Video games lose attention war to gambling and social media, report says

A new industry report by analyst Matthew Ball highlights how video games are struggling to compete for users' time against gambling, pornography, and social media platforms. Spending on gaming has grown modestly in recent years, but alternatives like OnlyFans and online betting have seen explosive increases. The analysis points to shifts in the 'Major Market 8' countries, where participation in gaming has declined post-pandemic.

Matthew Ball, a venture capitalist and gaming industry analyst, released his 2026 report on the state of video games, a 164-page presentation examining trends in the sector. Titled in parts as addressing how "video games are losing the attention war in the 'Major Market 8,'" it covers eight key markets: the USA, Japan, South Korea, UK, Germany, France, Canada, and Italy, which accounted for over 60 percent of global gaming spending before the pandemic.

Post-pandemic, gaming participation has dropped in these regions. In the US, 2.5 to 4 percentage points of players have stopped, according to the Canadian Trade Association's findings of roughly one-in-six players quitting in Canada. This has led to reduced spending: US PC and console expenditures fell 8 percent since 2020-2021, totaling a $2.3 billion decline. Across the Major Market 8, console and PC spending shrank by $4.8 billion, and mobile by $2.3 billion, despite five markets reaching all-time highs in overall consumer spending.

The report attributes this to competition from other interactive entertainments, including social video, creator pornography, AI assistants, crypto and memecoins, prediction markets, online sports betting, and iGaming. US TikTok consumption rose by 39 million hours daily compared to pre-COVID levels. Annual US spending on OnlyFans reached nearly $5 billion in 2025. Online sports betting saw US net losses exceed $17 billion in 2025, a 35-fold increase from 2019, with global figures at $53 billion. iGaming losses worldwide totaled $54 billion annually, representing 45 percent of global gaming spending and twice the growth of mobile casino games.

Ball writes, "Video games not only compete with many new interactive substitutes, but video gamers face a barrage of new, interruptive, and irresistible notifications for these substitutes." He adds, "Video gaming’s post-pandemic problem isn’t that players choose to watch TikTok instead of buy a AAA game, or subscribe to OnlyFans instead of buying a PlayStation; it’s that on a Friday evening, players are placing a growing share of their time and spend elsewhere."

US gaming spending rose from $38.8 billion in 2019 to $51.8 billion in 2025, a $12.9 billion increase. In contrast, spending on OnlyFans, sports betting, and internet casinos jumped from $1.2 billion to $32.8 billion over the same period. Growth in China and Roblox—accounting for 67 percent of net growth—offers some positive signs, though the report notes a shift toward free-to-play models and away from AAA titles. Investment in the industry is declining as companies like Sony and Epic Games (Fortnite) rely on price increases for loyal users.

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Nexon executives celebrate record 2025 revenue driven by Arc Raiders' massive success, with glowing charts showing billions in sales and millions of players.
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Nexon achieves record revenue in 2025 fueled by Arc Raiders

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Nexon reported a 6.5 percent increase in revenue for 2025, reaching 475.1 billion yen, or about 3.1 billion dollars, marking the third consecutive year of record highs. The company attributed much of this growth to the success of Arc Raiders, which sold over 14 million copies since its October launch. Peak concurrent players reached nearly one million on PC alone in January 2026, with around six million weekly active users.

The video game industry is grappling with a widening generational gap in player preferences amid rising AI integration costs. More players are engaging with fewer, often older games, while hardware expenses threaten affordability. Publishers must adapt to diverse demographics to sustain growth.

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Modern video games increasingly incorporate virtual economies, allowing players to earn, spend, and trade digital items with real-world value. These systems have evolved from simple in-game currencies to complex marketplaces driven by supply and demand. The trend reflects the gaming industry's growth, projected to reach $237.9 billion by 2030.

Hacking group ShinyHunters published stolen revenue metrics from Rockstar Games on April 13, 2026, after the company ignored their ransom demand from two days prior. The data shows Grand Theft Auto Online averaging $1.3 million daily over the past six months—about $10 million weekly—versus Red Dead Online's $500,000 weekly. Rockstar, which confirmed a limited breach earlier, reiterated no impact on operations or players.

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Valve presented charts at GDC showing more games reaching $100,000 in annual revenue on Steam, from 3,000 in 2020 to 5,863 in 2025. Developers have criticized the data as misleading, citing doubled game releases to 19,997 in 2025 and the low threshold after Valve's 30% cut. Some defend Steam's discoverability amid market growth.

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