And finally, ๐๐ ๐ถ๐ป ๐ด๐ฎ๐บ๐ฒ๐ will become far more visible from 2026 onwards. Consumer backlash hasnโt materialised, but within the industry the debate is only intensifying โ particularly around jobs, workflows, and creative ownership.
22.12.2025 12:02 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
AI-driven demand for memory and data centre capacity will ๐ฝ๐๐๐ต ๐ต๐ฎ๐ฟ๐ฑ๐๐ฎ๐ฟ๐ฒ ๐ฝ๐ฟ๐ถ๐ฐ๐ฒ๐ ๐๐ฝ and increase the cost of running live games. This will be one of the biggest challenges that the whole industry will have to contend with next year.
22.12.2025 12:02 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
๐๐ง๐ ๐ฉ๐, now expected in late 2026, will be the biggest game launch ever (as long as it lands on schedule! ๐). Itโll lift hardware sales, but most publishers will be hoping to stay well clear of its launch window (AKA "The Blast Zone").
22.12.2025 12:02 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Regulation around ๐ฐ๐ต๐ถ๐น๐ฑ๐ฟ๐ฒ๐ป ๐ด๐ฎ๐บ๐ถ๐ป๐ด ๐ผ๐ป๐น๐ถ๐ป๐ฒ is tightening; from the UKโs Online Safety Act to Australiaโs under-16 social media ban, this is a trend that will increasingly shape game design, platforms, and monetisation.
22.12.2025 12:02 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Weโre deep into what Omdia calls the โ๐๐ผ๐ป๐๐ฒ๐ป๐ ๐๐ฟ๐๐๐ต", as games release volumes keep rising across console, PC, and mobile โ all while the player base grows slowly. Discovery and retention are now core challenges for studios of all sizes.
22.12.2025 12:02 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Mobile remains the engine of the industry, accounting for 60% of total spend, followed by console (23%) and PC (17%). Despite ongoing debate about the long-term relevance of ๐ฐ๐ผ๐ป๐๐ผ๐น๐ฒ๐, the reality is ๐๐ต๐ฒ๐โ๐ฟ๐ฒ ๐ต๐ฒ๐ฟ๐ฒ ๐๐ผ ๐๐๐ฎ๐ for the foreseeable future, continuing to underpin high-end AAA game development
22.12.2025 12:02 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Global consumer spend on games hits $๐ญ๐ต๐ฌ๐ฏ๐ป ๐ถ๐ป ๐ฎ๐ฌ๐ฎ๐ฑ, ๐๐ฝ ๐ญ๐ฌ% ๐๐ฒ๐ฎ๐ฟ ๐ผ๐ป ๐๐ฒ๐ฎ๐ฟ. That follows three fairly flat, post-pandemic years, but momentum is clearly back. 2026 is shaping up well too, with 9% growth to $207bn.
22.12.2025 12:02 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
๐ฝ๏ธ A nice way to bookend the year โ talking to CNBC International about where the games industry stands in 2025, and what's ahead. ๐ฆ๐
๐ Video: www.linkedin.com/feed/update/...
Highlights from the conversation in ๐งต
22.12.2025 12:02 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0
Was just putting a chart together for a post, and then saw this post. Thought I'd extrapolate Nov 2025 figures out to end of the decade. Kind of... disappointing, even with that crazy assumption!!!! Just shy of 10m cumulative by end of 2030 ๐. Who knew, hardware is hard ๐ค
08.12.2025 16:33 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Sadly, beyond that enthusiast audience, the broader story won't change: VRโs penetration within the Steam ecosystem will remain similar, as the Frame strengthens the high-end niche rather than meaningfully expanding the market.
14.11.2025 17:47 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Overall, it's a very encouraging news for VR fans: Valve clearly sees value in the platform, and it brings innovative features around its form factor, wireless streaming, and ARM-based SteamOS enabling standalone play of PCVR content.
14.11.2025 17:47 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
It underlines that thereโs a loyal group of PCVR players, who stuck with the Index all these years. This is the core audience for the Steam Frame, who'll be looking to upgrade from the aging Index hardware.
14.11.2025 17:47 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
PC-first VR still has a committed audience, as evidenced by Valve Index enjoying disproportionally high usage share on Steam, currently at 14%.
14.11.2025 17:47 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
While this decline may partly reflect Steamโs user base growing faster than VR adoption, it also highlights that VR isnโt gaining meaningful traction among the most dedicated gamers.
14.11.2025 17:47 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
What really stands out in the Steam Hardware Survey data is how little VR usage on Steam has changed over the past six years, which has hovered around 1.9%. It's currently at 1.6%, down from an average of 2.1% in 2021.
14.11.2025 17:47 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
๐ฅฝ The Steam Frame will be welcomed by the PCVR community thatโs felt sidelined by Meta, but will it unlock a new audience? (no) ๐งต๐
#valve #steam #steamframe #vr #xr
14.11.2025 17:47 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0
For those of you who have played these two games, what are your thoughts? Do you agree with me, or do I just need to "get gud"? ๐ค
#Silksong #Hades2 #videogames
27.10.2025 15:49 โ ๐ 0 ๐ 1 ๐ฌ 0 ๐ 0
On the other hand, Silksong increasingly left me feeling more frustrated than fulfilled. I would die frequently, seemingly due to random/unintentional factors - thus blaming the game.
I think Hades 2 gave AGENCY to me as a player, whereas playing Silksong felt punishing, rather than challenging.
27.10.2025 15:49 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
These kind of games normally don't appeal to me, but their predecessors, Hollow Knight and Hades were rare exceptions.
Hades 2 has kept me engaged with a sense of control and progression: when it came to deaths, I blamed my own lack of skills/knowledge, and not the game/enemies themselves.
27.10.2025 15:49 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Silksong and Hades 2 were two of my most anticipated games this year. Sadly, one of them has disappointed me...
Yes, one is a metroidvania and other is a roguelike, but both games revolve around challenging, repetitive gameplay - with the games expecting you to die... a lot.
๐งต๐
27.10.2025 15:49 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Perhaps people think this is British Petroleum -> BP type situation? (But yeah, to your point, I do see how this could have been communicated better)
25.09.2025 17:35 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
๐ซ
๐ซ
25.09.2025 17:28 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Back in February 2019, when I thought #Silksong was just around the corner ๐คฃ
04.09.2025 16:25 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Every mode and map, big or small, just felt like Call of Duty, in the worst possible way ๐ฅฒ I'm not the target demographic for these types of FPS games to begin with, but the slight 'tactical' elements of Battlefield 1 for example really appealed to me.
18.08.2025 08:05 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Netflixโs New Games Strategy: A Data-Driven Assessment
In March, Netflix provided a major update on its games strategy, focused on reducing variety and targeting four key genres: mainstream, narrative, kids and party. This report provides context for Netf...
๐ For our clients, my colleague Rob Gallagher's 49-page recent report takes a deep dive into Netflix's games strategy and assesses the outlook for its plans.
๐ "Netflix's New Games Strategy: A Data-Driven Assessment" report can be accessed via the link below:
omdia.tech.informa.com/om129522/net...
31.07.2025 15:43 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Golf Mayhem is the latest indicator of where Netflix might be heading with its games strategy: platform-agnostic, synergistic with its video content, and using games to support 'content moments' rather than build standalone game franchises.
31.07.2025 15:43 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Itโs not yet clear to me exactly what tech is being used to deliver the game. It could be cloud streaming, HTML5-based, or something in between, but from a user perspective, the experience was mostly smooth, with only occasional stutters. The phone-as-controller setup worked surprisingly well.
31.07.2025 15:43 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
๐ชฉThe game leans hard into a โretroโ aesthetic โ both visually and in its intentionally clunky feel โ as a nod to the era when the original Happy Gilmore was released. That stylistic decision fits the nostalgic framing, though it's clearly a novelty rather than a long-term service game.
31.07.2025 15:43 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
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