Matthew Ball's State of Video Gaming 2026 report: global video game content sales grew 5.3% YoY to $195.6B in 2025 while job losses fell 40% YoY to 9,200 people
GamesIndustry.biz Sophie McEvoy
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Discussion
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@sarthakgh
Sar Haribhakti
on x
“...in 2025, Roblox hit 65% of Netflix's hours, but while Netflix is growing at a 1-2% rate — the biggest concern analysts have about the company — Roblox is growing anywhere from 20 to 75%. You can see why Josh D'Amaro is thinking about movie premieres inside Fortnite.”
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@ballmatthew
Matthew Ball
on x
How big was Roblox in 25? Well, it's catching up to Netflix for hours of use... about matches the combined playtime of the next largest gaming ecosystems.... and its top titles are as played as top non-Roblox games and even publishers (though they get a fraction of the revenue) […
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@jamesekaplan
James Kaplan
on x
Fascinating data on the challenges + growth areas of gaming: It's harder than ever for new games to compete, with older/entrenched games holding or growing share of playtime across all platforms Roblox dominates with kids and accounted for 2/3 of the entire industry's net new [im…
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@ballmatthew
Matthew Ball
on x
Video games are under clear assault from novel forms of interactivity and which mostly emerged or scaled after 2019. Consider that in 2019, US spending on online sports betting was under $500MM, iGaming under $500MM, and OnlyFans under $250MM. They are now $33B combined. And t…
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@ballmatthew
Matthew Ball
on x
One of the most interesting aspects of the video game market's growth is... where it doesn't seem to be going (most gamemakers!). Since 2021, Roblox has captured more than 60% of total net growth in consumer spending outside China (67% in 2025!). It's now >4.5% of the market. [im…
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@loudmouthjulia
Julia Alexander
on x
The unrivaled @ballmatthew has released his 2026 “State of Gaming” deck/report. It's a crucial read. More than 160 slides! https://www.matthewball.co/... Matt focuses a lot on gaming's growth coming from outside of the U.S. (see: China) and a slowdown in player growth meaning [im…
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@jmoledina
Jamil Moledina
on x
Matthew Ball's State of Video Gaming In 2026 deck has just soft-launched on his site. I've been digesting it as its editor, and given the layoffs and maturing in the industry, his exacting perceptions on where there's indisputable growth are more valuable now than ever.
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@jonahblake
Jonah
on x
If you're a founder or developer, this will be one of the most important documents you will read this year. I think you will find the results shocking and cut through some of the noise on x 2 very interesting images from the report [image]
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@ballmatthew
Matthew Ball
on x
My State of Video Games in 2026 is now out (Early Access) 1⃣ Why revenue growth is more elusive than headlines suggest 2⃣Why video gaming has been losing the attention war for a half decade (and to what) 3⃣ Where there's indisputable growth + Lots more https://www.matthewball.co/…
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@jonathanhawkins
@jonathanhawkins
on x
Excellent report! Fascinating to see the market broken down like this & the big changes that have already come. What will happen when there is even more shiny things to look at?
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@felipepepe
Felipe Pepe
on bluesky
This week we'll get lots of discourse on the Epyllion games industry analysis www.matthewball.co/all/presenta... Take it with a grain of salt, but it hurts how it frames cassinos, bets, crypto & AI as things people do instead of gaming... Worth reading if you like this stuff, he…
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@hantani
Melos Han-Tani
on bluesky
Seeing the numbers in perspective makes me feel like pursuing game-making for money over art... is probably going to look embarrassing at best in 30 years. It's “Making an Artistic Statement via Games” vs. “Joining the Circle of Horror” imo... www.matthewball.co/all/presenta...
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@pedrothedagger
Nathaniel
on bluesky
elievable and depressing take here re: “where has the gaming audience gone” - not just to tiktok and youtube but to kalshi, crypto trading, onlyfans, and talking to chatgpt — www.matthewball.co/all/presenta...
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@mayteramarble
@mayteramarble
on bluesky
Sobering read about the state of the industry. “Games” have started to lose market share for the first time ever post-pandemic, primarily to other “interactive” entertainment like TikTok, OnlyFans, Kalshi, iGaming, etc. Sex and money rule the day. — www.matthewball.co/all/pre…