Report Summary

The State of Video Gaming in 2026

Matthew Ball / Epyllion — 164 slides distilled. Subtitled "Growth and Where to Find It."

Early Access Edition · Last updated Feb 17, 2026

I

Spending Growth but More Retrenchment and Margin Struggles

Global video game content spending had a strong 2025, hitting a new all-time high — roughly $10B above the prior 2021 COVID peak. All three segments (Mobile, PC, Console) hit new individual highs.

$195.6B
Global game content spend in 2025
+5.3%
Year-over-year growth
−55%
VC/PE funding drop in 2025

2025 also produced genuine hits: inZOI, Clair Obscur: Expedition 33, Blue Prince, Hollow Knight: Silksong, R.E.P.O., Kingshot, Infinity Nikki, Split Fiction, Arc Raiders, Kingdom Come Deliverance II, and more.

But underneath the topline, it's rough

Key takeaway: Record revenues, but the money is concentrating. The "middle" of the industry is being squeezed hardest.
II

Why Growth Is Scarcer Than Headlines Suggest

Ball's core argument: the all-time-high topline obscures a shrinking pool of revenue for most developers. Seven reasons:

1. China Is Eating the Industry

38%
China's share of all global spending growth (up from 15% in 2019)
20%
China's share of total global spend

If you want to match global growth, you must win in China — or grow 1.6× the market elsewhere. Most Western publishers can't easily do either.

2. Console Growth = Subscription Growth

119% of net console spending growth since 2020 went to platform subscriptions (PS Plus, Game Pass, Nintendo Switch Online). Actual spending on game sales, DLC, and microtransactions is down ~$3.7B/year (−11%) from the 2020 peak.

3. PC Is Bright but China-Dependent

PC content spending grew from $29B (2019) to $40.7B (2025). But China accounts for ~29% of that growth. Even excluding China, PC is still up ~$6.7B.

4. Roblox Is Stealing Share

Roblox continues capturing outsized attention and spend from younger demographics, operating as a self-contained economy that doesn't benefit the broader industry.

5. Decline in Home Markets

Mature markets (US, Japan, South Korea, UK, etc.) are stagnating or declining in player participation.

6. Competition Is Exploding

20,000
Steam releases in 2025 (up 150% from ~8,000 in 2019)
2,400
PlayStation releases in 2025 (up 330% from ~500 in 2019)

Revenue hasn't scaled proportionally. Far more games fighting for the same pie.

7. Price Increases Help, but Selectively

The $70 price point helps topline numbers, but only AAA blockbusters can command it. Everything below struggles with pricing power.

III

Video Games Are Losing the Attention War

The "Major Market 8" (US, Japan, South Korea, UK, Germany, France, Canada, Italy) represent ~61% of global spend. They are losing the war for attention.

South Korea case study: Gaming participation (ages 10–64) dropped from 74% in 2022 to 53% in 2025 — down 22 points from the pandemic high. Mobile, PC, and console participation all declining. Similar patterns across the other mature markets.

Time spent in games is falling across all major markets as alternative forms of interactive entertainment multiply and compete for the same hours.

IV

The Novel Interactive Competitors

The competition for interactive leisure isn't just other games — it's a whole new class of competitors: iGaming & iCasinos, social video, creator/adult content, AI assistants, crypto & memecoins, prediction markets, and online sports betting.

The Critical Insight (Slide 82)

Since 2019, Americans increased game spending by $12.9B. But in parallel:

$31.6B
Increase in American spending on OnlyFans + sports betting + iGaming (from $1.2B → $32.8B)
+205M hrs/day
Added social video consumption across America (34 min/person)

Plus: crypto/memecoin trading, AI assistants, AI art, prediction markets — all adopted by the same 22–32 million high-value gamers who drive console and PC revenue (shooters, sports sims).

Ball's key framing: "Video gaming's post-pandemic problem isn't that players choose to watch TikTok instead of buy a AAA game… it's that on a Friday evening, players are placing a growing share of their time and spend elsewhere."
V

The Five Biggest Revenue Growth Areas in 2026

1. "Non-Core" Markets

Southeast Asia, MENA, LATAM, and India have gaming participation rates often leading the world (50–80%). China is the fastest-growing major market — and uniquely, 25%+ of its growth since 2022 is in PC/Console (not just mobile). China mobile alone hit $35.8B in 2025. As non-core markets mature, domestic production grows and local content captures more local spend.

2. Advertising

In-game advertising is growing as a revenue stream, enabled by exponential mobile hardware improvement. iPhone Metal GPU scores have hit ~37,000 on the base iPhone 17, enabling richer ad formats, concurrent on-screen activities, and better integration. The desire to "design up" to newer specs is enormous.

3. D2C & Alternative Payment Channels

Mobile publishers are rapidly shifting revenue to direct-to-consumer channels to avoid the 30% App Store / Play Store cut. This is a massive structural shift.

50%+
Stillfront's player spend now via D2C
~30%
Playtika's D2C share
$3B/yr
Free Fire revenue from 650M+ players at $0.40/user/month average

4. External Development

Outsourcing and co-dev are becoming the norm. Many of the most successful recent titles used external dev extensively:

The layoff geography is telling: 43% of 2022–2025 layoffs hit California, but job openings now match global revenue distribution — ~50% outside NA/Europe.

5. Roblox

Continues as its own growth engine, essentially a parallel gaming economy with its own creator ecosystem and monetization model.

VI

There Is No "Video Gaming Industry." There Are Many.

Ball's capstone: different companies exist in completely different universes with fundamentally different growth prospects.

By Device

Mobile (Player Spend)42.5%
Mobile (Ads)26.6%
PC15.3%
Console15.7%

By Region

North America30.5%
Europe20.6%
China19.7%
APAC (ex-China)22.4%
MENA + LATAM6.9%

By Content Model

Live Service (inc. Ads)83.7%
Packaged Sales12.0%
Platform Services4.3%

By Class

Mobile Mid-Core37.1%
Mobile Casual25.3%
PC/Console AAA24.7%
Mobile Hyper-Casual6.6%
PC/Console AA4.2%
PC/Console Indie2.2%
Finding growth requires knowing which industry you're actually in.

What This Means for Bobium Brawlers