Gaming Market to Hit $350M by 2030, Recovering in 2026

▼ Summary
– The global games market is forecast to generate $350 million by 2030, representing a 6% increase and a recovery from the post-pandemic slump.
– Mobile in-app purchases are projected to drive 37% of global games revenue in 2025, with growth fueled by alternative app stores offering improved margins.
– Cloud gaming revenue is expected to surge over 1,200% to $18.3 billion by 2030, moving the industry toward multi-screen, subscription-based experiences.
– Game development is becoming more democratized through AI and user-generated content (UGC), which are significant growth drivers across all age groups.
– Gaming is gaining a larger share of consumer leisure time as engagement increases, while interest in social media and television declines.
Fresh analysis projects the global gaming market will reach $350 million in revenue by 2030, signaling a robust recovery and sustained growth. This forecast, representing a 6% increase, comes from a new industry report suggesting the sector is moving past its post-pandemic downturn. A significant driver is the mobile segment, which is anticipated to account for 37% of all gaming revenue in 2025, translating to roughly $130 billion. The rise of alternative app stores, spurred by regulatory changes for platforms like Apple and Android, is a key factor. Data indicates one-third of adults and 40% of teenagers have made purchases through developer-owned web stores. While mobile player counts are expected to grow only modestly, publisher revenues are predicted to surge due to substantially improved profit margins on these third-party storefronts.
Cloud gaming is poised for a dramatic breakout, transitioning from a niche to a mainstream phenomenon within five years. Current revenue estimates for cloud gaming sit around $1.4 billion for 2025, but this figure is projected to skyrocket by over 1,200% to $18.3 billion. This growth is expected to attract more than 50 million users, marking a strategic shift from hardware-centric models to flexible, multi-screen experiences. The report notes a pronounced preference for subscription services and live-service games, especially among the Gen Alpha demographic, a trend that holds steady from younger to middle-aged cohorts.
The process of game creation itself is becoming more accessible, fueled by advancements in user-generated content (UGC) and artificial intelligence. The industry is seeing a democratization of development, with an estimated 20% of games launched on a major online platform in a recent quarter being built using AI tools. Furthermore, about half of all game studios are actively exploring how to integrate AI into their development pipelines. UGC, encompassing everything from custom game modes to content created within games, is identified as a major growth vector. This appeal extends beyond core gamers, with data showing 15% of players aged 60 and older have watched a gaming stream, and 28% in that age group express interest in UGC despite not having tried it yet.
Overall engagement with gaming is at an all-time high, with more people playing than ever before. Analysts suggest this demonstrates the medium is gaining a greater share of consumer leisure time, even as interest in traditional television and social media wanes. This expanding reach is partly attributed to generational shifts, as parents who grew up with games are introducing their children to play as early as age five, coupled with increased accessibility across various devices and platforms.
Industry leaders reflected on these transformative trends. “Growth is picking up and the post-pandemic slump is fading,” noted one report coauthor. “Gamers remain passionate, and their growing share of leisure time spent playing proves it.” Another senior contributor highlighted the coming evolution, stating, “In the next five years, we expect an explosion of new gaming content and players. Cloud gaming, user-generated content, AI, and the opening up of app stores will transform how games are built and distributed.” They emphasized that studios adapting to this moment of change are positioned to shape the future landscape of interactive entertainment.
(Source: Games Industry)





