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PC Gaming Dominance is Reshaping The Industry

IbizaPocholo

NeoGAFs Kent Brockman

In a new 80-page report published by NewZoo, it was confirmed in no unclear terms that PC is fast becoming the most dominant force in the business. By 2028, it'll be making more money than console platforms, it already has far more players, and it's driving the emergence of new monetization models that are too lucrative for anyone to ignore.

If You're Ignoring PC in 2026, You're Doing it Wrong

NewZoo's new report revealed an interesting nugget of information. Using the data available, it has been estimated that, by 2028, PC revenue will surpass console revenue in every way, with the latter relying on blockbuster releases to firm up its earnings potential.

This growth will be led by Asian expansion, a growing share of PC distribution amongst Gen Z and Gen Alpha gamers, higher average selling prices, and Valve's ecosystem expanding to include more hardware.

It doesn't end there.

By 2028, PC could surpass one billion players, while console platforms will lag behind with just 688 million, globally. Right now, the PC player base is floating around 966 million, which puts consoles to shame already, but it'll explode over the next few years, given the expected trends.

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It's worth pointing out that both of them are dwarfed by the number of players enjoying mobile-based games, but that's a topic for another day.

NewZoo also drew attention to an emerging trend that's seeing $30 – $50 games soar at launch, noting that sub-$30 games are thriving in the PC space, especially. The dominance of breakout indie games constantly boosts PC's performance in that respect.

It was noted that a painful trend still exists on consoles. The lion's share of all money made goes to the top twenty games in the ecosystem, but in the PC space, more than half of all revenue is attributed to games beyond that ranking. We're also seeing a 'structural decline' of AAA-driven genres, which is no big secret in 2026.

It's also a damning fact that PC is supporting the industry on mighty shoulders. Between 2024 and 2025, playtime dropped on Xbox by 3% and on PlayStation by 4%, but PC saw a 3% increase as it soaks up the majority market share.

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What's holding the players in the PC space, then?

NewZoo revealed that Roblox, Counter-Strike 2, and League of Legends are in the top spots for PC players. They're followed by Minecraft, Fortnite, Dota 2, and VALORANT. Beyond that, it's World of Warcraft, The Sims 4, Call of Duty, and Escape from Tarkov.

That being said, the growth isn't just coming from premium titles. In major markets, PC's free-to-play revenue is soaring, almost doubling that of PlayStation and Xbox games. Games like League of Legends and Counter-Strike will always keep that figure high, though.
 
NewZoo revealed that Roblox, Counter-Strike 2, and League of Legends are in the top spots for PC players. They're followed by Minecraft, Fortnite, Dota 2, and VALORANT. Beyond that, it's World of Warcraft, The Sims 4, Call of Duty, and Escape from Tarkov.
Never played any of these. But sure, if you count Roblox a game, you might as well call all the mid 30 year old single moms who play Candy Crush on their phone gamers.
 
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They've been saying this for years and it still hasn't happened. Isn't this the same Newzoo that insisted Sony would have to release its games on PC day one? Their analysis increasingly reads more like PC centric wishful thinking than serious market insight.

If You're Ignoring PC in 2026, You're Doing it Wrong

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I think it's more emblematic that live-service models are extracting more revenue from people, and as more uniformity exists among hardware...multi-purpose devices are going to grow the most because they can play all the big games while doing all the other stuff too.

I still think live-service is eventually going to hit a saturation point, and revenue will start to stagnate broadly on all platforms.

I'm just at a point where I prefer PC because it's open, has a device for every form-factor, works with nearly all controllers, and can play every generation of games going back to when I was a kid easily.
 
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Lol, if you consider market share and size, mobile and portable games have been dominant for years, where the popular games are gacha games or some live service game.
 
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Pay to be online shit will never make me primary console player ever. Just absolutely gross practice which has been normalized.

I am all in on Steam Machine train.
 
A good PC is a huge level up from consoles, for sure.
And even a low end/mid range build is, because of the freedom the platform gives, and the endless library.
But i'm a bit suprised with this expectation of growth in the next few years, considering the current component prices.
 
This quote from the article is why I'm not going to bother with consoles next gen:

It was noted that a painful trend still exists on consoles. The lion's share of all money made goes to the top twenty games in the ecosystem, but in the PC space, more than half of all revenue is attributed to games beyond that ranking. We're also seeing a 'structural decline' of AAA-driven genres, which is no big secret in 2026.
 
Ignoring Nintendo and mobile market to paint a rose picture is a idiotic move for a market that does not need it.

And that forecast reminds me of Gartner forecasting that Windows Phone would swallow iPhones... :-D
 
Lol, if you consider market share and size, mobile and portable games have been dominant for years, where the popular games are gacha games or some live service game.
This. They had to remove mobile to make the numbers look good lol.

Even Nintendo is oddly missing from some data. This almost feels like some marketing ploy.
 
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