Global game content revenue is projected to increase from $204.4 billion in 2025 to $229.1 billion in 2030, representing a 2.3% compound annual growth rate (CAGR), according to S&P Global Market Intelligence Kagan. Read more
Predicted growth driven by publishers prioritising monetisation of existing audiences over acquiring new players
Image credit: Alex Haney via Unsplash
Global game content revenue is projected to increase from $204.4 billion in 2025 to $229.1 billion in 2030, representing a 2.3% compound annual growth rate (CAGR), according to S&P Global Market Intelligence Kagan.
The data firm attributes this projection to publishers increasing monetisation among existing players through live-service retention, premium content, subscription models, and in-game purchases.
However, the firm notes that rising console hardware prices, inflation-affected consumers, higher development costs, and long production cycles may impact this growth.
The Asia-Pacific region is expected to hold the largest share of the gaming market, supported by a large mobile user base, strong PC gaming infrastructure, and continued improvements in broadband connectivity.
By platform, S&P expects PC to lead with revenue increasing from $42.25 billion in 2025 to $49.23 billion in 2030, a 3.1% CAGR.
This growth is attributed to digital distribution, wider cross-platform availability, and the predicted strong performance in the Asia-Pacific region.
Cloud gaming is projected to be the fastest-growing segment, with global revenue rising from $6.12 billion in 2025 to $9.71 billion in 2030, a 9.7% CAGR, supported by improved connectivity and subscription models.
Console revenue is expected to benefit from Grand Theft Auto 6 and ongoing sales of the Nintendo Switch 2. However, S&P notes that the Xbox Series line has "weakened sharply" and anticipates the PC market will "start to cannibalise Xbox software revenue" by 2030.
Xbox recently reported a 29% drop in hardware revenue, while revenue plunged by $1.7 billion.
"Gaming remains a growth market, but the industry's next phase will increasingly depend on generating greater value from existing players," said Neil Barbour, S&P Global Market Intelligence Kagan analyst.
"Publishers have demonstrated they can deepen monetisation across major platforms, though they continue to face challenges from higher development costs, rising prices and a more selective consumer."
Mentioned in this article
| # | Наименование новости | Тональность | Информативность | Дата публикации |
|---|---|---|---|---|
| 1 | Newzoo: Global games market made over $200bn in 2025 | 0 | 5 | 19-06-2026 |
| 2 | Выручка российского рынка видеоигр может составить 271 млрд рублей к 2030 году | 0 | 0 | 11-04-2025 |
| 3 | Mobile Games: Umsatz in Deutschland steigt 2025 auf 2,7 Milliarden Euro | 0 | 5 | 07-07-2026 |
| 4 | Российский игровой рынок за шесть лет вырос в 3,7 раза | 0 | 18.03 | 02-10-2026 |
| 5 | [Industry news] Gaming gift card demand jumps 64% | 0 | 7 | 08-07-2026 |
| 6 | GTA 6 поднимет мировые расходы на игры на 17,5% до $213,9 млрд | 0 | 20.05 | 25-08-2026 |
| 7 | Niko Partners: Chinese games market surpasses $50bn for the first time in 2025 | 0 | 21.17 | 07-09-2026 |
| 8 | Эксперты спрогнозировали рост рынка индустрии развлечений и медиа в России | 0 | 0 | 20-08-2019 |
| 9 | India’s media and entertainment industry set to grow to $36.7 billion by 2030 | 0 | 11.46 | 27-08-2026 |