Blog: games consumption

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The games market will grow by 4.6% in 2025 – in line with the global inflation rate

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Rhys Elliott
We just published our flagship games report MIDiA Research’s Global Games Forecasts 2025–2031 and its accompanying dataset. What you need to know: The games market is mature , so double-digit growth is a fantasy and the industry will only see slight growth going forward The global number of gamers will keep growing , but ARPPU will slightly decrease over time due to growing gamer numbers in emerging markets The oversaturation of live services will see the developer pendulum swing back towards premium games on console and PC The mega-budget strategy will slowdown in favour of shorter budgets – outside of the live-service incumbents and a few select “prestige” studios Multi-game subscription user growth is reaching maturity , though revenues will grow via pricing increases (and perhaps ad-based tiers) in the future The report dives into player forecasts , revenue forecasts for software (full-game advertising, and in-game split by cosmetics and progress-based) , hardware (console and XR), and subscriptions – all up to 2031, with platform and regional splits.
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Games report bundle offer – the less you can afford research, the more you probably need it

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Karol Severin
Part of the festive period is about reflection and new aspirations. I, for one, am eternally grateful that MIDiA works with some of the most successful companies in entertainment. I love that we get to ask a lot of questions, have fascinating discussions, find progressive solutions to business challenges, and help our clients look around the corner to see what’s to come – both in the entertainment market and in entertainment consumers’ minds.
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The average gamer plays more than one hour per day, as time spent takes centre stage

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Karol Severin
Over the last two decades, the business models of video games have progressively shifted from unit-sales-led towards engagement-led. This is due to a combination of factors; including the rise of in-game spending, subscription services, and interactive digital worlds that have become venues for experiences way beyond just gameplay in its traditional sense.
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