industry leaders shed 10%, 20%, 50%, or even 80% of their value
Empirisch
c111KA7
These are major non-China video game companies
Definitorisch
c112
Only Konami beat the S&P 500 among major non-China video game companies from 2021-2025
Empirisch
c113
Most major gaming companies grew only 4-24% over five years while many lost 50-95%
Empirisch
c114
Video games are losing the attention war in the 'Major Market 8'
Interpretativ
c115
Novel interactive competitors are taking attention, time, and spend from video games
Interpretativ
c116
Over the last six years, video gaming has faced a surprising reality across eight "developed" countries representing ~60…
Interpretativ
c117
Eight developed countries represent approximately 60% of global consumer spend on video game content
Empirisch
c118
The U.S. is the #1 market by consumer spend globally
Empirisch
c119
Surveys consistently report that the share of the population that plays games has fallen by 2.5-4 points since before th…
Empirisch
c120
Gaming participation peaked during COVID in 2020
Empirisch
c121
Canada is ranked #8 in gaming market importance
Empirisch
c122
Canadian trade association polling is conducted irregularly
Empirisch
c123
Roughly one in six adult players were lost from 2018 to 2022 despite the lockdowns
Empirisch
c124
South Korea's share of the population that plays video games has fallen by 15 points compared to the 2017-2019 average
Vergleichend
c125
Gaming participation in South Korea has declined 22 points since the pandemic high
Empirisch
c126
Mobile gaming participation in South Korea peaked around 2021-2022 and has since declined significantly
Empirisch
c127
Italy ranks #11 in video gaming participation
Empirisch
c128
The share of adults who regularly play video games in Italy has shrunk by over 5 points since 2019
Empirisch
c129
Mobile gaming participation in Italy increased by 1 point since 2019
Empirisch
c130
Console gaming participation in Italy declined by 1 point since 2019
Empirisch
c131
PC gaming participation in Italy declined by 6.5 points since 2019
Empirisch
c132
The UK's overall video gaming participation rate grew 21 percentage points in 2020
Empirisch
c133
A third of the 2020 gaming participation gains in the UK has been lost over the four subsequent years
Empirisch
c134
Each gaming platform in the UK is down from peak participation levels
Empirisch
c135
France ranks #7 in video gaming participation rates
Empirisch
c136
Video gaming participation rates in France are stable after COVID-19
Empirisch
c137
France's gaming participation rates have flatlined overall since 2016 at approximately 52.5%
Empirisch
c138
Each individual gaming platform in France has shrunk in participation
Empirisch
c139
Germany is a rare "up" market in terms of participation rates
Interpretativ
c140
Germany gained only four players per hundred in the eight years from 2016 to 2024
Empirisch
c141
Japan is an MM8 outlier with participation rates up 11 points since 2019
Empirisch
c142
Japan's modest and shrinking population means only 6MM new players since 2019 despite high participation growth
Interpretativ
c143
Mobile gaming has the highest participation rate among platforms in Japan, reaching approximately 58% by 2024
Empirisch
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
c145
If a player stopped playing altogether, they probably weren't big gamers
Interpretativ
c146
How much revenue or 'value' is really lost when non-big gamers stop playing?
Interpretativ
c147
All player loss is a compounding problem
Interpretativ
c148
Growth can only come from greater monetization of (ever fewer) remaining players
Interpretativ
c149
If some players have stopped playing altogether, many are likely playing less, too
Interpretativ
c150
Individual games can only grow by stealing other games' players, playtime, or spend
Interpretativ
c151
It's even harder for new games to break through
Interpretativ
c152KA2
If players don't spend more, all new investments must be borne by existing players, or otherwise reduce publisher profit…
Interpretativ
c153
The network effects of all games and gaming platforms are impaired, which in turn impairs the satisfaction and spending…
Interpretativ
c154
PC/Console content spend is down 8% since 2020/2021 (or -$2.3B)
Empirisch
c155KA1
Mobile's annual growth flattened out in 2025, but is +12% since 2020 and now outstrips PC/Console
Empirisch
c156
U.S. is ranked #1 in gaming content spend globally
Empirisch
c157
Mobile game installs are at a 12-year low in the U.S.
Empirisch
c158
Hours played in mobile gaming have tumbled in the U.S.
Empirisch
c159
Time spent watching video game streaming is flatlined in the U.S.
Empirisch
c160
After five years, Canadian PC/Console sales are still 1.5% below 2020's levels
Empirisch
c161
Canadian mobile gaming is up only 0.7% compared to 2020 levels
Vergleichend
c162
Growth is tough when customers are diminishing
Interpretativ
c163
U.K. PC/Console gaming spending has flatlined from 2021-2024
Empirisch
c164
Mobile gaming has held most of its post-pandemic playerbase
Empirisch
c165
UK mobile gaming is growing at 4.2% CAGR since 2020
Empirisch
c166
UK ranks #5 globally in gaming market size
Empirisch
c167
South Korean PC/Console gaming content spend shrank 10% from 2021-2024
Empirisch
c168
South Korean mobile gaming content spend dropped 4% in recent period
Empirisch
c169
USD/KRW foreign exchange rate has been a big headwind for Korean gaming market
Interpretativ
c170
Q1-Q3 2025 KRW preliminaries show 5%+ decline in Won terms
Empirisch
c171
France experienced a 7-year low in PC/Console gaming content spend in 2024
Empirisch
c172
Mobile gaming in France has been mostly sideways since 2020 but is finally starting to edge up
Interpretativ
c173
Mobile gaming content spend in France grew 13% from 2020 to 2024
Empirisch
c174
Germany is the 5th largest gaming market
Empirisch
c175
PC/Console gaming revenue has declined 8.2% since 2021
Empirisch
c176
Mobile gaming revenue is up only 0.9%
Interpretativ
c177
There has been minor participation rate growth in Germany
Empirisch
c178
Italy is the #11 gaming market
Empirisch
c179
PC/Console software surged 22% during the pandemic
Empirisch
c180
Four years later, PC/Console sales were down 20% and 2% under 2019 levels
Empirisch
c181
Mobile gaming is up 90% from 2021 to 2024
Empirisch
c182
Japan's PC/Console gaming content spend has increased 42% in JPY since 2021
Empirisch
c183
Publishers have been unable to raise prices to offset JPY/USD decline, resulting in a 6% fall in USD terms
Kausal
c184
Japan's mobile gaming spend has been flat since 2021, representing a 27% decline in USD terms
Empirisch
c185
PC/Console software sales shrank by 8% from 2021-2024 (-$4.2B per year)
Empirisch
c186
Mobile gaming is down 3.8% (-$2.3B), though five of eight markets are at all-time highs
Empirisch
c187KA7
The 'Mature Market 8' represents the relevant analytical framework for understanding global gaming market trends
Definitorisch
c188
Interactivity is still ascendant... but that's video gaming's challenge. Interactive experiences continue to emerge and…
Interpretativ
c189KA7
Video games are positioned at the center of multiple expanding categories including social video, gaming, online sports…
Definitorisch
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…
Vergleichend
c191
TikTok viewing reached peak consumption around 2023-2024 and has slightly declined by 2025
Empirisch
c192
TikTok's growth hasn't come from direct competitors
Interpretativ
c193
Americans now use 122 million more hours social media per day than in 2020/21
Empirisch
c194
The 122 million additional hours represents approximately 21 minutes for each of 341 million people
Empirisch
c195
Americans spent approximately $5B on OnlyFans in 2025, up from $215MM in 2019
Empirisch
c196
OnlyFans usage involves accessing exclusive images and video, and engaging in intimate/parasocial direct messaging
Definitorisch
c197
US represents the largest regional market for OnlyFans spending, followed by UK & Europe, then Rest of World
Empirisch
c198
At least two thirds of OnlyFans spending is now transactional/PPV, rather than from subscription payments
Empirisch
c199
As in video gaming, microtransactions are beating gate fees
Vergleichend
c200
Crypto always siphoned hours and spend from video gaming
Empirisch
c201
Crypto's first boom coincided with video gaming's COVID surge
Empirisch
c202
The second crypto boom hit during video gaming's stagnation
Empirisch
c203
Consumer-centric AI apps, including those for role play, erotica, and art, have soared in the years since video gaming s…
Empirisch
c204
AI apps didn't exist during gaming's highs
Empirisch
c205KA7
The second-largest increase in weekly ChatGPT downloads occurred in the two weeks after its viral 'Ghibli' art trend in…
Empirisch
c206
In Q4, users placed 1.5 million bets per day on prediction markets, averaging $300 in notional value
Empirisch
c207
Prediction market betting involves untold hours of research, tracking, and social engagement
Interpretativ
c208
Prediction market activity has grown dramatically from near-zero in 2019 to over 140M quarterly bets by 2025
Empirisch
c209
U.S. net betting losses crossed $17B in 2025, up 35x from 2019 and growing 35% a year
Empirisch
c210
Sports betting is further integrating into live sports as legalization expands
Interpretativ
c211
Gross Gaming Revenue equals total wagers less the sum paid out as winnings
Definitorisch
c212
Online sports betting faces bans in many top markets including Korea, Australia, Japan, and China
Empirisch
c213
International net losses from online sports betting are now $53B per year, representing a 210% increase or $36B growth s…
Empirisch
c214
U.S. sports betting shows 35% compound annual growth rate over 3 years
Empirisch
c215
Rest of world (as legal) sports betting shows 20% compound annual growth rate
Empirisch
c216
iGaming refers to digital games in which players bet and can cash out money
Definitorisch
c217
iGaming is only recently legal in parts of the U.S.
Empirisch
c218
Singleplayer Slots represent 79% of U.S. iGaming net player outlays by 2025
Empirisch
c219
Multiplayer Poker represents 19% of U.S. iGaming net player outlays by 2025
Empirisch
c220
Singleplayer Table Games represent 2% of U.S. iGaming net player outlays by 2025
Empirisch
c221
iGaming is legal in only 7 states in the U.S.
Empirisch
c222
Each of the 7 states where iGaming is legal is growing 22-117% a year
Empirisch
c223
iGaming is already 2x the size of the mobile casino game category
Empirisch
c224
iGaming represents 21% of all U.S. video game spend
Empirisch
c225
Despite (ever fewer) bans in top markets (China, Korea, Japan), players now lose $54B a year in legal markets in iGaming
Empirisch
c226
iGaming losses have grown from $11B in 2019 to $54B in 2025
Empirisch
c227
iGaming represents roughly 45% of video game spend
Empirisch
c228
US iGaming market has 26% 3-year CAGR while Rest of World (As Legal) has 25% 3-year CAGR
Empirisch
c229
iGaming, though the category might seem too distinct to compare to traditional video games, India is a clear case study…
Interpretativ
c230
Real-Money Gaming was banned in August 2024
Empirisch
c231
In mechanics, design, and IP, there's little difference between "mobile gaming" slots and "iCasino" slots
Definitorisch
c232
If a player's $20 goes in and never returns, the outcome is functionally equivalent regardless of whether it's mobile ga…
Interpretativ
c233
Traditional mobile casino genre (no cashout) long outpaced total mobile gaming growth
Vergleichend
c234
The casino genre is now shrinking as whale players depart for iCasinos
Interpretativ
c235
With iGaming, U.S. growth from 2021 to 2025 increases from -0.4% to +12.0%
Empirisch
c236
Non-China international gaming growth goes from +10% to +30% with iGaming inclusion
Empirisch
c237
iGaming growth occurs despite widespread bans
Interpretativ
c238
The last six years saw massive improvements in the appeal, functionality, and cultural role of various novel apps/servic…
Interpretativ
c239
Video gaming has not matched this experiential growth.
Interpretativ
c240
Online porn isn't new, nor newly popular; but it is new that viewers can easily, safely, and constantly chat with perfor…
Empirisch
c241
Short-form video, iGaming, sports betting, crypto, et al, have never been so easy to consume, so personalized, so social…
Interpretativ
c242
As many previously fringe pastimes shifted to the mainstream, they became fundamentally more compelling because they are…
Interpretativ
c243
Many previously private pastimes (e.g. online porn, gambling) have become inherently more social – both in private frien…
Empirisch
c244
Sports betting is now integrated into sports broadcasts, with sports broadcasters (e.g. ESPN) licensing their brands to…
Empirisch
c245
OnlyFans creators use all social media as the 'front door' for user acquisition (and most social media platforms are OK…
Empirisch
c246
Video games not only compete with many new interactive substitutes, but video gamers face a barrage of new, interruptive…
Interpretativ
c247
Americans decreased their annual expenditure on video game content, software, and services from $52.49B to $52.30B since…
Empirisch
c248
Americans increased their spend on OnlyFans + Online Sports Betting + iGaming from $11.3B to $32.8B in total, a $21.5B i…
Empirisch
c249
Much of this spend is concentrated on the same few Americans
Interpretativ
c250
These users massively over-index to video gaming, and especially high-revenue-generating platforms (console and PC) and…
Empirisch
c251
Video gaming's post-pandemic problem isn't that players choose to watch TikTok instead of buy a AAA game, or subscribe t…
Interpretativ
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
c253
American men aged 18-34 are up to 3.6x as likely to engage in short-form video, OnlyFans, AI, prediction markets, crypto…
Vergleichend
c254
Men 18-34 are 15% of the U.S. adult population but 21% of mobile gamers and 29% of PC/Console gamers
Empirisch
c255
Men 18-34 represent 18-49% of regular users of novel interactive apps/services
Empirisch
c256
46% of Americans say they play games less than they used to, with 76% of those still playing
Empirisch
c257
59% of Americans aged 18-45 have cut back on gaming, with 92% of those still playing
Empirisch
c258
Women aged 18-34 show higher agreement (62%) with playing less than men (56%) in the same age group
Empirisch
c259
Gaming frequency decline decreases with age, with 55+ age group showing lowest agreement (32%)
Empirisch
c260
New competition for time and spend concentrates on key gamer demographics and helps explain challenges to video gaming g…
Interpretativ
c261
Gamers are playing fewer games overall, with median Steam user playing only four games per year
Empirisch
c262
The same older games dominate gaming time across platforms, with games 9-27 years old holding 33-56% of PlayStation and…
Empirisch
c263
Free-to-play games dominate gaming time, averaging 45% on PlayStation/Xbox and 55% on PC
Empirisch
c264
Game purchasing behavior has declined significantly, with 46% of US gamers buying fewer than one game per year
Empirisch
c265KA7
There are five biggest areas of revenue growth in the video game industry in 2026
Definitorisch
c266KA7
The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Paym…
Definitorisch
c267
Roblox represents one of the five biggest revenue growth areas, distinct from other platform categories
Definitorisch
c268
The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payme…
Prognostisch
c269
Roblox represents a distinct revenue growth area separate from other gaming categories
Definitorisch
c270KA7
If the 'Mature Market 8' have been flat-to-down since 2021, but the global market is up, then the industry's growth must…
Interpretativ
c271KA3
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…
Empirisch
c272KA7
Gaming spending includes Arcade + Console + PC + Mobile + VR + Web + Platform Services but excludes Hardware & Accessori…
Definitorisch
c273KA3
China is the world's second largest gaming market
Empirisch
c274KA3
China still has significant headroom in player participation rates, especially for PC and console gaming
Interpretativ
c275KA3
China's gaming participation rate has grown steadily from about 44% in 2016 to approximately 51% in 2025
Empirisch
c276KA3
Mobile gaming dominates Chinese gaming participation, reaching approximately 50% by 2025 while PC and console remain muc…
Empirisch
c277KA3
China is not only the fastest-growing major market in both dollars and percentage
Empirisch
c278KA3
Over 25% of China's growth since 2022 is in PC/Console, making the market a true outlier
Interpretativ
c279
While participation rates tumble in the U.S. and Canada, Mexico continues to grow 0.5-1.0 points each year
Empirisch
c280
Mobile gaming participation is up 11 points since the pandemic
Empirisch
c281
Console and PC gaming participation both increased by 2 points since the pandemic
Empirisch
c282
Mexico's PC/Console gaming market is up a third since 2020
Empirisch
c283
Mexico's mobile gaming market has nearly doubled since 2020
Empirisch
c284
Mexico now ranks 10th globally in gaming market size
Empirisch
c285
Mexico beats the former #10 (Italy) by over 10%
Empirisch
c286
Brazil boasts a leading and durably high participation rate with 73-80% of those age 16+ playing regularly
Empirisch
c287
Mobile gaming is the dominant platform in Brazil, consistently maintaining 40-50% participation
Empirisch
c288
Brazil's gaming participation has shown remarkable stability and growth from 2016-2025
Empirisch
c289
Brazil's PC/Console market has averaged over 6% annual growth over the last three years
Empirisch
c290
Brazil's mobile gaming market has averaged 7% annual growth over the last three years
Empirisch
c291
By some estimates, Brazil is now a top 10 market globally
Empirisch
c292
Unlike many of its European peers, Spanish participation rates have continued to grow across all device platforms, and f…
Vergleichend
c293
Spanish PC/Console spend grew nearly 50% from 2020 to 2024
Empirisch
c294
Spanish PC/Console spend increased by $450MM per year from 2020 to 2024
Empirisch
c295
Spanish Mobile gaming spend grew 27% from 2020 to 2024
Empirisch
c296
Spanish Mobile gaming spend increased by $135MM from 2020 to 2024
Empirisch
c297
More players continue to come online across Southeast Asia and the Middle East & North Africa
Empirisch
c298
Overall player participation rates in Southeast Asia and MENA tend to lead the world
Empirisch
c299
There are not just 'more' players in Southeast Asia and the Middle East & North Africa, there's also a lot more revenue…
Interpretativ
c300
Roblox's hours have exploded globally during 2024 and 2025
Empirisch
c301
This growth has not been led by the 'home market' (UCAN)
Interpretativ
c302
APAC hours are now 78% greater than UCAN hours
Empirisch
c303
ROW hours are now 51% greater than UCAN hours
Empirisch
c304
All global gaming growth helps the overall video gaming industry, but the benefits don't automatically accrue
Interpretativ
c305
Specific choices are needed to benefit from global gaming growth
Normativ
c306
Designing for 'Low End' Devices is a specific strategic choice for capturing global gaming benefits
Normativ
c307
Operating for 'Low End' ARPU is a specific strategic choice for capturing global gaming benefits
Normativ
c308
Prioritizing Foreign Cultures Over 'Local' Ones is a specific strategic choice for capturing global gaming benefits
Normativ
c309
iPhone performance has dramatically increased from 2007 to 2025, with Metal performance showing the most significant gai…
Empirisch
c310
The desire to 'design up' to newer specs is driven by advancing smartphone capabilities that enable richer graphics, ani…
Kausal
c311
Many of the most popular games globally, even fast-twitch shooters, are designed to play well on iPhones 10-14 generatio…
Empirisch
c312
iPhone 5S, 6, and 6S were dropped in summer of 2025 due to Apple's 'forced upgrade cycle' for Xcode 16
Kausal
c313
High-end mobile games like Assassin's Creed and Resident Evil are only available on high-end iPhone models
Empirisch
c314
Free Fire offers two app versions that play and cross-play into the same game but with different optimizations
Definitorisch
c315
Fire Fire MAX requires significantly more resources (1.7x-2.66x) than regular Fire Fire across all metrics
Empirisch
c316
Fire Fire MAX offers enhanced features including acoustic audio mapping, 3D interactive lobby, and better visual effects
Empirisch
c317
Globally, 65% of Google Play video game revenue worldwide comes from low and mid-tier devices
Empirisch
c318
In markets such as LATAM, 90% of Google Play video game revenue comes from low and mid-tier devices
Empirisch
c319KA6
Operating economics present challenges for companies as they must be set up to profit on and practically invest behind c…
Interpretativ
c320KA6
US & Canada generates the highest quarterly bookings per DAU at $50.9 compared to other regions
Vergleichend
c321KA6
Globally, average revenue per player by country per year can vary by as much as 200x, with most of the 'mature markets'…
Empirisch
c322
Different markets measure populations at different age thresholds (5+, 10+, 16+, 18+) which causes both sample bias and…
Empirisch
c323
Garena's Free Fire has over 650 million quarterly players, about 9.5% of whom pay ~$12 per quarter (thus the average use…
Empirisch
c324
Garena only reports QAUs, not MAUs or DAUs
Definitorisch
c325KA6
Non-Western players prioritize different (and generally less valuable) players by investing in content and experiences t…
Interpretativ
c326
Different games create culturally specific events and content for different regional markets, as evidenced by the contra…
Empirisch
c327
Prioritization is the operative word for IP events and integrations in gaming
Normativ
c328
Events and integrations are not infinite
Definitorisch
c329
Creative and commercial resources that support IP events are not infinite
Definitorisch
c330KA1
Despite the post-pandemic industry slump, PUBG has been able to grow considerably
Empirisch
c331KA1
PUBG is already one of the world's bigger games
Empirisch
c332KA1
PUBG's growth has been through its PC, Mobile, and APAC-centric development
Interpretativ
c333
Genshins and Wukongs are market-specific creations that defy Western conventions and expectations but have generated $40…
Empirisch
c334
Love and Deepspace is a story-based live service romance game in the sci-fi action RPG genre
Definitorisch
c335
Users have five primary love interests and can unlock intimate memories and dates, while using their superhuman powers t…
Empirisch
c336
A 2025 update added a period tracker for players
Empirisch
c337
The "ROW" (Rest of World) opportunity represents a positive way to view current hiring trends in the gaming industry
Interpretativ
c338
It's frustrating that hiring regions don't match layoffs, but encouraging that they finally match revenues
Interpretativ
c339
The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Paym…
Prognostisch
c340
Roblox represents a distinct revenue growth category separate from other gaming platforms
Definitorisch
c341
For years, it has been essentially absurd to tabulate industry revenue without ads. Outside of China, mobile game ads ne…
Interpretativ
c342
Since 2021, mobile ads have been 37-145% of annual industry growth
Empirisch
c343
Without ads, the market (excluding China) is up only $6.8B or +4.8%, but with them, it's +$35B or +20%
Empirisch
c344
Consumer spend contracted during the period when ads' share peaked at ~150%
Empirisch
c345
20-30% of gross revenue from mobile game in-app advertising is collected by ad exchanges such as AppLovin, IronSource, G…
Empirisch
c346
Mobile game in-app advertising revenue (excluding China) will reach approximately $67B by 2025
Prognostisch
c347
Tens of billions in ad revenue in mobile games is ad spend from other mobile games
Empirisch
c348
Your ad revenue is my UA; your UA is my revenue (net of exchange fees and non-mobile UA)
Interpretativ
c349
Mobile gaming UA expenses have exceeded the app store fees on consumer spending since 2020
Vergleichend
c350
By 2027, ad exchange fees on ad revenue will likely pass app store fees on consumer spending
Prognostisch
c351
Not all mobile gamemakers spend 32% of net revenues on user acquisition
Empirisch
c352
Not all mobile gamemakers generate a third of revenues from ads
Empirisch
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
c354
Dream Games achieved $0.13B operating profit despite spending $1.07B on user acquisition
Empirisch
c355
Today, ads remain rare among PC/Console games and services (with the exception of on-device/in-store ad units)
Empirisch
c356
Eventually, ads reach all addressable surface areas
Prognostisch
c357
Advertising is starting to come to PC and console gaming
Interpretativ
c358
EA is prototyping in-game ads
Empirisch
c359
Microsoft is expected to announce an ad-supported tier of Xbox Cloud Gaming
Prognostisch
c360
In markets with decline players, flattened spend, free-to-play dominance, publishers will need to improve the monetizati…
Normativ
c361
PC/Console and Mobile game content spending trends are very similar in mature markets
Empirisch
c362
The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payme…
Prognostisch
c363
Roblox constitutes its own distinct revenue growth category separate from other gaming platforms
Definitorisch
c364
Of the $136B in content sales outside of China and excluding 1st-party platform games and services, store fees consumed…
Empirisch
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…
Empirisch
c366
Annual (non-China) platform fees rival many top markets combined as a revenue opportunity
Interpretativ
c367
Platform fees are likely 150% of (non-China) profits
Prognostisch
c368
Many mobile publishers are already redirecting substantial and growing shares of their gross revenues to alternative (ty…
Empirisch
c369
Direct-to-consumer payment channels have far lower commissions than traditional app store payment channels
Empirisch
c370
Stillfront has achieved the highest share of D2C revenue among tracked publishers, reaching approximately 50% by Q4 2025
Empirisch
c371
D2C stores are partly why topline mobile growth has slowed
Interpretativ
c372
Gamemakers discount gross prices to encourage D2C/webshop adoption that offer better net sales economics
Interpretativ
c373
Across five mobile publishers with leading D2C adoption (and ~$4.4B in total player spend), gross sales are down 1% sinc…
Empirisch
c374
Net sales growth (4%) is more important than gross sales decline (1%)
Normativ
c375
To maximize D2C adoption, publishers must do more than offer valuable discounts, fun perks, and simple user journeys. Th…
Normativ
c376
Payment method preferences vary significantly between different regional markets
Empirisch
c377
In Q4 2021, only about 12.7% of Roblox's revenues were D2C, resulting in platform fees devouring 27% of gross revenues
Kausal
c378
Today, the former is up to 30% and latter down to 22%
Empirisch
c379
Roblox's improvements in alternative payment share since Q4 2021 have saved it roughly $420MM in payment fees (over $50M…
Empirisch
c380
Behind Roblox's D2C success is not just large D2C discounts, but lucrative D2C-only Robux subscriptions that effectively…
Interpretativ
c381
D2C and Gift Card customers get up to 25% more Robux per dollar than in-app buyers
Empirisch
c382
Premium subscribers can get 35% more Robux per dollar out of IAP
Empirisch
c383
Cheapest & highest value monthly Robux subscriptions are only available D2C/online
Empirisch
c384
Many parents use D2C-only Robux subscriptions for allowance
Empirisch
c385
At Epic Games Store on PC, IAP fees are only 12% (and often less), but a growing share of publishers use their own billi…
Empirisch
c386
Third-party content playtime on Epic Games Store has grown consistently from 1.2 billion hours in 2019 to 2.8 billion ho…
Empirisch
c387
The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payme…
Prognostisch
c388
Roblox represents a distinct revenue growth area separate from other gaming categories
Definitorisch
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…
Empirisch
c390
Outsourcing's recent growth stems from a near-doubling of its share of net new content investment
Interpretativ
c391
Outsourced share represents approximately 65% of net new content investment from 2022-2025
Empirisch
c392
Outsourced share was 33% from 2018-2022 versus ~65% from 2022-2025
Vergleichend
c393
Behind outsourcing growth is mostly not QA, localization, or testing, but an increasing reliance on outside partners for…
Interpretativ
c394
Upstream work (Art & Animation, Game Engineering, Coding, and Design) represents 74% of outsourcing work by 2025
Empirisch
c395
Lack of local resources was the 3rd most cited reason to use outsourcing in 2022, but 6th in 2025
Empirisch
c396
Cost savings went from 5th to 2nd most cited reason for outsourcing between 2022 and 2025
Empirisch
c397
Flexible staffing models stayed at 1st place but grew in importance for outsourcing
Empirisch
c398
Gamemakers report substantial increases in the share of their engineering work that's outsourced, with most categories u…
Empirisch
c399
In creative disciplines, many outsource users report 60-95% of total work on animations, audio, environmental design, we…
Empirisch
c400
3D animations show the highest outsourcing rates among creative disciplines, reaching approximately 95% by 2025
Empirisch
c401
Many of the most creatively and commercially successful titles of the last few years have been substantial users of exte…
Empirisch
c402
The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Paym…
Prognostisch
c403
Roblox represents a distinct revenue growth area separate from other gaming platforms or categories
Definitorisch
c404
Roblox is now a singular driver of the total video gaming market
Interpretativ
c405
In 2025, Roblox was over 4.5% of non-China spend and 40% of net growth
Empirisch
c406
Roblox grew more than 100% net as overall market shrank in 2022
Empirisch
c407
At the end of 2024, Roblox had more DAU than PlayStation, Switch, or Xbox
Empirisch
c408
A year later, DAU were up another 69% (with 3x as many DAU added as in the first year of COVID)
Empirisch
c409
Roblox growth is driven by users under 13 and users over 13, with under 13 representing the largest segment
Kausal
c410
Roblox growth is global with significant expansion in APAC and ROW regions
Interpretativ
c411
Roblox's engagement surged even more than DAU. In just Q3 2025, Roblox amassed more hours of use than it achieved in the…
Empirisch
c412
Roblox's average quarterly engagement is now as large as that of Steam, PlayStation, and Fortnite combined
Empirisch
c413
Engagement measurement excludes off-platform activities like watching PlayStation or Fortnite streams on YouTube, Twitch…
Definitorisch
c414
Roblox is starting to challenge Netflix for total hours of use
Interpretativ
c415
In 2025, Roblox hit 65% of Netflix's hours (82% in Q3)
Empirisch
c416
While Netflix grows ~1% a year, Roblox manages 25-70% growth
Empirisch
c417
Roblox's top titles now match the top non-Roblox games and even publishers in monthly engagement despite having a tiny f…
Empirisch
c418
Off-platform engagement such as watching PlayStation or Fortnite streams on YouTube, Twitch, TikTok is excluded from the…
Definitorisch
c419
Roblox developers are now taking home $1.5B per year, with Q4 2025 hitting $477MM, up more than 70% year-over-year
Empirisch
c420
Roblox's growth is supported by unprecedented $1.6B in annual R&D expenditures
Empirisch
c421
Roblox R&D investment continues to grow while shrinking rapidly as a percentage of revenue
Empirisch
c422
Roblox exhibits classic creative disruption
Interpretativ
c423
Roblox has built outstanding scale, network effects, revenues, and now profits
Empirisch
c424
Roblox monetizes a fraction of the market average
Empirisch
c425KA1
The video game industry faces spending growth but also retrenchment and margin struggles in 2025
Interpretativ
c426
Growth in the video game industry is scarcer than headlines suggest
Interpretativ
c427
Video games are losing the attention war in the 'Major Market 8'
Interpretativ
c428
Novel interactive competitors are taking attention, time, and spend from video games
Interpretativ
c429KA7
There are five biggest areas of revenue growth in the video game industry in 2026
Definitorisch
c430KA7
There is no "Video Gaming Industry"
Definitorisch
c431KA7
To find growth, we have to acknowledge the fragmented nature of gaming
Normativ
c432KA7
There is no single 'Video Gaming Industry' - there are many distinct industries
Definitorisch
c433
To find growth opportunities, acknowledging industry fragmentation is necessary
Normativ
c434KA7
There are many ways to cut the video game industry, each facing its own dynamics and sub-dynamics, and not all offer sim…
Definitorisch
c435KA7
Mobile gaming dominates the global TAM through both player spending (42.4%) and ads (26.6%), totaling approximately 69%…
Empirisch
c436KA7
Live service games (including ads) represent 83.7% of gaming content revenue, while packaged sales only account for 12%
Empirisch
c437KA7
Some segments are growing at a fraction of the size of the overall market, while others are growing at multiples of it
Empirisch
c438KA7
Video game content market can be categorized by device (Console, PC, Mobile), region (North America, APAC, China, Europe…
Definitorisch
c439KA7
Each sub-cut represents a very different share of growth
Interpretativ
c440KA7
Live Service content (including ads) dominates the video game content market at 83.7% with 85% growth share
Empirisch
c441KA7
Different companies in the 'video gaming industry' exist in very different universes and experience fundamentally differ…
Interpretativ
c442KA7
Gaming TAM includes Game Sales, DLC, Microtransactions, Subscriptions, and Services, and Ads but excludes Hardware & Acc…
Definitorisch
c443KA7
Mobile gaming represents the largest share of gaming content revenue through player spending (42.4%) and advertising (26…
Empirisch
c444KA7
Live Service games (including ads) represent 83.7% of gaming content revenue
Empirisch
c445
Multiple firms provided custom analysis support for this presentation
Empirisch
c446
Placement order is randomized but weighted by total citations
Definitorisch
c447KA7
This document represents the state of video gaming as of 2026
Definitorisch
c448KA1
Growth and where to find it is a central concern for understanding video gaming in 2026
Interpretativ
c449KA7
This presentation addresses the state of video gaming in 2026 with focus on growth opportunities
Definitorisch
c450
This presentation represents the state of video gaming in 2026
Definitorisch
c451
Growth and where to find it are key themes for understanding gaming in 2026
Interpretativ
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

Was bedeuten die Claim-Typen?

Definitorisch
Ball legt fest, was ein Wort bedeutet. Klingt harmlos — ist der mächtigste Schritt.
Empirisch
Konkrete Zahlen und Datenpunkte aus Balls Quellen.
Interpretativ
Balls Deutung der Daten — hier steckt die Perspektive.
Prognostisch
Prognosen über die Zukunft der Industrie.
Normativ
Wertaussagen — was laut Ball sein sollte.
Vergleichend
Vergleiche zwischen Märkten, Regionen oder Zeiträumen.
Kausal
Ursache-Wirkungs-Behauptungen — am schwersten zu belegen.