gaming market

AppWizard
April 17, 2026
Newzoo's PC & Console Gaming Report for 2026 indicates that revenue from PC gaming is shifting, with games ranked 21 and below increasing their share from 48% to 56% in Western markets by 2025. This growth includes a 44% rise in playtime for these lower-ranked games, while overall PC playtime increased by 14%. In contrast, playtime for the Top 20 titles has stagnated or declined. Popular titles like Elden Ring and Skyrim remain significant, but there is growing interest in survival games and action RPGs, such as Rust and DayZ, which benefit from ongoing support and updates. The report also notes a resurgence in retro gaming, with classic simulators appealing to nostalgic players. Newzoo highlights that games like REPO and Kingdom Come: Deliverance 2 continue to perform well even after leaving bestseller lists, indicating a broader audience interested in previously popular titles rather than just new releases.
AppWizard
April 16, 2026
A recent analysis from Newzoo indicates that the PC gaming sector is experiencing a shift, with over 50% of revenue generated from games outside the top 20, projected to reach 56% by 2025 in Western markets, up from 48% in 2022. This trend highlights the growing diversity within the PC gaming market, as players increasingly invest time and money in less mainstream titles, particularly older games. The shift is notably pronounced in Eastern markets.
Winsage
April 6, 2026
The Linux gaming market share among Steam users has reached 5.3%, a historic high, coinciding with Windows usage dropping below 93%. Windows 10 usage has decreased by nearly 15%, while Windows 11 has gained only 10.6%. SteamOS Holo 64-bit is the leading Linux distribution, making up 25% of all Linux users, largely due to the popularity of the Steam Deck. macOS has gained 1.2% market share, indicating a shift in gaming preferences. Valve announced plans to expand SteamOS to desktop PCs, which may further boost Linux gaming adoption.
Winsage
April 4, 2026
The latest Steam Hardware survey indicates that Windows usage among gamers has fallen below 93% for the first time, while Linux has surpassed 5%, reaching 5.3%. Windows 10's market share dropped nearly 15% in March 2026, and Windows 11 only gained 10.6% during the same period. macOS increased by 1.2%, while Linux grew by over 3.1%. Among Linux users, SteamOS Holo 64-bit is the leading distribution with a 25% share, attributed to the Steam Deck. Other distributions like Arch and Mint hold 8.8% and 6.9% of the market, respectively. There are also unnamed distributions referred to as "0 64 bit" and "64 bit," which may be experimental versions of SteamOS.
AppWizard
April 4, 2026
Indie Pass will launch on April 13, offering a subscription model for .99 per month, providing access to a curated selection of 70 indie games primarily from the indie.io catalog. Developers will be compensated based on the playtime of their games by subscribers. The service has received mixed reactions, with concerns about promoting games designed for prolonged engagement, the preference for direct purchases, and the lack of ownership of games. Critics, including George Broussard, argue that subscription models harm developers, while some see potential for discoverability for indie titles. Jess Mitchell from Indie Pass emphasized discoverability as a key incentive for developers. Publisher Devolver Digital humorously commented on the subscription model's viability. As the launch nears, Indie Pass must demonstrate its value to both developers and gamers amidst skepticism and competition in the gaming market.
AppWizard
April 3, 2026
Sony's entry into the PC gaming market generated 0 million in revenue over three years, as disclosed in 2023. The company is reconsidering its strategy for first-party singleplayer games on PC, potentially reinforcing PlayStation exclusivity. Jerry Liu, a former planner in Sony's PlayStation division, reported that he managed operations for the PS PC group, which grew from zero to 0 million in net revenue over three years. Sony's earnings from PC games for fiscal years were as follows: FY20: million, FY21: 0 million, FY22: 0 million. The surge in FY22 revenue was largely due to the acquisition of Bungie and the release of nine first-party titles on PC. The reported figures reflect net revenue, while actual gross revenue for FY22 was approximately 0 million. This discrepancy indicates that Sony's quarterly reports represent gross revenue, while segment briefings reflect net revenue. Focusing on PlayStation exclusivity may help Sony balance gross and net revenues and avoid revenue sharing with platforms like Valve.
AppWizard
April 2, 2026
Cassette tape recordings from the 1989 Computer Game Developers Conference reveal insights into the gaming industry's evolution. Robert Garriott of Origin Systems expressed concerns about an oversaturated PC gaming market, reflecting ongoing industry anxieties. A panel titled "The Golden Days of Computer Games" highlighted nostalgia for gaming history. Steve Cartwright credited Activision co-founder David Crane for his entry into game design, while M.U.L.E. designer Danielle Bunten Berry lamented the shift from a product-oriented mindset to one influenced by market demands. Garriott noted the decline of the "one programmer, one product" model, emphasizing the need for specialization and the importance of marketing in contemporary game development. Despite these challenges, indie development continues to thrive, with small teams creating celebrated titles. The complete panel recording is available from the Video Game History Foundation.
BetaBeacon
April 1, 2026
Decentraland's native MANA token trades at roughly [openai_gpt model="gpt-3.5-turbo-0125" prompt="Summarize the content and extract only the fact described in the text bellow. The summary shall NOT include a title, introduction and conclusion. Text: Decentraland Expands Reach with Epic Games Store and Mobile Launch The metaverse was supposed to be its own destination. You would put on a headset, enter a virtual world, and never need to think about the platform that brought you there. That was the pitch, anyway. Decentraland, one of the earliest and most persistent experiments in decentralised virtual worlds, appears to have reached a different conclusion. On Monday, the project launched on the Epic Games Store and released an Android app on Google Play, with an iOS version to follow. The message is clear: if people will not come to the metaverse, the metaverse will go to where people already are. The Epic Games Store listing is the more strategically significant of the two moves. Epic’s platform reached 317 million registered PC users in 2025 and set a record of 78 million monthly active users in December of that year, according to the company’s annual review. Third-party game spending on the store rose 57 per cent year on year to more than 0 million. For Decentraland, which has long struggled with the perception, and at times the reality, that its virtual world is sparsely populated, placing itself alongside Fortnite and other mainstream titles on a storefront with that kind of traffic represents an attempt to solve a distribution problem that no amount of blockchain architecture could fix on its own. Yemel Jardi, executive director of Decentraland, framed the launch in distribution terms rather than technological ones. Epic Games, he said, has become a primary discovery channel for desktop experiences, and being there strengthens how people find and access Decentraland. He described it as part of a broader strategy to meet people where they already are, with plans to expand to additional stores over time. The mobile launch follows a similar logic. Decentraland’s Android app is now live on Google Play, with the iOS version expected shortly. The project cites figures from Mordor Intelligence showing that mobile devices command 71.55 per cent of the social gaming market, and DataReportal statistics indicating that the average internet user spends three hours and 46 minutes per day on their phone. The Consumer Technology Association puts cross-platform play engagement at 61 per cent of gamers. Gino Cingolani, executive director of DCL Regenesis Labs, said the mobile experience is about reducing the barrier to access, allowing people to drop in from a phone rather than planning a desktop session. The timing is pointed. Meta, which staked its corporate identity on the metaverse in 2021 and spent roughly billion on Reality Labs before reversing course, announced in March that it would shut down Horizon Worlds on VR headsets (a decision it partially walked back after user backlash, though the platform’s future remains uncertain). Meta cut 1,500 Reality Labs employees in January 2026, closed three internal game studios, and slashed its metaverse budget by 30 per cent. The company that did more than any other to popularise the word “metaverse” has effectively abandoned the concept in favour of AI infrastructure and wearables. Decentraland’s pitch is that this retreat creates an opening. Where Meta built a proprietary virtual world controlled by a single corporation, Decentraland operates as a community-governed platform supported by a non-profit foundation. Users own their virtual land parcels and avatars as tokens on the Ethereum blockchain. The governance structure is decentralised, with decisions made through transparent community votes. There is no single company that can shut it down, which is precisely the vulnerability that Horizon Worlds users discovered when Meta decided the economics no longer worked. The question is whether Decentraland’s own economics work. The project’s native MANA token trades at roughly [cyberseo_openai model="gpt-3.5-turbo-0125" prompt="Rewrite a news story for a business publication, in a calm style with creativity and flair based on text below, making sure it reads like human-written text in a natural way. The article shall NOT include a title, introduction and conclusion. The article shall NOT start from a title. Response language English. Generate HTML-formatted content using tag for a sub-heading. You can use only , , , , and HTML tags if necessary. Text: The metaverse was supposed to be its own destination. You would put on a headset, enter a virtual world, and never need to think about the platform that brought you there. That was the pitch, anyway. Decentraland, one of the earliest and most persistent experiments in decentralised virtual worlds, appears to have reached a different conclusion. On Monday, the project launched on the Epic Games Store and released an Android app on Google Play, with an iOS version to follow. The message is clear: if people will not come to the metaverse, the metaverse will go to where people already are. The Epic Games Store listing is the more strategically significant of the two moves. Epic’s platform reached 317 million registered PC users in 2025 and set a record of 78 million monthly active users in December of that year, according to the company’s annual review. Third-party game spending on the store rose 57 per cent year on year to more than $400 million. For Decentraland, which has long struggled with the perception, and at times the reality, that its virtual world is sparsely populated, placing itself alongside Fortnite and other mainstream titles on a storefront with that kind of traffic represents an attempt to solve a distribution problem that no amount of blockchain architecture could fix on its own. Yemel Jardi, executive director of Decentraland, framed the launch in distribution terms rather than technological ones. Epic Games, he said, has become a primary discovery channel for desktop experiences, and being there strengthens how people find and access Decentraland. He described it as part of a broader strategy to meet people where they already are, with plans to expand to additional stores over time. The mobile launch follows a similar logic. Decentraland’s Android app is now live on Google Play, with the iOS version expected shortly. The project cites figures from Mordor Intelligence showing that mobile devices command 71.55 per cent of the social gaming market, and DataReportal statistics indicating that the average internet user spends three hours and 46 minutes per day on their phone. The Consumer Technology Association puts cross-platform play engagement at 61 per cent of gamers. Gino Cingolani, executive director of DCL Regenesis Labs, said the mobile experience is about reducing the barrier to access, allowing people to drop in from a phone rather than planning a desktop session. The timing is pointed. Meta, which staked its corporate identity on the metaverse in 2021 and spent roughly $70 billion on Reality Labs before reversing course, announced in March that it would shut down Horizon Worlds on VR headsets (a decision it partially walked back after user backlash, though the platform’s future remains uncertain). Meta cut 1,500 Reality Labs employees in January 2026, closed three internal game studios, and slashed its metaverse budget by 30 per cent. The company that did more than any other to popularise the word “metaverse” has effectively abandoned the concept in favour of AI infrastructure and wearables.The 💜 of EU techThe latest rumblings from the EU tech scene, a story from our wise ol' founder Boris, and some questionable AI art. It's free, every week, in your inbox. Sign up now! Decentraland’s pitch is that this retreat creates an opening. Where Meta built a proprietary virtual world controlled by a single corporation, Decentraland operates as a community-governed platform supported by a non-profit foundation. Users own their virtual land parcels and avatars as tokens on the Ethereum blockchain. The governance structure is decentralised, with decisions made through transparent community votes. There is no single company that can shut it down, which is precisely the vulnerability that Horizon Worlds users discovered when Meta decided the economics no longer worked. The question is whether Decentraland’s own economics work. The project’s native MANA token trades at roughly $0.08, down dramatically from its peak above $5 during the 2021 crypto bull run. Measuring active users has been a persistently contentious exercise. A widely cited 2022 report from DappRadar suggested the platform had as few as 38 daily active wallet users, though Decentraland disputed the methodology, arguing that it captured only on-chain transactions rather than total visitors. The project’s own figures for late 2025 claim roughly 847,000 monthly unique visitors to its web client, with daily unique visitors up 23 per cent since mid-2025 following the release of a lighter, faster desktop client. In January 2026 alone, the platform says it hosted 312 community events with average attendance of 127 unique visitors each. Those numbers are modest by the standards of mainstream gaming but significant for a platform that has survived the metaverse winter largely intact. Secondary market sales of Decentraland LAND parcels reached $4.2 million in the fourth quarter of 2025, up 31 per cent quarter on quarter. The project, founded in 2015 by Argentine developers Ari Meilich and Esteban Ordano, raised $26 million in its 2017 initial coin offering and launched publicly in February 2020. It has outlasted or outpaced most of its contemporaries. The Epic Games Store launch comes with a promotional incentive: anyone who downloads Decentraland through Epic receives an exclusive wearable item called the Epic Arrival Shield. It is a small gesture, but it reflects an understanding that building a user base in a crowded digital landscape requires meeting the expectations of platforms where people are already spending money. Epic’s store ecosystem, which gave away 662 million free game copies in 2025 alone, has trained its audience to expect value upfront. Decentraland will mark the dual launch with an in-world party on 2 April at 7pm UTC, featuring performances by Dúo Dø and DirkNeuenfels, who will also stream on Twitch. The cross-platform nature of the event, accessible from desktop, mobile, and stream, encapsulates the project’s current strategy. The virtual world itself is the product, but the storefronts, app stores, and streaming platforms are the doors. Whether those doors lead to a meaningful audience remains the open question. The metaverse narrative has been bruised by Meta’s retreat, an industry-wide reallocation of capital toward AI infrastructure, and the broader crypto market’s decline from its 2021 highs. But Decentraland’s bet is that the underlying idea, a persistent, user-owned virtual space where people gather for events, socialise, and build, does not require a trillion-dollar corporate sponsor to survive. It just requires a good enough reason to show up, and a storefront that makes showing up easy. As of this week, it has 317 million potential new front doors." temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" ].08, down dramatically from its peak above during the 2021 crypto bull run. Measuring active users has been a persistently contentious exercise. A widely cited 2022 report from DappRadar suggested the platform had as few as 38 daily active wallet users, though Decentraland disputed the methodology, arguing that it captured only on-chain transactions rather than total visitors. The project’s own figures for late 2025 claim roughly 847,000 monthly unique visitors to its web client, with daily unique visitors up 23 per cent since mid-2025 following the release of a lighter, faster desktop client. In January 2026 alone, the platform says it hosted 312 community events with average attendance of 127 unique visitors each. Those numbers are modest by the standards of mainstream gaming but significant for a platform that has survived the metaverse winter largely intact. Secondary market sales of Decentraland LAND parcels reached .2 million in the fourth quarter of 2025, up 31 per cent quarter on quarter. The project, founded in 2015 by Argentine developers Ari Meilich and Esteban Ordano, raised million in its 2017 initial coin offering and launched publicly in February 2020. It has outlasted or outpaced most of its contemporaries. The Epic Games Store launch comes with a promotional incentive: anyone who downloads Decentraland through Epic receives an exclusive wearable item called the Epic Arrival Shield. It is a small gesture, but it reflects an understanding that building a user base in a crowded digital landscape requires meeting the expectations of platforms where people are already spending money. Epic’s store ecosystem, which gave away 662 million free game copies in 2025 alone, has trained its audience to expect value upfront. Decentraland will mark the dual launch with an in-world party on 2 April at 7pm UTC, featuring performances by Dúo Dø and DirkNeuenfels, who will also stream on Twitch. The cross-platform nature of the event, accessible from desktop, mobile, and stream, encapsulates the project’s current strategy. The virtual world itself is the product, but the storefronts, app stores, and streaming platforms are the doors. Whether those doors lead to a meaningful audience remains the open question. The metaverse narrative has been bruised by Meta’s retreat, an industry-wide reallocation of capital toward AI infrastructure, and the broader crypto market’s decline from its 2021 highs. But Decentraland’s bet is that the underlying idea, a persistent, user-owned virtual space where people gather for events, socialise, and build, does not require a trillion-dollar corporate sponsor to survive. It just requires a good enough reason to show up, and a storefront that makes showing up easy. As of this week, it has 317 million potential new front doors." max_tokens="3500" temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" frequency_penalty="frequency_penalty"].08, down from its peak above during the 2021 crypto bull run. The platform has around 847,000 monthly unique visitors to its web client, with daily unique visitors increasing by 23% since mid-2025. Secondary market sales of Decentraland LAND parcels reached .2 million in the fourth quarter of 2025, up 31% quarter on quarter.
BetaBeacon
March 31, 2026
Decentraland is now available on the Epic Games Store for desktop users, offering an exclusive wearable for a limited time. The mobile app is currently available on Android with iOS coming soon, catering to the growing mobile gaming market. The mobile experience is designed for shorter, more frequent visits and seamless transition between desktop and mobile devices. Decentraland is a community-driven virtual space where users can engage in various activities and events.
Winsage
March 31, 2026
A recent discovery involving Lenovo's model listings revealed a "Legion 7 15N1X11," which may indicate a 15-inch Legion model of the 11th generation potentially powered by an NVIDIA N1X platform. This model deviates from the typical Intel, AMD, or Qualcomm nomenclature associated with gaming laptops. While the specifics of the device's final specifications and potential release remain unverified, the mention of an ARM gaming laptop raises questions about the future of Windows on ARM, a segment that has struggled in gaming. NVIDIA has introduced the GB10 Grace-Blackwell superchip, which integrates an ARM CPU with Blackwell GPU technology, and speculation exists that the N1X might share similarities with this chip. The current Legion 7a generation features AMD Ryzen AI 400 processors and GeForce RTX laptop GPUs. Windows 11 has improved compatibility for ARM, but challenges remain with games relying on anti-cheat drivers not designed for ARM systems. The reference to a 15-inch model suggests a potential transition to a dedicated chassis for this specific SoC class.
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