Gaming market research is no longer optional for anyone allocating capital in this sector. The video game industry generated US$182.7 billion in 2024, and it's on track to hit $188.9 billion in 2025. If you're investing in, building, or acquiring a gaming company, you need more than a revenue chart. You need to know what's actually happening inside studios, on platforms, and across regions.
This guide covers how to research the gaming industry properly, what questions to ask, and where expert interviews fill gaps that syndicated data can't.
Why gaming market research is a top priority in 2026
The gaming industry has grown from a niche entertainment sector into something that rivals and often surpasses movies and music in economic impact. International video game revenue was over $142 billion in 2022. By 2024, the global market reached approximately $182.7 billion, with projections pointing toward $196 billion by 2026. The U.S. video game industry alone generated $101 billion in economic output in 2024 and supports nearly 350,000 jobs.
These aren't just big numbers. They represent a market where the rules of revenue growth are shifting underneath investors and operators every quarter.
Mobile games brought in US$100.3 billion in 2024, growing 5.5% year over year. Console revenue dipped about 2.5%. PC gaming grew 4.4%. Of total game software revenue, 96.4% was digital. This means downloadable games, in-app purchases, subscriptions, and services now define how companies make money, not boxed copies on shelves. Increased internet penetration is accelerating growth in the online gaming segment, and Free-to-Play models lower the barrier to entry across all platforms.
Traditional analysis focused on units sold and launch-window performance is incomplete, especially when you're using industry analysis frameworks built around physical retail. Here's why.
Live service models now drive the majority of mobile in-app purchase revenue. Cross-play and subscription bundles like Xbox Game Pass, which nearly hit US$5 billion in annual revenue in FY25, blur the line between platforms. Cloud gaming is projected to grow from $2.27 billion in 2024 to over $21 billion by 2030 at a compound annual growth rate of roughly 44.3%. The gaming industry is experiencing high consolidation with major players controlling larger market shares, making competitive dynamics harder to read from the outside.
FieldSignal focuses on qualitative expert research, not syndicated data panels. Investors and corporate strategy teams pair both to stay ahead: data services like Newzoo or AppMagic for macro numbers, and expert interviews for validation, nuance, and leading indicators that public data misses.
Here are the kinds of questions that drive real capital allocation decisions:
-
A PE/VC associate evaluating a mobile live service bet needs to know: what are expected Day-1 and Day-30 retention curves, and what does it cost to produce a content update per season? What user acquisition ROAS is sustainable in a privacy-constrained environment?
-
A corporate M&A analyst considering a console AA studio wants to understand first-party versus third-party margins, platform certification fees, and whether the studio's backlog supports ongoing DLC or live service extensions.
-
A founder launching a cross-platform PC and console title needs to know how monetization mix differs across platforms, what attach rates look like for cosmetics and DLC, and how community expectations around mods and user-generated content vary.
None of these questions have clean answers in a spreadsheet. They require conversations with people who've done the work.
Mapping the modern video game industry value chain
The gaming value chain has evolved well past its original linear form. Understanding where value is created and captured is the first step in any serious research effort.
The traditional value chain
Think of it as a sequence: IP creation, game development, publishing, distribution, and monetization.
IP creation is where franchise value and licensing deals start. Development covers coding, art, design, QA, engine selection, and technology infrastructure. Publishing handles funding, marketing, platform relationships, and regulatory compliance. Distribution moves through retail, digital storefronts like Steam, PlayStation Store, App Store, and Google Play, and increasingly through subscription and cloud streaming services. Monetization ranges from premium one-time purchases to Free-to-Play with in-app purchases, DLC expansions, battle passes, cosmetics, and advertising.
The live service loop
For live service titles, the value chain becomes circular. Content pipeline feeds into live operations and seasonal events. Those drive retention, which drives monetization. Monetization generates data, which informs the next content update. This loop, covering CRM, community management, data science, and content production, is now the primary profit driver for a growing number of titles.
Who captures value
Platform owners take a significant cut. Sony, Microsoft, and Nintendo collect store fees and certification charges. On mobile, Apple and Google take 15 to 30% of in-app purchase and subscription revenue. Steam and Epic have their own revenue share structures. Backend technology providers, anti-cheat vendors, cloud infrastructure companies, and localization suppliers also take slices.
The global gaming market is characterized by the breakdown of barriers between platforms. The lines between mobile, console, and PC gaming are blurring due to platform convergence. This makes tracking where money flows more complex than it was a decade ago.
Regional variations
The value chain looks different depending on geography. In South Korea, PC cafés remain a significant distribution and discovery channel, and players expect rapid patching and live ops. Japan's market is defined by strong brand loyalty, gacha RPGs on mobile, and console reverence, with local publishers like Square Enix and Capcom holding outsized influence. China's video game market revenue exceeded that of the United States back in 2015, and today Tencent and local platforms dominate, with government licensing and content regulation shaping what gets built and sold.
Other markets matter too. Germany's video game market revenue was forecast at $4.1 billion in 2017 and has grown steadily since. The UK video game industry is the third largest by sales globally, and the video game industry contributes £283 million to the UK GDP. Canada has the third largest video game industry by employment numbers.
Where primary research fits
At each stage of the value chain, expert interviews add clarity that data alone can't provide.
-
For IP and concept: interview creative directors and trend analysts to validate genre interest.
-
For development: talk to ex-developers and suppliers to benchmark costs and timelines.
-
For publishing: reach platform partnership managers, UA leads, and regulatory consultants.
-
For distribution: speak with storefront managers, cloud platform operators, and local distributors.
-
For monetization: consult live ops directors, quantitative analysts, and legal or compliance experts on loot box rules, data privacy, and platform policy risk.
Key segments: console, mobile, PC, and cloud gaming
Each segment has its own economics, metrics, and blind spots. Here's what to focus on and what to test through expert calls.
Console games
-
The PS5 has an estimated installed base of 80 million or more units. Xbox Series X|S sits between 30 and 40 million. The Nintendo Switch family remains a major factor in the market, though its successor is now the focus for investors.
-
First-party versus third-party economics differ sharply. Development costs are high, and platform certification is a real hurdle. Live service extensions through DLC, expansions, and cross-platform content are increasingly important.
-
High quality games on console still command premium prices, but post-launch revenue through services is where margins expand.
Example due diligence questions:
-
How many content drops per year does this title need to maintain retention above benchmark?
-
What are console certification and slotting fees with Sony, Microsoft, or Nintendo, and how predictable are those?
-
What are the hardware dependency risks, such as limited backwards compatibility?
PC premium and live service
-
PC sees more revenue diversity than any other platform. Roughly 56% of revenue in Western PC markets comes from titles outside the top 20, up from 48% in 2022. Steam, Epic, and Tencent's platforms are critical. Market research firms analyze metadata from platforms like Steam to track trends.
-
Modding communities and UGC through Steam Workshop are important engagement and marketing drivers. Wishlists, concurrent users, daily and monthly active user ratios, and ARPU shape investment decisions.
-
Many popular games on PC are not the mega-franchises, but mid-tier titles with loyal communities.
Example due diligence questions:
-
What fraction of revenue comes from evergreen content versus new launches?
-
How strong is UGC or modding contribution in content and organic marketing?
-
What are infrastructure costs for server hosting, community moderation, and cheat prevention?
Mobile gaming
-
Mobile generated about $100.3 billion in 2024, making it the largest segment by far. Mobile gaming is driven by high smartphone penetration and faster 5G speeds.
-
Strategy games surged to roughly $10.6 billion globally in H1 2025, overtaking RPGs which contracted. Puzzle games remain dominant in casual at about $8.2 billion. Hybrid-casual is growing, while hyper-casual is weak due to poor UA efficiency under privacy constraints.
-
ATT on iOS and Android privacy changes have pushed up acquisition costs, forcing studios to focus on retention and organic growth rather than aggressive paid acquisition.
Example due diligence questions:
-
What is the cost to acquire a paying user at scale given recent privacy policy changes?
-
What are retention benchmarks (D1, D7, D30) for mid-core strategy versus casual puzzle?
-
What percent of revenue comes from whale spenders, and what risk does that dependency create?
Cloud gaming
-
Global cloud gaming revenue was approximately $2.27 billion in 2024, with projections reaching about $21 billion by 2030. Cloud gaming revenues are projected to grow to $18.3 billion by 2030 in some estimates. The compound annual growth rate sits around 44.3%.
-
Hardware-agnostic play is the promise. Casual consumers who don't own a console or gaming PC can access titles through streaming. Performance, latency, and internet stability remain the key adoption barriers.
-
Advancements in augmented and virtual reality create more engaging gaming experiences and may converge with cloud infrastructure over time.
Example due diligence questions:
-
What is the current user experience in target regions regarding latency, frame rate, and image quality?
-
What pricing model is viable: subscription, pay-per-hour, or bundled with other services?
-
What licensing or royalty models are required for streaming and publishing via cloud?
Regional angle
-
United States: strong in both console and mobile. Regulatory scrutiny of loot boxes and privacy is increasing. Spending per user on iOS remains among the highest in the world.
-
China: dominant in mobile live service, with government licensing and content regulation playing a major role. Subscription models are less common than in-app purchases.
-
Japan: strong mobile RPG and gacha market, console is beloved, and local publishers hold significant sway.
-
South Korea: strong on PC multiplayer and esports, with PC bangs still relevant for discovery and play. Mobile strategy is a growing category.
-
Europe: Germany and the UK have strong console and PC premium markets. GDPR and regulation are stricter, and UA costs are rising.
Live service, UGC, and GenAI: what your research must cover
Three forces are reshaping how games make money and how long they make it. If your research doesn't cover live service economics, user-generated content, and generative AI adoption, you're missing the most important signals.
Live service titles
What makes a live service title attractive as an investment? Content cadence, retention curves, monetization mix, and community health. Titles like Fortnite, Roblox, Genshin Impact, Honkai: Star Rail, Call of Duty, and League of Legends illustrate how seasonal content, cosmetics, battle passes, and live events drive long-tail revenue.
Roblox alone accounted for roughly 10.25 billion monthly hours of engagement in 2025, more than Steam, PlayStation, and Fortnite combined. In top F2P mobile live service titles, battle passes typically contribute 10 to 40% of total revenue, with cosmetics making up about 60% of pass rewards. Live streaming has transformed games into major social and cultural hubs.
Industry experts can speak to retention benchmarks, content production costs per season, conversion rates in battle pass tiers, and early warning signs of content fatigue, all things that don't appear in store page data or public filings.
UGC platforms
User-generated content is now a distinct layer in the value chain. Roblox generated $923 million in UGC payouts in 2024. Fortnite paid out $352 million for user-generated content in 2024. Combined, user-generated content payouts are projected to reach $1.5 billion by 2025. Roblox has 1.6 million monetized creators as of 2025.
Youth demographics increasingly view gaming as a primary form of social entertainment. 56% of Roblox players are under the age of 16. Younger demographics prioritize social and creative elements of gaming. This means the future revenue base for UGC platforms is being built by a generation that treats games as other forms of media, comparable to movies and music in cultural importance.
GenAI adoption
Generative AI is moving fast in game development. A GDC/Omdia survey found that 52% of game developers say their company uses generative AI tools, while 36% use them personally. 50% of game studios are now using AI technologies across their pipelines. Use cases include concept art, 3D model generation, narrative writing, asset creation, and QA assistance.
On Steam, roughly 1 in 5 games released in 2025 disclose use of GenAI assets, about 7,818 titles or 7% of the entire Steam library. In Japan, roughly 51% of firms use GenAI, especially for visual elements and narrative text.
Core risks to probe
-
IP contamination: generators potentially reusing copyrighted material.
-
Content moderation: UGC misuse on open platforms.
-
Market saturation: cheap content flooding storefronts and pushing down spend per title, with competition intensifying across all segments.
-
Probe these through expert interviews with producers, legal counsels, and platform product managers. Ask about licensing policies, internal tools versus third-party AI, content filtering, policy enforcement, and prior litigation.
How FieldSignal structures a live service sprint
For a thesis like "Is this new extraction shooter a sustainable business post-launch?", FieldSignal runs a 3 to 5 call sprint. You'd talk to live-ops leads at comparable shooters, community managers, backend server vendors, UA specialists, and pipeline directors. The goal: gather benchmarks for content cost per season, expected retention, content drop cadence, and risk of content fatigue. This gives you data you can model, not just opinions.
How to design a gaming market research program that actually works
Most gaming research fails because it starts too broad. Here's how to build a program that produces usable outputs in weeks, not months.
The first step is defining a specific thesis. Not "Is mobile gaming growing?" but "Should we back a AA live service studio targeting console and PC in Western markets focusing on hybrid-core shooters?" Under that thesis, list three to four quantifiable hypotheses: expected monthly active user growth rate, ARPU per platform, content update cost per season, and retention curves at key intervals.
The second step is combining desk research with targeted primary research. Syndicated data from Newzoo, ESA reports, app store rankings, and company filings give you the macro picture. Newzoo conducts the Global Gamer Study annually and surveys over 73,000 consumers yearly worldwide. BCG's Global Gaming Survey included 2,972 respondents. These survey data sources provide useful baselines. But they don't tell you what's happening inside a specific studio, platform relationship, or content pipeline.
The third step is prioritizing perspectives along the value chain. You want game developers, former publishing executives, UA and growth leads, platform partnership managers, and key vendors like anti-cheat and backend providers. Each perspective covers a different risk surface.
The fourth step is translating qualitative inputs into a simple model. Take what experts tell you about retention scenarios, content costs, and marketing efficiency, and plug it into revenue growth projections. Back it up with concrete benchmarks from the calls. This is where the improvement over desk-only research becomes clear.
The fifth step is identifying red flags early. Churn spikes after content droughts, poor console certification track records, dependence on one platform or one whale segment, weak leadership, all of these are things that show up in expert conversations before they show up in financials. Follow-up interviews let you pressure-test anything that looks questionable.
Worked example
A 2-week sprint for a Series B mobile studio investment might look like this: define the thesis (can this studio achieve 10% month-over-month revenue growth for 12 months?), run a desk scan on top genres and competitor spend, schedule three expert calls (a UA lead, a live ops director, and a legal and compliance expert), gather retention benchmarks, model base, best, and worst case scenarios, and check whether the content pipeline is realistic. Total: under two weeks, with clear outputs that feed directly into your investment committee memo.
What investors and operators are asking in 2025–2026
-
How durable is this live service revenue? What do retention curves look like six months post-launch, and how does community sentiment trend over time?
-
Which gaming markets show strong growth for expansion? South Korea, Japan, India, and Brazil all look attractive, but each has different regulatory, UA cost, and cultural fit profiles.
-
How do you compare console versus mobile exposure in a thesis? Console has higher per-title revenue potential but longer development cycles and hardware risk. Mobile has faster iteration but higher competition and privacy-driven UA challenges.
-
When should a studio expand from PC to console or vice versa? What cloud gaming partnerships can reduce hardware risk or increase access to new consumers?
-
Should a product stay premium or convert to F2P with in-app purchases and battle passes? What does the data say about willingness to pay across platforms?
-
How do you validate appetite for new games in emerging genres like extraction shooters, co-zy games, or auto-battlers? What survey or soft-launch metrics indicate cross-platform play is worth the investment?
-
How do GenAI features, such as AI-generated missions or NPC behavior, affect player willingness to pay or retention? Is this an improvement that matters, or a novelty?
-
In M&A, how do you diligence a studio's pipeline, technology stack, and leadership quality? Expert interviews consistently uncover issues not visible in data room materials: over-optimistic schedules, high staff turnover, weak monetization design, or legal exposure.
-
A PE buyer of a mature studio cares about stable free cash flow, security of revenue streams, and downside risks. A corporate acquirer may focus more on IP and franchise value, future pipeline, and integration ability. The questions you ask in expert calls should reflect which type of buyer you are.
FieldSignal vs traditional expert networks in gaming research
If you're doing gaming market research for the first time or running it on a budget under $100k, your choice of expert network matters. Traditional networks like GLG, AlphaSights, Third Bridge, Guidepoint, and Tegus often require opaque annual retainers and minimum commitments. FieldSignal connects clients with insiders for actionable insights using transparent, pay-per-use pricing with no minimum commitment.
Here's how the options compare across four criteria that matter most for gaming research:
| Criteria | FieldSignal | GLG, AlphaSights, Third Bridge | Guidepoint, Tegus | Generic marketplaces |
|---|---|---|---|---|
| Pricing model | Pay-per-use, no retainer, no minimum | Annual retainer, six-figure minimums common | Retainer or per-project, often opaque | Lower cost but inconsistent quality |
| Speed to first call | Fast, typically days | Comparable speed for large accounts | Comparable | Variable, often slower for niche topics |
| Gaming industry depth | Specialized sourcing for ex-producers, UA leads, platform PMs, regional experts in South Korea and Japan | Broad directory, but shallow in niche gaming roles | Moderate depth | Shallow, hit-or-miss |
| Compliance | KYC, conflict checks, restricted topic screening | Strong compliance | Strong compliance | Minimal or inconsistent |
FieldSignal passes through expert honoraria at cost. There's no markup on call rates. When a gaming deal needs 10 to 20 qualitative interviews, this adds up fast. Traditional networks routinely mark up expert fees, which can push a 15-call project from reasonable to expensive.
For specific gaming use cases, FieldSignal recruits ex-producers from AA and AAA studios, former platform partnership managers from console and mobile companies, UA leads for top-grossing mobile titles, and regional industry experts across Asia and Europe. If your research budget is under $100k and your focus is gaming, FieldSignal is the better fit on pricing, gaming depth, and flexibility.
How FieldSignal runs a gaming market research project end-to-end
Here's what the process looks like from intake to deliverable.
Step 1 is intake. In a 30 to 45 minute scoping call, FieldSignal captures your thesis, platform focus (console, PC, mobile, cloud), target regions, decision deadline, and expected deliverables. This sets the boundaries for the entire project.
Step 2 is expert mapping. Based on your thesis, FieldSignal identifies specific expert profiles. For a console live service thesis, that might mean former live-ops directors, UA heads for top-50 grossing titles in the genre, ex-Steam business development staff, or PC café operators in South Korea. For mobile, it could be former executives at top-grossing studios or regional publishers in Japan.
Step 3 is vetting and compliance. Every expert goes through structured screening to confirm relevance, recency of experience, and compliance. Anyone who would rely on material non-public information is rejected. This is the same standard you'd expect from GLG or AlphaSights.
Step 4 is execution. FieldSignal schedules one-on-one calls, panel calls, or short surveys. Sessions are recorded and transcribed, and you can share transcripts internally without extra fees.
Step 5 is synthesis. Findings are aggregated into a short memo that quantifies key variables: expected retention, content costs, marketing efficiency, platform risks. These connect directly to your investment or strategy decision.
Step 6 is iteration. If new questions emerge, for example a shift from console experts to cloud gaming, or from Western markets to South Korea and Japan, FieldSignal spins up a second wave of targeted calls quickly. The pay-per-use model means you don't pay for capacity you don't use.
When to use FieldSignal vs desk research alone
-
Public data works for high-level market sizing for the video game industry, historical console install base figures, and annual reports from trade associations like the ESA. If you just need to know how big the sector is in a given economy or what global revenues looked like in the past, desk research covers it.
-
Expert calls are essential when you're assessing the health of a specific live service game's content cadence and retention, understanding console slotting fees and promotional terms, validating sentiment around a controversial monetization model, or evaluating how companies in other industries (like media or software) are entering gaming.
-
Specific scenarios: evaluating an acquisition of a mid-size mobile studio in 2026, validating a cross-platform launch strategy that includes cloud gaming support, or testing whether a studio's pipeline and sales projections are realistic.
-
For most serious investment or M&A work in gaming, you combine both: syndicated data plus 8 to 15 targeted expert interviews. That's what gives you a full view of the thesis and the benefits of both quantitative and qualitative research.
Get started
Disciplined gaming market research across console, mobile, PC, and cloud is now a top priority for any capital allocation decision in the gaming sector. The market is too large, too fast-moving, and too structurally complex to research from a desk alone. FieldSignal offers expert consultations, leadership assessment, customer satisfaction studies, and competitive analysis without long-term retainers or minimum commitments.