Analyst: Revenue data from Q1 2026 indicates sustained interest in engaging single-player video games
In the first quarter of 2026, global revenue from gaming content rose by 3.6% to reach $54.14 billion, marking a continuous upward trend over the past seven quarters. According to S&P Global Market Intelligence, this revenue includes earnings from software, in-game purchases, and subscriptions, excluding hardware sales.
Tencent maintained its position as the largest player in the gaming industry, with a notable 8.4% increase in revenue to $9.60 billion. Meanwhile, NetEase, another prominent Chinese company, achieved a 12.3% boost in its gaming content revenue, reaching $3.62 billion, driven by titles like Where Winds Meet and Marvel Rivals.
Capcom and Pearl Abyss demonstrated some of the most significant revenue surges. Capcom's income jumped 89.8% to $451.8 million, greatly influenced by Resident Evil Requiem, its fastest-selling title. Pearl Abyss saw an even larger increase of 468.6% to $328.1 million, thanks to Crimson Desert's over five million copies sold.
The analysis by S&P highlights that despite the popularity of live-service games, there was substantial demand for single-player games in the first quarter. According to S&P, significant gains were observed among well-established publishers with strong portfolios in live-service games or rooted positions in China. However, the success of standalone titles suggests that consumers are still attracted to compelling game offerings.
Roblox's revenue rose by 39.3% to $1.44 billion. Nexon, Bandai Namco, and Electronic Arts also experienced solid growth, with respective year-over-year increases of 29.8%, 28.7%, and 11.9%. On the other hand, Nintendo saw a notable rise of 37.7% in content revenue to $1.31 billion, attributed to the successful rollout of the Switch 2 and Pokémon Pokopia.
Sony's gaming revenue experienced a modest 6.3% rise year-over-year to $2.87 billion due to PlayStation's robust ecosystem for third-party and live-service games. However, they encountered a significant challenge with a $765 million impairment on Bungie, resulting in a 41.6% decrease in operating income in the fourth quarter.
For Microsoft, gaming revenue slightly decreased by 0.2% to $4.12 billion, affected by reduced Xbox hardware sales. Ubisoft faced a dramatic 48.7% drop, linked to Assassin's Creed's delayed release. Following this, Ubisoft announced the closure of studios and job reductions globally, impacting 380 positions.
Embracer Group saw a 35% decline, and Sega's revenue dropped 16.7%, partly due to Sonic Rumble Party's lackluster performance. Additionally, Sega recorded a $200 million impairment related to its acquisition of Rovio in 2023.
Analyzing platform growth, PC outpaced others with a 7.8% increase to $12.11 billion, capturing a market share of 22.4%. Mobile games remained the largest category at $30.53 billion but experienced slower growth at just 2.5%. Console gaming showed the least growth, with a 1.3% increase to $9.81 billion.
S&P's findings are derived from publisher and platform holder reports, industry discussions, surveys, and other research tools.