Platform breakdown, 2025 actuals (Newzoo)
| Platform | Revenue | Market Share | Players | Growth Rate |
|---|---|---|---|---|
| Mobile | $103 billion | ~55% | ~3.0 billion (83% of gamers) | Slowing |
| Console | $45.9 billion | ~24% | 645 million | +5.5% CAGR (fastest) |
| PC | $39.9 billion | ~21% | 936 million | Steady, ~4% YoY |
Why console suddenly became the growth story
For years, mobile's growth story overshadowed console and PC. That's shifting in 2026, and Newzoo is explicit about why: two concrete catalysts are driving console's projected 5.5% CAGR through 2028 — GTA 6's confirmed November 19, 2026 release, and the anticipated arrival of "Gen-10" console hardware in 2027. Mobile, meanwhile, saw downloads fall 7% in 2025 even as sessions grew 12% and in-app purchases rose 4% — a market maturing into deeper engagement per user rather than continued raw user growth.
PC gaming's quiet record-setter: Steam
PC gaming generated $39.9 billion in software revenue in 2025 with 936 million players, and separately, PC gaming hardware sales hit $44.5 billion — a record 35% year-over-year increase. Steam remains the platform's backbone, commanding roughly 74% of digital PC game sales and hitting an all-time concurrent-user record of 42.04 million in January 2026, more than double its 2020 peak.
The math that matters more than the top-line number
Player growth (+4.4%) is currently outpacing revenue growth (+3.4%) industry-wide, which has pushed average spend per paying gamer down to $119.7. That's a real, structural signal: the industry is adding players faster than it's monetizing them, which is exactly why publishers are leaning harder into live-service retention, subscription bundles (Xbox Game Pass and PlayStation Plus combined generated roughly $11 billion in 2025), and long-tail monetization rather than pure unit sales.
Regional and demographic reality check
China and the US together account for roughly half of all global gaming spend — $49.8 billion and $49.6 billion respectively. In the US specifically, 212.3 million Americans play weekly, and the average US player is now 37 years old — gaming's audience has aged well past the "kids and teenagers" stereotype. Female players represent an estimated 46% of the global gaming population, with the US split at roughly 48% female to 52% male. The US gaming industry's total economic impact reached $95.8 billion in 2025, contributing $65.5 billion directly to US GDP.
What this means for investors
The headline "$205 billion industry" number obscures three genuinely different businesses with different growth drivers, different margin structures, and different competitive dynamics. Mobile is a scale-and-engagement business increasingly dependent on in-app purchase depth rather than new downloads. Console is currently a hit-driven, catalyst-dependent business — its growth this cycle is substantially explained by two specific events (GTA 6, next-gen hardware), not a structural shift. PC is the steadiest of the three, anchored by Steam's dominant distribution position and a genuinely growing hardware upgrade cycle. Knowing which platform's dynamics you're actually betting on matters more than the aggregate market-size figure.
Related reading
See how one specific catalyst is playing out in real time on our Gaming hub, including Take-Two's GTA 6 pre-order numbers and the broader industry layoff wave running in parallel with this growth story.