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Chronicles

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Newzoo: global consumer spending for PC and console gaming fell 2% YoY to $80.2B in 2024, with console revenues leading market share with $42.8B, down 3.9% YoY

Firm estimates PC and console gaming market to reach $92.7 billion by 2027  —  Global consumer spending for PC and console gaming fell …

GamesIndustry.biz Sophie McEvoy

Context & Ripple Effects

Newzoo’s earlier coverage paired PC-and-console revenue growth with a decline in average quarterly playtime, suggesting that spending had already become harder to sustain through engagement alone. The new estimate makes that demand constraint more consequential for the premium game market.

The result also sits against prior coverage in which mobile was expected to account for the largest share of game spending, while both mobile and US game spending had separately shown post-pandemic declines. It reinforces that platform mix, rather than gaming’s aggregate audience, is central to revenue outcomes.

First-order effects

  • Console publishers, platform holders, and retailers face a smaller 2024 consumer-spending pool, with consoles bearing the larger absolute revenue base and a steeper year-over-year decline than the overall PC-and-console market.
  • Newzoo’s 2027 projection frames the 2024 pullback as a recovery challenge: market participants must pursue future growth from a lower reported spending level rather than assume immediate continuation of prior momentum.

Second-order effects

  • A softer console spend environment raises the opportunity cost of platform-exclusive releases, increasing pressure to weigh exclusivity against broader PC distribution and catalogue monetization.
  • The contrast with mobile’s previously projected spending lead gives developers and publishers another reason to scrutinize portfolio allocation across platforms, even though this report does not establish a causal shift in player spending.

Third-order effects

  • If spending remains uneven across platforms, premium games may increasingly be judged on how efficiently they monetize existing audiences, not simply on release volume or installed-base reach.
  • The pattern points toward a more segmented games market: console scale remains substantial, but earlier evidence of falling playtime despite revenue growth suggests that sustained growth will depend on converting constrained engagement into spending.

The trend: Gaming is moving from broad post-pandemic expansion toward a platform-by-platform contest for limited player time and consumer spend.

Discussion

  • @gtelephant Justin Keverne on bluesky
    There's a lot of factors contributing to the states of the games industry right now, a huge one is simply that people aren't playing new games as much.  —  Fortnite is ~8 years old and still sees 9.3% of playtime.  It's incredibly hard to compete with that. www.gamesindustry.biz/…
  • @gamer_matheusx Matheus Gamer on x
    Newzoo data only confirms the speech that FC24's retained many players and taken longer to transition to FC25. #FC24 #FC25 [image]
  • @newzoohq @newzoohq on x
    The PC & Console Gaming Report 2025 is here! ✅ PC & console market outlook ✅ Playtime analysis ✅ How many games do we really play? ✅ Recursive nostalgia ✅ Steam visibility Get your free copy: https://newzoo.com/... #gamedev #gamesindustry
  • @stephentotilo Stephen Totilo on x
    Last year, it was widely reported that 61% of gamers' playing time in 2023 was spent on games that were 6+ years old The firm behind that stat has revised the 2023 count to 55% 2024's count: 57% Still rough for new games but there's a silver lining https://www.gamefile.news/...
  • r/pcmasterrace r on reddit
    Microtransactions accounted for 58% of PC gaming revenue last year.  1.4% year-over-year growth