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Matthew Ball on What Happened to the Gaming Boom—and the Prospects for Recovery

The gaming slowdown was not simply a drop in interest. Pandemic-era comparisons, inflation, rising costs, and entrenched hits help explain the reset—and why recovery is possible but not assured.
From TheFinanceBase Team4 min to read
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The gaming boom did not simply end because people stopped playing. Matthew Ball’s 2024 analysis points to a more complicated reset: U.S. spending growth was heavily concentrated in the pandemic year, inflation erased apparent gains, and the cost of making games rose. A recovery is possible, but the industry’s next growth cycle depends on reaching players with compelling new experiences while managing costs—not on a return to lockdown-era conditions.

What happened to the gaming boom?

The key is the comparison point. In a January 2024 analysis of U.S. consumer spending on game software, hardware, and accessories, Matthew Ball reported that spending in 2023 was 27% higher in nominal dollars than in 2019. But 91% of that increase occurred in 2020. The four-year total therefore makes the post-pandemic market look like a steadier growth story than it was; most of the rise came during the extraordinary first year of the pandemic. These figures are Ball’s estimates for the U.S. and do not represent every global revenue stream in gaming. Read Ball’s 2024 analysis.

The nominal year-over-year change was also small. Ball put U.S. consumer video-game spending at $57.2 billion in 2023, up 1.1% from 2022. Spending was 4.1% below 2021 in nominal terms. Once inflation is considered, the picture is weaker: using a 19% rise in U.S. consumer prices from 2019 in his comparison, Ball reported that real gaming revenue in 2023 was 2.1% below 2022 and 14.3% below 2021. In other words, a slight increase in dollars spent did not translate into more purchasing power or a return to the 2021 high.

Why did weak growth hit the industry so hard?

Costs rose as revenue growth slowed

Slower spending is only part of the pressure. Ball argues that game makers’ costs rose too, squeezing the economics of producing and supporting games. Deloitte’s 2025 outlook likewise describes escalating costs to sustain a narrow tier of premium franchises. When large projects require substantial investment, modest revenue growth can be insufficient to support the same volume of releases, studios, or ongoing services.

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Established hits make it hard for new games to break through

Deloitte also highlights a social barrier to switching. Players often build friendships and routines around established games; a new title must persuade not just one person, but sometimes an entire group to move together. That loyalty can make popular games durable, while making it harder for challengers to attract and retain an audience. Deloitte’s 2025 outlook describes a difficult year that included high-profile launches that failed, cancelled live-service games, studio closures, and layoffs despite growth in gamers and time spent. It characterized global revenue as mostly flat. See Deloitte’s 2025 video-game industry outlook.

What do layoffs tell us—and what don’t they tell us?

Layoffs are a visible sign of strain, but a figure needs a denominator. S&P Global Market Intelligence reported that the companies in its analysis cut 1,554 positions in 2024, equal to 2% of their combined workforce. That is a finding about the companies included in its analysis, not a complete count of all global gaming-industry job losses. Read S&P Global Market Intelligence’s 2024 layoffs analysis.

Employment figures also measure something different from player demand. Layoffs can reflect a company’s costs, project slate, or expectations as well as market conditions. They should not be treated on their own as proof that fewer people are playing or that the entire industry is shrinking.

Could gaming recover?

Yes, but the evidence supports possibility, not a prediction that the pandemic-era trajectory will return. Deloitte identifies several potential sources of growth: differentiated games and experiences, new technologies, applications of generative AI in development and operations, and independent studios able to reach audiences with distinctive work. Each has a practical hurdle. New technology must attract sustained use; AI must contribute useful efficiencies or better experiences; and independent studios still need a way to find and keep players.

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Social play cuts both ways in a recovery. It helps incumbents retain communities, but a new game with a strong enough shared experience may give friend groups a reason to try something different. Deloitte also notes that virtual-reality adoption has been slow and augmented-reality hardware faces challenges, so those platforms should be viewed as uncertain opportunities rather than ready-made solutions.

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How to judge claims that the boom is back

Ball’s official index lists presentations titled The State of Video Gaming in 2025 and a newer 2026 presentation. The 2026 index description says video gaming had more revenue and cultural weight than ever in 2025, while asking why growth and revenue remained elusive and why player counts were retreating across much of the developed world. That is Ball’s framing in the presentation listing, not enough by itself to establish a broad recovery or validate a particular measure. View Matthew Ball’s gaming index.

When assessing a recovery claim, check what is actually rising and where. Revenue can increase because of higher prices or spending per player even if player counts fall. More play time does not necessarily mean better studio economics. A U.S. spending estimate cannot stand in for global results, and a company sample cannot stand in for the whole workforce.

  • Measure: Is the claim about nominal revenue, inflation-adjusted spending, player counts, time played, jobs, or studio profitability?
  • Scope: Does it cover the United States or the global market, which years, and a defined sample or the entire sector?
  • Growth engine: Is improvement coming from more players or play time, greater spending per player, new platforms and experiences, or lower production costs?
  • Who benefits: Are results accruing to established franchises and platforms, or are new entrants and independent studios also finding audiences?

The useful comparison is not simply “gaming now versus the pandemic peak.” It is whether growth is broad, durable, and economically sustainable after the unusual conditions of 2020 faded.

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