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Games · Explainer

What should you know before investing in Gaming in 2027?

By Kory White · Updated Nov 2026 · 11 min read
Crowd of visitors in an exhibition hall at Gamescom 2025 in Cologne, Germany
Direct answer

Here, "gaming" means the video game industry: the companies that make, publish and distribute console, PC and mobile games. It does not cover casino gambling or sports betting, which are separate industries with separate rules.

The short version is that the business runs on a small number of big hits, rising reliance on ongoing in-game spending, and a handful of platform owners who take a cut of sales. Before putting money anywhere near it, a reader should understand how companies earn money, why results swing with single releases, what development costs and delays do to timing, what the app stores charge, how regulators are treating loot boxes and children's spending, and what the public filings actually say.

Every figure below names its source and date. Market-size numbers are third-party estimates and are flagged as such. This page is general educational information about how the video game industry works. It is not financial advice and it does not recommend buying, selling or holding any security. Consult a licensed financial advisor before you make any investment decision.

First, what this page is and is not

This is an industry explainer. It describes how video game companies make money and what risks the sources document. It does not say whether any company, stock or fund is a good or bad investment, it gives no price targets or expected returns, and it does not tell anyone what to do with their money.

This page is general educational information about how the video game industry works. It is not financial advice and it does not recommend buying, selling or holding any security. Consult a licensed financial advisor before you make any investment decision.

Figures were read directly from company investor-relations documents, trade-body and regulator pages where possible. Where a primary source could not be opened, that is said in the text rather than filled in from memory.

How video game companies make money

Publishers describe their income in a few recurring ways, and a single company usually mixes several.

The mix matters because each model behaves differently. A premium launch produces a large burst of sales; ongoing spending is steadier but depends on keeping players engaged.

How big is the market and how fast is it growing?

Market-size figures come from research firms, not from audited company results, and they get revised. Newzoo's November 2025 forecast, as reported by GamesBeat on December 18, 2025, put 2025 global game revenue at $196.7 billion, up from $183 billion the year before. It split that into roughly $108 billion for mobile, $45 billion for console and $43 billion for PC. GamesBeat notes the estimate used January to November 2025 data, so it was preliminary. Newzoo's own site blocked direct reading, so this is a secondary report of a Newzoo estimate.

Newzoo's analyst said the 2025 result reflects players spending more within games and ecosystems they already value, not a sudden jump in the number of players. On the player side, the Entertainment Software Association said on June 3, 2025 that 205.1 million Americans, nearly two-thirds of those aged 5 to 90, regularly play video games, and that the average player is 36.

A forecast is an estimate, not a result. Growth rates differ by research firm and by year, and none of the figures here predict how any company will perform.

Hits, concentration and why results swing

Large publishers often depend on a short list of franchises. Take-Two's release names the largest contributors to fiscal 2026 net bookings: NBA 2K26 and NBA 2K25, Grand Theft Auto Online and Grand Theft Auto V, Toon Blast, Match Factory!, Empires & Puzzles, Borderlands 4, Color Block Jam, Red Dead Redemption 2 and Red Dead Online, Words With Friends and Toy Blast, per the release.

Single launches can move the whole picture. EA said its record net bookings of $8.026 billion in fiscal 2026 reflected a successful Battlefield 6 launch and live-services growth, per its release. Take-Two's chief executive said fiscal 2027 should set new record levels of operating performance driven by the November 19 launch of Grand Theft Auto VI along with strong execution across the portfolio, and the company's initial fiscal 2027 outlook for net bookings was $8.0 billion to $8.2 billion, per the same release.

The flip side is that a miss or a delay affects the same numbers. Take-Two's fourth-quarter net bookings were $1.58 billion, flat on the prior year's quarter, per the release. Nintendo's hardware is another example of cyclicality: in the first half of the fiscal year ending March 2027, Nintendo said net sales fell 12.1% to 966.0 billion yen, primarily because of lower hardware unit sales, with Switch 2 hardware down 37.4% to 6.49 million units even as Switch 2 software rose 18.8% to 24.49 million units, per its first-half briefing material.

Development cost and timeline risk

Big games take years, and dates move. Take-Two's investor-relations news list shows Rockstar announcing Grand Theft Auto VI on December 5, 2023 as "Coming 2025", while the company's May 21, 2026 release lists the game for November 19, 2026 on PS5 and Xbox Series X|S. A slip of that size changes when revenue arrives and what it must be compared against.

Publishers also carry unfinished or recently released games on the balance sheet as an asset. Take-Two reported software development costs and licenses of $737.0 million in current assets and $301.5 million non-current at March 31, 2026, compared with $771.1 million and $402.8 million a year earlier, per its release. Those costs are later written down as expense, so a game that underperforms can affect profit after the money is already spent.

None of the sources used here publishes an average budget for a major game, so no typical cost figure is given.

Platform dependency: app-store fees

Most game sales flow through someone else's store. Apple's developer program page states that the commission on digital goods and services through the App Store is 30%, or 15% for enrolled small businesses and for qualifying subscriptions, and that the program costs 99 USD per year. Under the Small Business Program, developers with up to 1 million USD in proceeds in the prior calendar year can qualify for 15%. Apple notes different rates apply in some regions.

Google's Play service fee page shows a fee structure that depends on market and program, including a rollout date of June 30, 2026 for the European Economic Area, the United Kingdom and the United States, and says that of developers subject to a service fee, 99% are eligible for a fee of 15% or less. Fees also include a separate billing fee on some transactions, so check the current page.

Console and PC storefront terms were not verified for this page. Valve's and Epic's fee pages could not be read directly, and console makers do not publish their agreements, so no figures are given. The practical point stands: a platform owner can change fees, rules or discovery, and a publisher has limited power to respond.

Regulation: loot boxes, age ratings and children's data

Rules around randomized paid items are tightening in several places, and they bear directly on a revenue model.

United States regulator pages (FTC) blocked automated reading, so no U.S. enforcement figures are quoted. Anyone researching privacy and children's-data rules should read the regulators' own current pages.

Layoffs and the labor picture

The GDC Festival of Gaming's 2026 State of the Game Industry report, based on more than 2,300 industry professionals, found that 28% of respondents were laid off in the past two years (33% in the United States) and that half said their current or most recent employer had layoffs in the past 12 months. Two-thirds of those at AAA studios said their companies had layoffs, versus one-third at indie studios, per GDC's summary. Of the students surveyed, 74% were concerned about future job prospects.

This is a survey of people who chose to respond, not a census. No official government employment series for the video game industry was verified for this page.

Mergers and acquisitions

Consolidation has reshaped who owns the major studios. Microsoft's Phil Spencer wrote on October 13, 2023 that Microsoft had officially completed its acquisition of Activision Blizzard, as posted on the Official Microsoft Blog.

More recently, EA announced on September 29, 2025 an agreement to be acquired by an investor consortium of the Public Investment Fund, Silver Lake and Affinity Partners in an all-cash deal valuing EA at an enterprise value of approximately $55 billion, per its earnings release. On August 4, 2026, EA announced that the acquisition had closed, that holders would receive $210 in cash per share, and that its stock had ceased trading and would be delisted from Nasdaq, per its completion announcement.

A takeover changes how a company can be owned and whether its shares trade publicly. It says nothing about whether any other company will be bought.

How to read a publisher's annual report

Public companies file an annual report on Form 10-K with the U.S. Securities and Exchange Commission, and publishers also post earnings releases on their investor-relations sites. The SEC site blocked automated reading for this page, so the figures here come from the companies' own releases.

Figures can be superseded quickly. Take-Two's investor page lists its second-quarter fiscal 2027 report for November 9, 2026, so check the newest filing before relying on any number here.

Questions people ask

Does this page cover casino gambling?

No. Here Gaming means the video game industry. Casino gambling, sports betting and lotteries are separate industries and are not covered.

Is this financial advice?

This page is general educational information about how the video game industry works. It is not financial advice and it does not recommend buying, selling or holding any security. Consult a licensed financial advisor before you make any investment decision.

How big is the video game market?

One research estimate, Newzoo's November 2025 forecast as reported by GamesBeat, put 2025 global game revenue at $196.7 billion, with mobile about $108 billion, console about $45 billion and PC about $43 billion. It is a preliminary third-party estimate, not an audited figure, and it gets revised.

What is the difference between bookings and revenue?

Take-Two calls net bookings an operational metric covering products and services sold during the period. EA defines it as total net revenue plus the change in deferred net revenue for online-enabled games. In fiscal 2026 EA reported net bookings of $8.026 billion and net revenue of $7.531 billion.

What fees do app stores take from games?

Apple states a 30% commission on digital goods through the App Store, or 15% for small businesses and qualifying subscriptions. Google Play's fees depend on market and program, and its page says 99% of developers subject to a fee are eligible for 15% or less. Console and PC store terms were not verified.

Are loot boxes regulated?

It depends on the place. PEGI is rating games with paid random items more strictly, the UK government has favored industry-led protections, and the European Commission has coordinated actions on in-game virtual currencies. The ESRB labels games that include random-item purchases.

Sources

Figures were read from the linked pages in November 2026. Market estimates are third-party and preliminary, company figures are for the periods stated, and newer filings may have changed them. This page is general educational information about how the video game industry works. It is not financial advice and it does not recommend buying, selling or holding any security. Consult a licensed financial advisor before you make any investment decision.

Top photo: RAWdz Ivan / CC BY 4.0 via Wikimedia Commons

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