Gaming Report 2026

Choose your player

Gaming Report 2026

Choose your player

The easily defined gamer no longer exists. Gaming has become more global, social, and diverse, which makes chasing the average player the costliest mistake in the industry. Playing time and spending have become heavily concentrated. But this valuable core of the market isn't one audience: Preferences vary widely across age and every other dimension we tested. The race is on to win this core.

A game built for everyone is now the risky bet. AI won’t rescue these games—it scales the wrong bets as fast as the right ones. The advantage goes to companies that own the relationship with their chosen players, understanding each one well enough to personalize what they offer and, increasingly, selling to them directly. Nearly half of players already buy straight from developers, bypassing the app stores.

The next market leaders won’t necessarily win the most players. They’ll win the right ones.

Notes: Most engaged and top spenders each defined as the 20% of gamers who spend the most hours playing and spend the most money, respectively; values are rounded

Source: Bain Media Consumption Survey, June 2026 (gamers n=5,339)

The easily defined gamer no longer exists. Gaming has become more global, social, and diverse, which makes chasing the average player the costliest mistake in the industry. Playing time and spending have become heavily concentrated. But this valuable core of the market isn't one audience: Preferences vary widely across age and every other dimension we tested. The race is on to win this core.

Notes: Most engaged and top spenders each defined as the 20% of gamers who spend the most hours playing and spend the most money, respectively; values are rounded

Source: Bain Media Consumption Survey, June 2026 (gamers n=5,339)

A game built for everyone is now the risky bet. AI won’t rescue these games—it scales the wrong bets as fast as the right ones. The advantage goes to companies that own the relationship with their chosen players, understanding each one well enough to personalize what they offer and, increasingly, selling to them directly. Nearly half of players already buy straight from developers, bypassing the app stores.

The next market leaders won’t necessarily win the most players. They’ll win the right ones.

Daniel Hong

Leader of Bain's Global Media & Entertainment practice

Anders Christofferson

Global Gaming Sector Lead

Anders Videbaek

Gaming Sector Lead, Europe, the Middle East, and Africa

Tom Rowland

Gaming Sector Lead, Americas

Selected Highlights

Explore the Report

Explore Bain's Past Gaming Reports

Bain's annual gaming report examines the key trends shaping the industry.