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Bain & Co: Research shows only one in five players seek out new titles

Gaming industry trends point to a market where players often stick with familiar experiences, even as developers compete to introduce new ideas. Bain & Company’s annual Gaming Report, based on a survey of more than 5,300 players worldwide, found that two-thirds prefer familiar games or sequels, while just one in five actively seeks new titles.

Image credit: Mohamed Albasyouni via Unsplash

Gaming industry trends favor focused game concepts

Global gaming software revenue has grown by an average of 3% a year over the past four years, and the report expects a similar rate over the next four. But steady market growth does not mean every new release has an equal chance of success. Survey respondents were critical of what Bain calls the “unfocused middle”: games that feel too generic, cautious, or shallow to give players a compelling reason to choose them.

The report contrasts Baldur’s Gate 3 with Concord. The former appealed to a clearly defined audience, while the latter entered a crowded hero-shooter category and struggled to persuade players accustomed to free-to-play alternatives to pay $40. These examples illustrate why a distinct audience and a clear value proposition can matter when a game launches into a competitive market.

Bain examined public information about 100 games released since 2023. Among titles aimed at a specific type of player, 83% achieved commercial success, compared with 50% of games classified as unfocused. These figures describe the titles in the report’s analysis, rather than guaranteeing the outcome of any future release. For studios, the practical takeaway is to define the intended player and the experience being offered before committing to production and marketing decisions.

Player preferences are spread across genres

No single preferred experience—story-driven games, open sandbox or user-generated content, and multiplayer—was named by more than 26% of respondents. About 20% said their choice depends on their mood or that the categories are roughly equal. Another 17% selected none of these options or preferred other game types.

This spread suggests that developers should avoid assuming one format will appeal to everyone. Researching a specific audience can help teams make more informed choices about gameplay, communication, and the features that deserve priority.

AI adoption and player spending habits

Bain identifies rising player demand and generative AI adoption as two major pressures on the industry. Developers are increasingly using AI to speed up production, but faster development alone does not remove commercial risk. Without a well-defined audience, technology may simply help a team scale a poorly targeted idea more quickly.

Player attitudes toward AI have become more positive over the past year. In the survey, 42% said they were more comfortable with the industry’s use of AI than a year earlier, 44% reported no change, and fewer than one in seven felt less comfortable. Among players aged 13 to 17, 59% said they were more comfortable, while 33% reported no change. These results reflect reported attitudes, not approval of every possible use of AI.

The report also describes how studios can use engagement data to understand what resonates with players and improve feedback between developers and communities. Personalised communications, offers, and content may support this relationship, but should be relevant and clearly suited to the intended audience.

Teenagers spend more on gaming-related activities

Each month, 86% of teenagers surveyed spent money on gaming-related activities. The figure was just over half among players in their 50s, 36% among those in their 60s, and 27% among players in their 70s. The report’s definition includes new games, in-game content, subscriptions, and tips for streamers, but excludes hardware such as consoles and virtual reality headsets.

Direct purchases are also significant: nearly half of gamers bought from developers’ web stores at least once in the previous year, and 27% did so repeatedly. Among players aged 13 to 17, 40% made multiple direct purchases during that period. These figures make it useful for publishers to consider how they build ongoing relationships with players, alongside how they attract new audiences.

What these gaming industry trends mean for developers

The report’s findings suggest that commercial opportunity depends not only on reaching more people, but also on understanding which players a game is designed for. A focused concept, appropriate distribution, and thoughtful use of AI and personalisation can help studios align their resources with that audience. Overall, gaming industry trends show the value of making a clear creative choice rather than relying on a broadly appealing but indistinct proposition.

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