The New Reality of Gaming: How Creators Are Navigating the Industry's Post-Growth Reset
According to 36 Kr's ChinaJoy 2026 coverage, overseas revenue from Chinese self-developed games hit $12.372 billion in H1 2026 — up 30.22% year-over-year.

The Growth Numbers That Don't Match
Yet Sensor Tower data cited in the same report shows global mobile game downloads dropped 7% year-over-year, with user duration growth flat at 0.01% and in-app purchase revenue up just 1.4%. The gap between topline expansion and engagement decay is where streamers, influencers, and creator-businesses now operate. The post-pandemic expansion phase is closing; the reset is already operational.
The Consolidation Era Is Over
Three transactions closed the chapter:
- EA finalized its $55 billion go-private deal in early August, led by Saudi Arabia's Public Investment Fund
- Microsoft announced 3,200 Xbox layoffs and studio divestitures last month
- Ubisoft is shuttering studios and pushing major productions into 2028-29
Context: global video game revenue surged from $131.7 billion in 2019 to $214.2 billion in 2021, per a 2022 PwC report. Over 1,300 gaming deals worth $127 billion were announced or completed in 2022 alone, according to the Drake Star Global Gaming Report. Half of all billion-dollar gaming deals to date happened between 2020 and 2023, including Microsoft's $68.7 billion Activision Blizzard acquisition. Sweden's Embracer Group absorbed more than a dozen companies in the same window.
Now the math inverts. Investor pressure is forcing publishers toward predictable revenue, multi-year development cycles, and recurring income streams. Ubisoft has reported losses in three of the past five years; shares are down 89% over that period. Going private, according to games industry researcher Joost van Dreunen in comments to the Associated Press, could give EA more breathing room to invest in long development cycles. South Korea's market is moving in the same direction, with KED Global reporting studios shutting down and players drifting away.
Twitch's Lane: PC, Console, Community
The mobile-first growth model has stopped working. Sensor Tower's 2026 Game Market Report shows PC and console games now account for half of total overseas game revenue. Steam's global revenue climbed from $7.8 billion in 2022 to roughly $11 billion in 2025 — a 41% cumulative increase over three years, slowing to 6.8% growth in 2025. Plateau, not decline.
The economics differ from mobile. PC and console players operate on longer decision cycles, rely on community word-of-mouth, streamer recommendations, and media reviews. The acquisition-to-conversion-to-retention funnel that defined mobile is structurally weaker here. For creators with audience leverage, that's a structural tailwind — not a vibe shift.
Chinese publishers illustrate the gap: roughly one-third of global games, 4.6% of global revenue. Volume without brand premium.