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Why Video Games Stopped Being a Hobby and Became a Business

Admin · September 7, 2026

Ask someone in 1995 what a “gaming company” made money from, and they would have said one thing: selling boxed cartridges at the mall. Ask the same question today and you get a much messier answer involving subscriptions, battle passes, live-service updates, and betting platforms that borrow gaming’s visual language wholesale.

Top online casinos like Rajbets, an Indian-focused platform that opened in 2020, is a good example of how far the crossover goes: its most popular title, Aviator by Spribe, looks and feels like an arcade game, complete with a rising multiplier curve players must “cash out” before it crashes. The line between playing and wagering has quietly dissolved, and that shift explains a lot about where gaming’s money actually comes from now.

The Money Stopped Coming From the Box

Nobody buys a $60 cartridge and walks away anymore, at least not as the industry’s main source of income. Revenue now trickles in continuously, through microtransactions, season passes, and in-game currencies that never quite convert to a round number. It’s a slower drip, but it never really stops (which, depending who you ask, is either genius or slightly diabolical).

MetricFigureYearSource
Global games market revenue$187.7 billion (initial estimate)2024Newzoo Global Games Market Report
Mobile share of global revenue49% ($92.6B)2024Newzoo
PC segment revenue$43.2 billion2024Newzoo
Console segment revenue$51.9 billion2024Newzoo
Global paying gamers1.5 billion2024Newzoo
Global player base3.42 billion2024Newzoo
Forecast market size$198 billion2027Newzoo (2025 revision)
Asia-Pacific share of players53% (1.8 billion)2024Newzoo
China + US share of market volume52%2024Newzoo (revised figures)
Global games market revenue$188.8 billion2025Newzoo Games Market 2025 report

A few connecting sentences before we get into the list: what these numbers mean, practically, is that the “hit or flop” gamble of a single launch matters less than it used to. Studios now design games as ongoing services with revenue built to compound over years, not weeks. Here’s what that shift actually looks like on the ground:

None of this happened by accident. It’s the result of a decade of studios watching mobile-first companies figure out that attention, not units sold, is the real currency. The box on the shelf just couldn’t compete with that.

The Games That Turned Into Financial Instruments

Not every studio needs a slow monetization funnel. Some titles simply print money at a pace that would make a hedge fund blush. miHoYo’s Genshin Impact, launched worldwide on September 28, 2020, is the textbook case.

According to Sensor Tower’s Store Intelligence data, the free-to-play open-world RPG crossed $1 billion in mobile player spending in under six months, faster than Pokémon GO’s nine-month run to the same milestone.

By the end of its first year it had pulled in roughly $2 billion on mobile alone, and it kept averaging about $1 billion every six months for years after, eventually surpassing $3 billion in cumulative mobile spend. Not bad for a game you can download for free.

Genshin Impact metricFigurePeriodSource
Time to first $1 billionUnder 6 monthsBy March 2021Sensor Tower
First-year mobile revenue~$2 billionSep 2020–Sep 2021Sensor Tower
Two-year mobile revenue$3.7 billionSep 2020–Sep 2022Sensor Tower
Cumulative mobile revenue milestone$3 billion185 days after $2B markSensor Tower
First-week revenue$60 millionLaunch week, Sep 2020Sensor Tower
China’s share of two-year revenue (iOS only)~33% ($1.2B)2020–2022Sensor Tower
Japan’s share of revenue~24%2020–2022Sensor Tower
US share of revenue~17–21%2020–2022Sensor Tower
App Store share of global revenue~66–68%2020–2022Sensor Tower
Global rank among mobile games (first year)No. 3, behind Honor of Kings and PUBG Mobile2021Sensor Tower

What connects the table above to the wider point is this: Genshin Impact wasn’t a fluke born of good marketing. It reflected a monetization system (the gacha model) refined over years by mobile-first Asian studios, then exported globally with production values that rival any AAA console release. A few takeaways worth sitting with:

It’s worth remembering that none of this revenue came from a retail shelf. Every dollar was spent voluntarily, in small increments, by people who never had to pull out a credit card for anything resembling a “purchase” in the traditional sense. That’s the model everyone else is now chasing.

Who Actually Gets Paid, and How the Rules Keep Changing

The final piece of the puzzle is regulation and payments, the unglamorous plumbing that decides whether any of this revenue is even legal to collect.

RajBet, licensed under Curaçao’s remote-gaming framework (No. 8048/JAZ), built its entire business around solving one narrow problem: getting Indian players money in and out of a platform quickly, using UPI and other local rails, while keeping player funds in segregated accounts as required by its license. It’s a small, unglamorous detail, but it’s exactly the kind of infrastructure work that determines whether a “gaming” business can actually operate in a given country at all.

Payments/regulation factDetailRegion/YearSource
Digital revenue share of games market96.4% ($175.8B)2024Newzoo/Tweaktown
Physical revenue share4.6% ($8.5B)2024Newzoo/Tweaktown
Cloud gaming market revenue$1.57 billion2021Newzoo Cloud Gaming Report
Cloud gaming forecast revenue$6.53 billion2024Newzoo Cloud Gaming Report
Cloud gaming paying users forecast60.7 million2024Newzoo
MENA region growth rate (fastest-growing)+7.5% YoY, $7.1B2025Newzoo
Asia-Pacific revenue share46% ($87.6B)2025Newzoo
Mobile market size forecast$103 billion2025Newzoo
Console segment growth (Switch 2 effect)+5.5% YoY to $45.9B2025Newzoo
RajBet operating licenseCuraçao eGaming (No. 8048/JAZ)Since 2020RajBet public license info

The regulatory picture connects directly back to how these companies grow: expanding into a new country isn’t just a translation job, it’s a payments and compliance project. A quick rundown of what that involves in practice:

Put simply, a great game with no way to collect money from its actual audience is just an expensive hobby. The businesses winning this decade are the ones that treated payments and licensing as seriously as gameplay itself.

Conclusion

Video games used to be judged by how fun they were on release day. Now they’re judged by how well they hold attention over months and years, and how smoothly they can turn that attention into revenue across a dozen currencies and payment systems. The fun still matters. It just isn’t the whole business anymore, and pretending otherwise would be a little naive.

Admin