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GamingReport2025
BreakingBoundariestoWin
BAINCOMPANY
1
GamingReport2025
Contents
BreakingBoundariestoWin 2
GamerSurvey:GreatGameplayIsNoLongerEnough 3
WinningBeyondtheGame 10
SqueezedintheMiddle:AAAGamingStudiosMustAdapt 16
SkippingtheStorefront:DirectDistribution’sGrowthinGaming 23
3
GamerSurvey:GreatGameplay
IsNoLongerEnough
Topgamesarewinningwithcommunitybuilding,user-generatedcontent,andinnovativerevenuemodels.
ByAndersChristofferson,AndersVidebaek,TomRowland,andMattMadden
AtaGlance
Thevideogamemarketgrew5%lastyear,toabout$219billion;Bainforecasts4%annualgrowththrough2028.
Growthismoreconcentratedthaneveramongsttopgames,andoneofthemostcompellingmodelsis“gamesasaplatform.”
Thesegamesdefytraditionalrules:Theirplayersvaluesocial,creativeelementsasmuchasgameplayandmorethangraphics.
BothAAAandplatform-stylegamedevelopersarelookingtobrandsforrevenue,butplayersremainskepticaloutsideofmobilegames.
Thevideogameindustryisreboundingfrompost-pandemicconsolidation.Themarketgrew5%lastyear,toaround$219billioninrevenue,excludinghardware,advertising,andesports,accordingtoBain
analysis.Weforecastabout4%annualgrowththrough2028,anormalizationafterthepandemicboom.
Butindustrygrowthremainsconcentrated.It’swell-establishedthatthemostsuccessfultitlesinanyyeartendtobethosethatweresuccessfulinprioryears.Thisossificationhasreachednewlevels:Thetop10gamesoneachplatformnowcaptureapproximately50%to60%oftotalrevenueforactivetitlesontheirrespectiveplatforms,accordingtoBainanalysis.
BAINCOMPANY
4
GamingReport2025
Therearemultiplesuccessfularchetypeswithinthesetopgames—including“gamesasaplatform”
(e.g.,Roblox,Fortnite,Minecraft);traditionalAAAgames(e.g.,annualCallofDutyreleases,
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