Skip to main content

The State of Video Gaming in 2026 by Matthew Ball | Epyllion

Page 131

As a revenue opportunity, annual (non -China) platform fees rival many top markets combined, global investment in video game content, and is likely 150% of (non -China) profits Non -China Platform Fees

Player Spend by Market

(Excludes 1P Content Sales)

(PC+Console+Mobile ; Content Only)

Global Content Investment (PC+Console+Mobile )

Non -China Adj. Op. Income (PC+Console+Mobile , Excl. Platforms)

$42B $40B $38B $36B $34B $32B $30B

Saudi Arabia Thailand Brazil

Steam

$28B

Spain

$26B $24B

Mexico (#10)

Consoles South Korea (#4)

$22B $20B $18B $16B

Google Play

Russia (#9) Canada (#8)

France (#7)

Illustrative Gross Up for Remaining 50%

$14B $12B

U.K. (#6)

$10B $8B $6B

iOS

Japan (#3) Germany (#5)

$4B $2B $0B

Adj. Operating Income from the 50% of non -China, non-platform revenues that can be calculated

2025

Epyllion’s State of Video Gaming in 2026

2025

2025

2025

Sources: Ampere, CADPA, IDG Intelligence, McKinsey, Microsoft, Morgan Stanley, Nintendo,

2025 Newzoo , Niko Partners, Sensor Tower, Sony, Video Game Insights, Epyllion analysis


Turn static files into dynamic content formats.

Create a flipbook
The State of Video Gaming in 2026 by Matthew Ball | Epyllion by Matthew Ball - Issuu