MetricsMaya

Methodology

How we estimate this

MetricsMaya’s CY2026 global games content spend is $206B (range $185B–$231B). Content spend is player payments for games and content. Ads and hardware are out. The 2026 range is grown from a CY2025 pin of $198B (range $180–218B) using public company filings and trade-body totals. It is not a store-by-store count, and it is not licensed data from a market-research vendor.

What this page is

Countries in 2026 (midpoint)

Same country shares as the 2025 pin, applied to the CY2026 worldwide midpoint $206B. Not a separate census.

CountryShare2026 $B
United States26.5%$54.6
China23.5%$48.6
Japan8.7%$18
United Kingdom3.8%$7.8
Korea3.8%$7.8
Germany4.6%$9.6
RoW (Rest of the World)29.0%$59.9

Regions in 2026 (midpoint)

RegionShare2026 $B
Asia-Pacific47.0%$97
North America27.8%$57.4
Europe17.7%$36.5
Latin America4.3%$8.9
Middle East & Africa3.3%$6.8

2025 prior pin (how 2026 is built)

CY2025 content pin $198B (range $180–218B). Country dollars below are that pin, not the 2026 cite figure.

CountryShare2025 $B
United States26.5%$52.4
China23.5%$46.6
Japan8.7%$17.3
United Kingdom3.8%$7.5
Korea3.8%$7.5
Germany4.6%$9.2
RoW (Rest of the World)29.0%$57.5

2025 player spending on games

$180–218B

Midpoint $198B. Ads and hardware left out.

How 2025 splits

56% / 23% / 22%

Mobile / console / PC, rounded

United States, 2025

$52.4B

Games only (ESA / Circana restatement)

What is in this number

  • Games people buy — boxed and digital
  • Extra content and in-game spend (passes, packs, gacha)
  • Game subscriptions (Game Pass, PlayStation Plus, Nintendo Switch Online, in-game clubs)
  • China’s Android stores and other third-party Android shops (estimated)
  • Publisher web shops and own channels, where we can see them

What is left out

  • Hardware and accessories
  • Ads in and around games
  • Taxes, second-hand sales, B2B, and online betting
  • Esports tickets, merch, and movies
  • Ad-network company revenue

Vintage compiled 19 September 2026. Calendar 2025, current US dollars, spending on games (not hardware): $180B / $198B / $218B.

We add up unique public-company game bookings (about $103.7B) after dropping store double-counts, then allow for private studios and channels we cannot see line-by-line. US games spending is tied to $52.4B (ESA / Circana). Other countries are scaled with online population and income.