Global Trends on GAMING MARKETS explains how this part of the gaming and interactive-entertainment world actually operates: who makes decisions and which systems they rely on.
Coverage treats products, data and processes as pieces of one system rather than as separate talking points.
The aim is to give readers a reliable reference point they can return to as conditions change.

By GamingMarkets Research | November 2025 Gaming stopped being entertainment the moment the money got smarter than the players. According to Newzoo, the global games market will reach $188.8 billion in 2025 – a figure that marks not another boom, but a balance point. The thrill has been replaced by yield; the joystick by a…