Mobile gaming remained the largest segment by a wide margin, generating $113.3 billion in revenue — up 10.7% year-over-year . Growth was driven by the success of Chinese mini-games and direct-to-consumer sales channels that bypassed traditional app stores
. Mobile captured roughly 56% of the global total.
Console gaming brought in approximately $45 billion (+4.2%), though earlier Newzoo readouts had pegged console at $45.9 billion (+5.5%), boosted by the Nintendo Switch 2 launch and higher software pricing .
PC gaming generated around $43 billion, growing 10.4% year-over-year — the fastest growth rate of any segment . The PC uplift was anchored by strong premium releases in China and Japan, where Steam adoption continued to expand, and a slate of breakout indie titles
.
PC and Console: Battlefield 6 was the best-selling PC/console game of 2025 by revenue, according to both Newzoo and Circana — marking the first time a Battlefield title outsold Call of Duty in a calendar year . EA Sports FC 26 topped console revenue charts
. Other top performers included Monster Hunter Wilds, NBA 2K26, Borderlands 4, Call of Duty: Black Ops 7, Marvel Rivals, Arc Raiders, Split Fiction, and the indie surprises R.E.P.O. and PEAK — both of which outsold major AAA titles
.
Mobile: Tencent's Honor of Kings held the global top-grossing spot for the third consecutive year, generating close to $2.4 billion (though down 2.9% from 2024) . Last War: Survival and Whiteout Survival each grew 40–50% year-over-year, with Whiteout Survival surpassing $1.4 billion
. Pokémon TCG Pocket broke into the top 10 in its launch year, generating over $670 million
.
Two countries accounted for more than half of the total global market. China led with $53.2 billion in revenue, followed by the United States at $49.8 billion . Japan ranked a distant third at $17.6 billion
. Together, China and the U.S. represent an increasingly concentrated market where a handful of mega-titles and platforms capture the majority of spending.
Despite record revenue, the industry shed jobs at an alarming pace. Over 2024 and 2025 combined, an estimated 33,000+ U.S. video game workers were laid off — roughly 10–12% of the total U.S. games workforce (based on an estimated ~300,000 total industry employees). Studio closures and job cuts continued into 2026 even as the market reached new highs .
Key drivers included a post-pandemic "over-correction" from pandemic-era over-hiring, restructuring for AI efficiency, and revenue consolidation that concentrated gains among a few mega-titles while mid-sized studios struggled . The paradox is not simply a story of winners and losers; it is a structural rebalancing where profitability and employment are decoupling.
Newzoo forecasts a 4-year CAGR of 4.9% ending in 2028 . The global market is projected to exceed $206 billion by 2028, with the player base growing from 3.58 billion in 2025 to nearly 3.9 billion
. Newzoo described the market as entering "a new era of steady, sustainable growth" after the 2025 record, though the ongoing layoff cycle suggests that sustainability applies to revenue — not necessarily to employment
.
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