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Global video games spending topped $200 billion in 2025

The global games market reached historic heights in 2025. According to new numbers from data firm Newzoo, worldwide game sales surpassed a mind-boggling $201.6 billion last year — an average year-over-year (YoY) increase of 9.1 percent — marking the industry’s first time past the $200 billion threshold. Altogether, regional games spending in 2025 averaged about $40.32 billion.

Newzoo’s fresh figures also show PC and mobile performance beat industry expectations, while comparatively modest console growth was “held back by softer live-service performance and weaker-than-expected Nintendo ecosystem revenue.”

Global gaming sales in 2025, by medium

Despite worldwide increases in game spending, purchases varied among PC players, mobile gamers, and console users. PC and console-related revenue climbed past $88 billion in 2025, accounting for about 44 percent of the global games market; mobile game spending accounted for about 56 percent of global games revenue, or about $113.3 billion.

The mobile gaming uptick, Newzoo says, was largely driven by “China’s mini-game boom and revenue from Tencent.” Interestingly, global downloads declined last year, suggesting that increasingly monetized mobile gaming may drive the surge rather than consumer reach.

PC experienced the strongest growth, reaching $43.6 billion, or about 12 percent YoY. Newzoo credits “a broad premium slate spanning price tiers,” specifically citing AAA and indie blockbusters like Battlefield 6Monster Hunter Wilds, and Clair Obscur: Expedition 33.

Console revenue hit $44.7 billion (2.8 percent YoY), with data showing the Nintendo Switch 2’s June 2025 launch, “full-game spending,” and “multi-game subscriptions” are to thank. Console gamers, by and large, spent less on DLC and microtransactions last year. Related revenues shrank 4.6 percent YoY, attributable to “reduced engagement in Fortnite and Call of Duty.”

Global games spending in 2025, by region

Newzoo’s data shows every region — North America, Asia-Pacific, Latin America, Middle East and Africa (MEA), and Europe — grew last year, but North America fell behind. Despite being the second-largest region, accounting for over a quarter (27 percent) of global games revenue, North America is the only area where growth (5.7 percent YoY) fell below the global average.

The Asia-Pacific region, which makes up around 47 percent of the global market, rose 9.9 percent in 2025. Consumers in China, the world’s largest video game market, spent about $54.6 billion on related purchases. Gamers in the United States took the No. 2 spot with $50.8 billion. Combined, spending in China and the U.S. comprised over half of the world’s games spending. Games spending in the Middle East and Africa climbed 15 percent; Europe spending rose 10.7 percent; Latin America games spending jumped 9.6 percent.

Memory costs, tech prices pose threat to working-class gamers

“Memory prices have accelerated sharply into 2026, driven by AI infrastructure buildout competing for the same DRAM and NAND supply as consumer hardware,” explains Newzoo’s Michiel Buijsman. “All three platforms feel it.”

Major consumer tech manufacturers raised prices on myriad products, from RAM to peripherals. The world’s best-known gaming labels — Sony, Microsoft, and Nintendo — increased retail prices for handhelds, controllers, and other tech following U.S. President Donald Trump’s controversial tech tariffs. Billion-dollar brands’ Increased investments in generative artificial intelligence (AI) have all but erased accessible and affordable hardware from store shelves.

These record-high PC prices and global inventory shortages make the hobby virtually inaccessible to new audiences, and mobile gamers aren’t faring much better themselves. Original equipment manufacturer (OEM) costs have driven mobile device prices way, way up into 2026, with worldwide smartphone shipments falling 6 percent YoY in Q1 2026. Sure, free-to-play titles let budgeting gamers indulge, but with no tangible end to price hikes in sight, wallet-conscious consumers using aging or obsolete devices could soon be paywalled out of their hobby.

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