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Global Gaming Industry Landed $195 Billion+ of Revenue Despite Being Weird Times

The global video game industry closed 2025 with a new revenue milestone: $195.6 billion in game content sales, marking 5.3% year‑over‑year growth. But the headline only tells part of the story. Beneath the surface, the industry is undergoing a structural transformation—shifting revenue sources, rising outsourcing dependence, and a decade-long rebalancing of global power.

This article breaks down the 2025 findings and places them in context with 10‑year historical comparisons (2015 → 2025) to show how dramatically the industry has evolved.

1. Revenue Growth: A Decade of Expansion and Rebalancing

2025 Snapshot

  • $195.6B in global game content sales
  • 5.3% YoY growth
  • Third consecutive year of industry-wide revenue increases

10‑Year Comparison (2015 → 2025)

YearGlobal Game Content RevenueNotes
2015~$91BMobile surging; console cycle mid‑generation
2025$195.6BLive services, China, and UGC platforms dominate

Growth over 10 years: +115%

What changed?

  • Mobile matured, but growth shifted to hybrid F2P/live-service ecosystems.
  • China became essential, now representing 20% of global player spending.
  • UGC platforms (Roblox) emerged as major revenue engines.

2. Funding Collapse: The Harshest Downturn in a Decade

2025 Snapshot

  • Private funding down 55%
  • Only 40 deals in Q4 2025
  • Less than $100M in pre‑seed funding

10‑Year Comparison (2015 → 2025)

YearFunding ClimateNotes
2015Strong VC interestMobile gold rush; esports boom
2025Severe contractionPost‑pandemic correction; investor caution

The 2025 funding environment is the weakest in a decade, even compared to the 2016–2017 mobile saturation dip.

3. Layoffs: A Four‑Year Crisis Reaches 44,000 Jobs Lost

2025 Snapshot

  • 9,200 layoffs (down 40% from 2024)
  • 44,000 layoffs since 2022
  • Nearly 50% of all layoffs occurred in California

10‑Year Comparison (2015 → 2025)

PeriodLayoff TrendNotes
2015–2019Sporadic, studio‑specificMostly tied to project cancellations
2022–2025Systemic, industry‑wideOverexpansion during pandemic; live‑service failures

The last four years represent the most turbulent employment period in modern gaming history.

4. Outsourcing Becomes the Backbone of Game Development

2025 Snapshot

  • 35.5% of all content investment is outsourced
  • Up from 30.6% in 2017
  • Up from 31.5% during COVID‑19
  • In some disciplines, 60–95% of work is outsourced

10‑Year Comparison (2015 → 2025)

YearOutsourcing ShareNotes
2015~20–25%Mostly art and asset production
202535.5%Core creative work outsourced: design, engineering, animation

Case Studies

  • Hollow Knight: Silksong → 3 internal credits vs 94 external
  • Palworld → 97 internal vs 93 external (80 from Keywords Studios)

The industry has shifted from outsourcing “support tasks” to outsourcing core creative production.

5. Console vs. PC Spending: Diverging Trajectories

Console (2025)

  • $41.6B in consumer spending
  • Only 2.3% above 2020
  • 119% of net growth since 2020 went to subscription services
  • Game sales and transactions down 11% YoY

PC (2025)

  • $40.7B in spending
  • Up from $31.4B in 2020+30% growth

10‑Year Comparison (2015 → 2025)

Platform20152025Trend
Console~$25–30B$41.6BSlow growth; subscriptions dominate
PC~$32B$40.7BStable growth; strong in Asia and F2P

PC has quietly become the more resilient platform, especially in China and emerging markets.

6. China’s Dominance: The Decade’s Biggest Power Shift

2025 Snapshot

  • China = 20% of global player spending
  • Chinese publishers captured ~50% of global growth since 2019

10‑Year Comparison (2015 → 2025)

YearChina’s Share of Global SpendingNotes
2015~12–14%Regulatory tightening begins
202520%China becomes essential for global growth

Matthew Ball’s conclusion:

“If a game maker wants to match global growth, they must win China.”

7. Roblox: The Decade’s Most Explosive Growth Story

2025 Snapshot

  • 67% of all net market growth came from Roblox
  • More DAUs than PlayStation, Switch, or Xbox
  • 10B+ monthly engagement hours

10‑Year Comparison (2015 → 2025)

YearRoblox StatusNotes
2015Niche UGC platformMostly kids; early monetization
2025Global engagement giantMore hours than Steam + PlayStation + Fortnite combined

Roblox is no longer a platform—it’s a market force.

8. The Five Biggest Growth Areas for 2026

According to Matthew Ball:

  • Non‑core markets
  • Advertising
  • Direct‑to‑consumer & alternative payments
  • External development
  • Roblox

These align with the decade-long shift toward services, global expansion, and creator‑driven ecosystems.

Final Takeaway: 2015 → 2025 Was the Industry’s Most Transformative Decade

The industry of 2025 is almost unrecognizable compared to 2015:

  • Revenue more than doubled
  • China became the growth engine
  • Outsourcing became foundational
  • Subscriptions reshaped console economics
  • PC surged thanks to global markets
  • Roblox redefined engagement
  • Funding collapsed despite record revenues

The next decade will likely be defined by UGC platforms, global expansion, and alternative monetization, not traditional game sales.

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