{"id":"2254","title":"Gaming in 2026 So Far: Fewer Downloads, Surprising Winners","source_title":"Gaming in 2026 So Far: Fewer Downloads, Surprising Winners","url":"https://reinouttebrake.com/stories/gaming-in-2026-so-far-fewer-downloads-surprising-winners","published":"2026-10-20T08:01:24+02:00","modified":"2026-10-20T06:08:38Z","source_modified":"2026-10-20T06:08:38Z","author":{"name":"Reinout te Brake","url":"https://reinouttebrake.com/about","description":"Reinout te Brake is an entrepreneur, consultant, investor and board member with 20+ years in tech and gaming, advising CEOs, management teams and investors.","profiles":[{"name":"LinkedIn","url":"https://www.linkedin.com/in/reinouttebrake/"},{"name":"Facebook","url":"https://www.facebook.com/Reinoutttebrake"},{"name":"Instagram","url":"https://www.instagram.com/reinouttebrake/"}]},"summary":"Explore gaming in 2026 so far: mobile downloads fall, casual puzzles surge, MMORPG results diverge, and player research challenges familiar stereotypes.","categories":[{"name":"Gaming","slug":"gaming"}],"tags":[{"name":"Gaming","slug":"gaming"},{"name":"Gaming trends 2026","slug":"gaming-trends-2026"},{"name":"Mobile gaming","slug":"mobile-gaming"},{"name":"Casual games","slug":"casual-games"},{"name":"MMORPG","slug":"mmorpg"},{"name":"PC gaming","slug":"pc-gaming"},{"name":"Console gaming","slug":"console-gaming"},{"name":"Player behaviour","slug":"player-behaviour"}],"source_url":"https://reinouttebrakecom.wordpress.com/2026/10/20/gaming-in-2026-so-far-fewer-downloads-surprising-winners/","data_url":"https://reinouttebrake.com/data/articles/gaming-in-2026-so-far-fewer-downloads-surprising-winners.json","text_url":"https://reinouttebrake.com/stories/gaming-in-2026-so-far-fewer-downloads-surprising-winners.txt","markdown_url":"https://reinouttebrake.com/stories/gaming-in-2026-so-far-fewer-downloads-surprising-winners.md","content_html":"\n<p class=\"wp-block-paragraph\">Mobile game downloads fell 12% in the first half of 2026. Players still spent roughly the same amount of time playing. Meanwhile, merge-game revenue jumped 74%.</p>\n\n\n\n<p class=\"wp-block-paragraph\">That is gaming in 2026: the headline can look quiet while entire categories move underneath it.</p>\n\n\n\n<p class=\"wp-block-paragraph\">This October snapshot draws on January–September 2026 results and research conducted this year. Market figures are estimates unless identified as company-reported results. Full-year forecasts are excluded.</p>\n\n\n\n<h2 class=\"wp-block-heading\">Mobile Gaming in 2026: Fewer Installs, Persistent Players</h2>\n\n\n\n<p class=\"wp-block-paragraph\">According to <a href=\"https://sensortower.com/blog/h1-2026-digital-gaming-market-index\">Sensor Tower’s H1 2026 Gaming Market Index</a>, mobile games generated $39.8 billion in in-app purchases during January–June, down 2% year on year.</p>\n\n\n\n<p class=\"wp-block-paragraph\">Downloads dropped to 24 billion, but playtime held near 221 billion hours. Gaming advertising spend within its measured coverage rose 8%.</p>\n\n\n\n<p class=\"wp-block-paragraph\">Players are still showing up. Getting them to try something new looks harder.</p>\n\n\n\n<p class=\"wp-block-paragraph\">For publishers, that puts discovery, retention and the relationship with existing players closer together. It also connects with the question explored in my <a href=\"/stories/gaming-is-growing-but-new-game-studios-are-getting-less-of-the-money\">Q2 2026 gaming investment analysis</a>: where does growth leave a studio still trying to establish an audience?</p>\n\n\n\n<p>By September, <a href=\"https://sensortower.com/blog/top-10-worldwide-mobile-games-by-revenue-and-downloads-in-september-2026\">Sensor Tower measured $6.13 billion in monthly mobile game spending</a> across the App Store and Google Play, down 7% from August. Roblox led downloads; Honor of Kings led revenue. Third-party Android stores are excluded, so China is represented through iOS only. A monthly fall does not establish an annual decline.</p>\n\n<h2 class=\"wp-block-heading\">Casual Games in 2026: Merge Moves, Match-3 Holds</h2>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https://appmagic.rocks/research/casual-report-H12026\">AppMagic’s H1 2026 Casual Games Report</a> puts casual in-app revenue near $11 billion, broadly unchanged.</p>\n\n\n\n<p class=\"wp-block-paragraph\">Inside that total, merge generated approximately $1.3 billion, up 74%. Match-3 remained much larger at roughly $2.5 billion, but revenue slipped 0.4%.</p>\n\n\n\n<p class=\"wp-block-paragraph\">Sort, screw and block puzzles together generated almost $600 million in in-app purchases. Farming also grew: revenue increased 15% to $576 million.</p>\n\n\n\n<p class=\"wp-block-paragraph\">The striking detail is how differently newcomers performed. Among 120 new match-3 releases, only a Vietnamese Gardenscapes version crossed $100,000 in monthly revenue during the half. Eight of 55 farming releases reached that benchmark, all targeting Eastern markets.</p>\n\n\n\n<p class=\"wp-block-paragraph\">“Casual” is a useful category. It is a poor substitute for choosing a market.</p>\n\n\n\n<h2 class=\"wp-block-heading\">PC and Console in 2026: Action Gains, RPG Hours Fall</h2>\n\n\n\n<p class=\"wp-block-paragraph\">Premium revenue across PlayStation, Steam and Xbox reached approximately $13.8 billion in H1 2026, up 5%, according to <a href=\"https://sensortower.com/blog/premium-pc-console-deep-dive\">Sensor Tower’s premium gaming analysis</a>.</p>\n\n\n\n<p class=\"wp-block-paragraph\">On Steam, premium playtime increased 13%. Action hours rose 28%, strategy 24%, while RPG hours fell 14%.</p>\n\n\n\n<p class=\"wp-block-paragraph\">Those are premium Steam figures, not a verdict on every RPG business model.</p>\n\n\n\n<p class=\"wp-block-paragraph\">There is room for fresh ideas, too. <a href=\"https://newzoo.com/articles/august-2026-pc-console-rankings\">Newzoo’s August rankings</a> placed cooperative adventure Big Walk third by PC revenue in its covered markets. Social cooperation and exploration could still break through established franchises.</p>\n\n\n\n<h2 class=\"wp-block-heading\">MMORPGs in 2026: Check What the Franchise Includes</h2>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https://ncsoft-brand-web.s3.ap-northeast-2.amazonaws.com/ncsoft/invest/result/20260811/report/2Q26_PT_ENG.pdf\">NCsoft reported ₩185.5 billion</a> in second-quarter revenue from Lineage Classic. Aion 2 contributed ₩71.9 billion.</p>\n\n\n\n<p class=\"wp-block-paragraph\">At Nexon, <a href=\"https://www.businesswire.com/news/home/20260813331960/en/Nexon-Releases-Earnings-for-Second-Quarter-2026\">MapleStory franchise revenue rose 63% in Q2</a>. Yet Global MapleStory revenue fell 7%, while user-generated-content platform MapleStory Worlds grew 123%.</p>\n\n\n\n<p class=\"wp-block-paragraph\">That distinction matters. A growing franchise can include an MMORPG, an idle RPG and creator-made experiences, each moving differently.</p>\n\n\n\n<p class=\"wp-block-paragraph\">For anyone assessing MMO opportunities, the product breakdown tells a more useful story than the franchise headline.</p>\n\n\n\n<h2 class=\"wp-block-heading\">Who Plays Games in 2026? Look Beyond the Stereotype</h2>\n\n\n\n<p class=\"wp-block-paragraph\">The <a href=\"https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2026-data/\">ESA’s 2026 research</a>, conducted with YouGov in February, puts the average American player’s age at 37.</p>\n\n\n\n<p class=\"wp-block-paragraph\">Some 67% of Americans play at least an hour weekly. Women represent 46% of players. Half of boomers play weekly, and 80% of players use mobile devices.</p>\n\n\n\n<p class=\"wp-block-paragraph\">These are US findings, not global percentages. They still make “the gamer” look considerably broader than the familiar marketing stereotype.</p>\n\n\n\n<h2 class=\"wp-block-heading\">What the 2026 Numbers Mean for Gaming Businesses</h2>\n\n\n\n<p class=\"wp-block-paragraph\">My reading is that the useful opportunity sits below the market headline: in a specific audience, a growing subgenre or a better reason to return.</p>\n\n\n\n<p class=\"wp-block-paragraph\">That is also why <a href=\"https://reinouttebrake.com/gaming-investment\">gaming investment and studio funding</a> need their own analysis. A large market does not establish demand for your particular game.</p>\n\n\n\n<p class=\"wp-block-paragraph\">By October 2026, the practical question is clear: whose attention can your game earn, and what will make those players come back?</p>\n\n\n\n<h2 class=\"wp-block-heading\">Sources</h2>\n<ul><li><a href=\"https://sensortower.com/blog/top-10-worldwide-mobile-games-by-revenue-and-downloads-in-september-2026\">Sensor Tower — September 2026 Mobile Game Rankings</a></li></ul>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https://sensortower.com/blog/h1-2026-digital-gaming-market-index\">Sensor Tower — H1 2026 Gaming Market Index</a></li>\n\n\n\n<li><a href=\"https://appmagic.rocks/research/casual-report-H12026\">AppMagic — Casual Games Report H1 2026</a></li>\n\n\n\n<li><a href=\"https://sensortower.com/blog/premium-pc-console-deep-dive\">Sensor Tower — Premium PC/Console Deep Dive</a></li>\n\n\n\n<li><a href=\"https://newzoo.com/articles/august-2026-pc-console-rankings\">Newzoo — August 2026 PC &amp; Console Rankings</a></li>\n\n\n\n<li><a href=\"https://ncsoft-brand-web.s3.ap-northeast-2.amazonaws.com/ncsoft/invest/result/20260811/report/2Q26_PT_ENG.pdf\">NCsoft — Q2 2026 Earnings</a> · <a href=\"https://www.businesswire.com/news/home/20260813331960/en/Nexon-Releases-Earnings-for-Second-Quarter-2026\">Nexon — Q2 2026 Earnings</a></li>\n\n\n\n<li><a href=\"https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2026-data/\">ESA — 2026 Essential Facts</a></li>\n</ul>\n","content_text":"Mobile game downloads fell 12% in the first half of 2026. Players still spent roughly the same amount of time playing. Meanwhile, merge-game revenue jumped 74%.\n\nThat is gaming in 2026: the headline can look quiet while entire categories move underneath it.\n\nThis October snapshot draws on January–September 2026 results and research conducted this year. Market figures are estimates unless identified as company-reported results. Full-year forecasts are excluded.\n\nMobile Gaming in 2026: Fewer Installs, Persistent Players\n\nAccording to Sensor Tower’s H1 2026 Gaming Market Index (https://sensortower.com/blog/h1-2026-digital-gaming-market-index), mobile games generated $39.8 billion in in-app purchases during January–June, down 2% year on year.\n\nDownloads dropped to 24 billion, but playtime held near 221 billion hours. Gaming advertising spend within its measured coverage rose 8%.\n\nPlayers are still showing up. Getting them to try something new looks harder.\n\nFor publishers, that puts discovery, retention and the relationship with existing players closer together. It also connects with the question explored in my Q2 2026 gaming investment analysis (https://reinouttebrake.com/stories/gaming-is-growing-but-new-game-studios-are-getting-less-of-the-money): where does growth leave a studio still trying to establish an audience?\n\nBy September, Sensor Tower measured $6.13 billion in monthly mobile game spending (https://sensortower.com/blog/top-10-worldwide-mobile-games-by-revenue-and-downloads-in-september-2026) across the App Store and Google Play, down 7% from August. Roblox led downloads; Honor of Kings led revenue. Third-party Android stores are excluded, so China is represented through iOS only. A monthly fall does not establish an annual decline.\n\nCasual Games in 2026: Merge Moves, Match-3 Holds\n\nAppMagic’s H1 2026 Casual Games Report (https://appmagic.rocks/research/casual-report-H12026) puts casual in-app revenue near $11 billion, broadly unchanged.\n\nInside that total, merge generated approximately $1.3 billion, up 74%. Match-3 remained much larger at roughly $2.5 billion, but revenue slipped 0.4%.\n\nSort, screw and block puzzles together generated almost $600 million in in-app purchases. Farming also grew: revenue increased 15% to $576 million.\n\nThe striking detail is how differently newcomers performed. Among 120 new match-3 releases, only a Vietnamese Gardenscapes version crossed $100,000 in monthly revenue during the half. Eight of 55 farming releases reached that benchmark, all targeting Eastern markets.\n\n“Casual” is a useful category. It is a poor substitute for choosing a market.\n\nPC and Console in 2026: Action Gains, RPG Hours Fall\n\nPremium revenue across PlayStation, Steam and Xbox reached approximately $13.8 billion in H1 2026, up 5%, according to Sensor Tower’s premium gaming analysis (https://sensortower.com/blog/premium-pc-console-deep-dive).\n\nOn Steam, premium playtime increased 13%. Action hours rose 28%, strategy 24%, while RPG hours fell 14%.\n\nThose are premium Steam figures, not a verdict on every RPG business model.\n\nThere is room for fresh ideas, too. Newzoo’s August rankings (https://newzoo.com/articles/august-2026-pc-console-rankings) placed cooperative adventure Big Walk third by PC revenue in its covered markets. Social cooperation and exploration could still break through established franchises.\n\nMMORPGs in 2026: Check What the Franchise Includes\n\nNCsoft reported ₩185.5 billion (https://ncsoft-brand-web.s3.ap-northeast-2.amazonaws.com/ncsoft/invest/result/20260811/report/2Q26_PT_ENG.pdf) in second-quarter revenue from Lineage Classic. Aion 2 contributed ₩71.9 billion.\n\nAt Nexon, MapleStory franchise revenue rose 63% in Q2 (https://www.businesswire.com/news/home/20260813331960/en/Nexon-Releases-Earnings-for-Second-Quarter-2026). Yet Global MapleStory revenue fell 7%, while user-generated-content platform MapleStory Worlds grew 123%.\n\nThat distinction matters. A growing franchise can include an MMORPG, an idle RPG and creator-made experiences, each moving differently.\n\nFor anyone assessing MMO opportunities, the product breakdown tells a more useful story than the franchise headline.\n\nWho Plays Games in 2026? Look Beyond the Stereotype\n\nThe ESA’s 2026 research (https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2026-data/), conducted with YouGov in February, puts the average American player’s age at 37.\n\nSome 67% of Americans play at least an hour weekly. Women represent 46% of players. Half of boomers play weekly, and 80% of players use mobile devices.\n\nThese are US findings, not global percentages. They still make “the gamer” look considerably broader than the familiar marketing stereotype.\n\nWhat the 2026 Numbers Mean for Gaming Businesses\n\nMy reading is that the useful opportunity sits below the market headline: in a specific audience, a growing subgenre or a better reason to return.\n\nThat is also why gaming investment and studio funding (https://reinouttebrake.com/gaming-investment) need their own analysis. A large market does not establish demand for your particular game.\n\nBy October 2026, the practical question is clear: whose attention can your game earn, and what will make those players come back?\n\nSources\n\n- Sensor Tower — September 2026 Mobile Game Rankings (https://sensortower.com/blog/top-10-worldwide-mobile-games-by-revenue-and-downloads-in-september-2026)\n\n- Sensor Tower — H1 2026 Gaming Market Index (https://sensortower.com/blog/h1-2026-digital-gaming-market-index)\n\n- AppMagic — Casual Games Report H1 2026 (https://appmagic.rocks/research/casual-report-H12026)\n\n- Sensor Tower — Premium PC/Console Deep Dive (https://sensortower.com/blog/premium-pc-console-deep-dive)\n\n- Newzoo — August 2026 PC & Console Rankings (https://newzoo.com/articles/august-2026-pc-console-rankings)\n\n- NCsoft — Q2 2026 Earnings (https://ncsoft-brand-web.s3.ap-northeast-2.amazonaws.com/ncsoft/invest/result/20260811/report/2Q26_PT_ENG.pdf) · Nexon — Q2 2026 Earnings (https://www.businesswire.com/news/home/20260813331960/en/Nexon-Releases-Earnings-for-Second-Quarter-2026)\n\n- ESA — 2026 Essential Facts (https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2026-data/)","referenced_links":[{"url":"https://sensortower.com/blog/h1-2026-digital-gaming-market-index","label":"Sensor Tower — H1 2026 Gaming Market Index"},{"url":"https://reinouttebrake.com/stories/gaming-is-growing-but-new-game-studios-are-getting-less-of-the-money","label":"Q2 2026 gaming investment analysis"},{"url":"https://sensortower.com/blog/top-10-worldwide-mobile-games-by-revenue-and-downloads-in-september-2026","label":"Sensor Tower — September 2026 Mobile Game Rankings"},{"url":"https://appmagic.rocks/research/casual-report-H12026","label":"AppMagic — Casual Games Report H1 2026"},{"url":"https://sensortower.com/blog/premium-pc-console-deep-dive","label":"Sensor Tower — Premium PC/Console Deep Dive"},{"url":"https://newzoo.com/articles/august-2026-pc-console-rankings","label":"Newzoo — August 2026 PC & Console Rankings"},{"url":"https://ncsoft-brand-web.s3.ap-northeast-2.amazonaws.com/ncsoft/invest/result/20260811/report/2Q26_PT_ENG.pdf","label":"NCsoft — Q2 2026 Earnings"},{"url":"https://www.businesswire.com/news/home/20260813331960/en/Nexon-Releases-Earnings-for-Second-Quarter-2026","label":"Nexon — Q2 2026 Earnings"},{"url":"https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2026-data/","label":"ESA — 2026 Essential Facts"},{"url":"https://reinouttebrake.com/gaming-investment","label":"gaming investment and studio funding"}],"social_image":"https://reinouttebrake.com/assets/editorial/archive-photo-9071726-1280.webp","citation":"Reinout te Brake. Gaming in 2026 So Far: Fewer Downloads, Surprising Winners. 2026-10-20. https://reinouttebrake.com/stories/gaming-in-2026-so-far-fewer-downloads-surprising-winners"}