Game-industry forecasts for 2025 pointed to continued growth, but not an easy expansion: analysts expected a mature market where hardware cycles, major releases and competition for player attention would determine who captured it. Their market totals differ because they count different things, so they should not be averaged or treated as competing estimates of an identical measure.
Why 2025 market forecasts had different totals
Newzoo’s September 9, 2025 forecast estimated global games-market revenue at $188.8 billion, up 3.4% year over year. Its total covered software across mobile, console and PC. MIDiA Research’s January 31, 2025 outlook forecast $236.9 billion, up 4.6%, for a broader measure that included software, hardware and subscriptions. The difference is primarily a matter of scope and forecast timing, not evidence that one figure corrects the other.
| Publisher and publication date | Geography and measure | 2025 forecast | What the forecast emphasized |
|---|---|---|---|
| Newzoo, September 9, 2025 | Global games-market software across mobile, console and PC | $188.8 billion; +3.4% year over year | Console was forecast to grow fastest among the three platforms. |
| MIDiA Research, January 31, 2025 | Global revenue including software, hardware and subscriptions | $236.9 billion; +4.6% year over year | Maturity, live-service saturation and premium-game competition. |
| Entertainment Software Association, 2025 facts page | U.S. consumer spending observed for 2024 | $59.3 billion | A separate prior-year U.S. figure, not a global 2025 forecast. |
Newzoo’s forecast is detailed in its September 2025 global market outlook; MIDiA’s definitions and outlook appear in its January 2025 forecast commentary.
Which platforms were expected to grow most?
In Newzoo’s September forecast, console had the highest projected year-over-year growth rate, while mobile remained the largest platform by revenue.
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| Platform | Newzoo 2025 revenue forecast | Year-over-year growth forecast |
|---|---|---|
| Mobile | $103.0 billion | +2.9% |
| Console | $45.9 billion | +5.5% |
| PC | $39.9 billion | +2.5% |
Newzoo associated console momentum with the Nintendo Switch 2 launch, higher software prices and a stronger release slate. Those were factors in the firm’s forecast, not proof that any one of them caused 2025 results. MIDiA also described the Switch 2 as a potential route for third-party catalogue games to reach players, without establishing a specific sales impact.
MIDiA separately forecast software revenue of $203.2 billion for 2025 and said mobile would account for 55% of that software total. This is a software-only figure within MIDiA’s broader market analysis, not the same measure as its $236.9 billion total.
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What the forecasts said about players and growth
Newzoo projected 3.58 billion players worldwide in 2025, up 4.4% year over year, while noting that the share of internet users who play was flattening. Its outlook therefore put more emphasis on keeping existing players engaged than on assuming that audience penetration would continue rising at the same pace. Retention, play across multiple devices and long-tail monetization were among the strategies it highlighted.
Newzoo also forecast the global market would reach $206.5 billion by 2028, equivalent to a 3.0% compound annual growth rate over the forecast period. This was a projection published September 9, 2025, not a realized result.
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How analysts expected game companies to compete
Live-service saturation and premium releases
MIDiA Research author and games-industry analyst Rhys Elliott described the sector as having reached “its maturity phase.” MIDiA argued that saturation in live-service games could encourage some developers to put greater emphasis on premium console and PC releases. It did not imply a universal industry pivot: established live-service incumbents and a small number of prestige studios were expected to retain advantages.
Budgets and the risk of betting on blockbusters
MIDiA expected the mega-budget approach to slow outside incumbent companies and selected prestige studios. Deloitte’s 2025 media and entertainment outlook described major releases and a new console as possible engagement drivers, while warning about the rising cost of top-end games and potential consolidation among high-end productions. Deloitte said the biggest games could cost upward of US$1 billion to develop and launch; that describes the very largest projects, not a typical game budget.
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Subscriptions and pricing
MIDiA expected growth in users of multi-game subscriptions to mature. Revenue could still rise through price increases, and the firm raised ad-supported tiers as a possibility rather than a confirmed industry-wide development.
U.S. spending provides context, not a global comparison
The Entertainment Software Association reported $59.3 billion in U.S. consumer spending on video games in 2024 on its 2025 Essential Facts page. The reported components were $51.3 billion for content, $4.9 billion for hardware and $3.2 billion for accessories. These categories are U.S. consumer spending for the prior year; they should not be set beside a global 2025 forecast as though they covered the same geography, period or accounting scope. See the ESA 2025 Essential Facts page.
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These figures describe forecasts published during 2025, not a reconciled audit of final 2025 results. Newzoo published its estimate in September, while MIDiA’s outlook appeared in January; both companies use market definitions that are not identical. Newzoo summarized its view as “2025 shows us a market that’s maturing — but not stagnating.” That is the firm’s interpretation of its forecast, rather than a universal verdict on the industry.
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