The creator economy in gaming market size has grown exponentially in recent years. It will grow from $30.98 billion in 2024 to $39.06 billion in 2025 at a compound annual growth rate (CAGR) of 26.1%. The growth in the historic period can be attributed to rise of user-generated content, growth of gaming livestreaming, expansion of microtransactions, increasing influencer marketing, and emergence of esports monetization.
The creator economy in gaming market size is expected to see exponential growth in the next few years. It will grow to $98.31 billion in 2029 at a compound annual growth rate (CAGR) of 26%. The growth in the forecast period can be attributed to growing adoption of blockchain gaming, increasing demand for virtual assets, rising popularity of play-to-earn models, expansion of metaverse economies, and growing brand collaborations in gaming. Major trends in the forecast period include advancements in AI-driven content creation, innovations in virtual reality and augmented reality gaming, developments in blockchain-based gaming economies, investments in research and development in immersive gaming experiences, and development of cloud-based game streaming technologies.
The forecast of 26% growth over the next five years reflects a slight reduction of 0.1% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. The cost of importing game engines, consoles, and monetization tools may rise under new tariffs, constraining indie developers. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
The growth of video game streaming is anticipated to drive the expansion of the gaming creator economy in the coming years. Video game streaming involves live broadcasting of gameplay over the internet, enabling viewers to watch in real-time on platforms such as Twitch and YouTube. The rise in video game streaming is largely due to improved access to high-speed internet, which allows streamers to broadcast gameplay with minimal lag while delivering high-quality, smooth streams for viewers worldwide. This development fosters larger audiences and more interactive communities. The creator economy in gaming supports video game streaming by offering tools, platforms, and monetization options that enable streamers to produce engaging content, grow their audiences, and generate revenue through sponsorships, donations, and subscriptions. For example, according to a November 2024 report by Softonic International S.A., a Spain-based software download platform, the number of global video game players reached 3.31 billion in 2023, up from 3.03 billion in 2022. This growth highlights how video game streaming is driving the expansion of the gaming creator economy.
Technological advancements in generative AI are playing a significant role in driving the creation of high-quality 3D and 4D content within the gaming creator economy. Major players in the market are focusing on innovations such as generative AI systems for 3D and 4D content creation, which enables the production of high-quality assets with minimal technical expertise. These systems leverage advanced machine learning models to automatically create, modify, and animate three-dimensional (3D) and four-dimensional (4D) assets, allowing for fast and efficient content generation for virtual environments. For instance, in April 2025, Roblox Corporation, a US-based video game developer, introduced Cube 3D, an open-source generative AI system designed for creating 3D objects and environments. Cube 3D enables developers to create 3D models and scenes through simple textual descriptions. The system is trained on native 3D data from the Roblox platform, ensuring compatibility with modern game engines and supporting functional object generation.
In August 2022, X1 Entertainment Group Inc., a Canadian gaming and media portfolio company, acquired Tyrus LLC to strengthen its presence in the gaming creator economy. With this acquisition, X1 Esports aims to expand its influence by integrating Tyrus’ vast network of content creators, thus enhancing audience engagement and unlocking new monetization opportunities. Tyrus LLC, based in the US, is a company that operates within the gaming creator economy.
Major players in the creator economy in gaming market are Meta Platforms Inc., Microsoft Corporation, Activision Blizzard Inc., Logitech Services S.A., Manticore Games Inc., Unity Software Inc., KRAFTON Inc., Twitch Interactive Inc., Epic Games Inc., Opera Norway AS, Improbable, Discord Inc., Patreon Inc., Roblox Corporation, Gamefam Inc., DLive Entertainment Pte. Ltd., StreamElements Inc., Mod.io Pty Ltd., Sky Mavis, Anzu Virtual Reality Ltd., Mobcrush Inc.
North America was the largest region in the creator economy in gaming market in 2024. The regions covered in creator economy in gaming report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the creator economy in gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The creator economy in gaming market includes of revenues earned by entities by providing services such as game development platforms, modding communities, live streaming services. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The creator economy in gaming market consists of sales of User-generated content (UGC), Ad-based monetization, mods and custom assets. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The rapid surge in U.S. tariffs and the resulting trade tensions in spring 2025 are heavily affecting the media sector, particularly in areas such as content creation, broadcasting, and digital streaming. Increased tariffs on imported audiovisual gear, editing tools, and broadcasting technologies have driven up both production and operational costs for media companies. Film and TV studios are incurring higher expenses for sourcing foreign-made cameras, lighting, and post-production equipment, while news and broadcast outlets are facing steeper costs for satellite services and transmission hardware. Additionally, retaliatory tariffs imposed by other countries are hindering the export of U.S.-based media content, curbing international revenue growth. To navigate these challenges, media firms are increasingly sourcing domestically, accelerating digital transformation, and adopting AI-powered production tools to reduce costs and sustain their global competitiveness amid ongoing trade disruptions.
The creator economy in gaming market research report is one of a series of new reports that provides creator economy in gaming market statistics, including creator economy in gaming industry global market size, regional shares, competitors with a creator economy in gaming market share, detailed creator economy in gaming market segments, market trends and opportunities, and any further data you may need to thrive in the creator economy in gaming industry. This creator economy in gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The creator economy in gaming refers to an ecosystem where individuals such as gamers, developers, streamers, and influencers create and monetize video game-related content. This includes activities such as developing standalone games, creating game modifications (mods), broadcasting gameplay, and producing gaming tutorials or reviews. These creators leverage digital platforms to share their content, engage with their audience, and generate revenue through sponsorships, brand partnerships, merchandise sales, and direct support from their followers.
The main platforms for the creator economy in gaming include streaming platforms, social media platforms, gaming consoles, and personal computers or mobile devices. Streaming platforms are digital services that allow users to broadcast live or on-demand video content, often with a focus on gaming. The types of creators in this space include streamers or content creators, game developers, influencers, and esports athletes or teams, each producing content such as live streaming, on-demand video, esports events, gaming tutorials, and guides. Monetization models in this space include subscription-based models, one-time purchases, and pay-per-use formats.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 1-3 business days.
The creator economy in gaming market size is expected to see exponential growth in the next few years. It will grow to $98.31 billion in 2029 at a compound annual growth rate (CAGR) of 26%. The growth in the forecast period can be attributed to growing adoption of blockchain gaming, increasing demand for virtual assets, rising popularity of play-to-earn models, expansion of metaverse economies, and growing brand collaborations in gaming. Major trends in the forecast period include advancements in AI-driven content creation, innovations in virtual reality and augmented reality gaming, developments in blockchain-based gaming economies, investments in research and development in immersive gaming experiences, and development of cloud-based game streaming technologies.
The forecast of 26% growth over the next five years reflects a slight reduction of 0.1% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. The cost of importing game engines, consoles, and monetization tools may rise under new tariffs, constraining indie developers. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
The growth of video game streaming is anticipated to drive the expansion of the gaming creator economy in the coming years. Video game streaming involves live broadcasting of gameplay over the internet, enabling viewers to watch in real-time on platforms such as Twitch and YouTube. The rise in video game streaming is largely due to improved access to high-speed internet, which allows streamers to broadcast gameplay with minimal lag while delivering high-quality, smooth streams for viewers worldwide. This development fosters larger audiences and more interactive communities. The creator economy in gaming supports video game streaming by offering tools, platforms, and monetization options that enable streamers to produce engaging content, grow their audiences, and generate revenue through sponsorships, donations, and subscriptions. For example, according to a November 2024 report by Softonic International S.A., a Spain-based software download platform, the number of global video game players reached 3.31 billion in 2023, up from 3.03 billion in 2022. This growth highlights how video game streaming is driving the expansion of the gaming creator economy.
Technological advancements in generative AI are playing a significant role in driving the creation of high-quality 3D and 4D content within the gaming creator economy. Major players in the market are focusing on innovations such as generative AI systems for 3D and 4D content creation, which enables the production of high-quality assets with minimal technical expertise. These systems leverage advanced machine learning models to automatically create, modify, and animate three-dimensional (3D) and four-dimensional (4D) assets, allowing for fast and efficient content generation for virtual environments. For instance, in April 2025, Roblox Corporation, a US-based video game developer, introduced Cube 3D, an open-source generative AI system designed for creating 3D objects and environments. Cube 3D enables developers to create 3D models and scenes through simple textual descriptions. The system is trained on native 3D data from the Roblox platform, ensuring compatibility with modern game engines and supporting functional object generation.
In August 2022, X1 Entertainment Group Inc., a Canadian gaming and media portfolio company, acquired Tyrus LLC to strengthen its presence in the gaming creator economy. With this acquisition, X1 Esports aims to expand its influence by integrating Tyrus’ vast network of content creators, thus enhancing audience engagement and unlocking new monetization opportunities. Tyrus LLC, based in the US, is a company that operates within the gaming creator economy.
Major players in the creator economy in gaming market are Meta Platforms Inc., Microsoft Corporation, Activision Blizzard Inc., Logitech Services S.A., Manticore Games Inc., Unity Software Inc., KRAFTON Inc., Twitch Interactive Inc., Epic Games Inc., Opera Norway AS, Improbable, Discord Inc., Patreon Inc., Roblox Corporation, Gamefam Inc., DLive Entertainment Pte. Ltd., StreamElements Inc., Mod.io Pty Ltd., Sky Mavis, Anzu Virtual Reality Ltd., Mobcrush Inc.
North America was the largest region in the creator economy in gaming market in 2024. The regions covered in creator economy in gaming report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the creator economy in gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The creator economy in gaming market includes of revenues earned by entities by providing services such as game development platforms, modding communities, live streaming services. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The creator economy in gaming market consists of sales of User-generated content (UGC), Ad-based monetization, mods and custom assets. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The rapid surge in U.S. tariffs and the resulting trade tensions in spring 2025 are heavily affecting the media sector, particularly in areas such as content creation, broadcasting, and digital streaming. Increased tariffs on imported audiovisual gear, editing tools, and broadcasting technologies have driven up both production and operational costs for media companies. Film and TV studios are incurring higher expenses for sourcing foreign-made cameras, lighting, and post-production equipment, while news and broadcast outlets are facing steeper costs for satellite services and transmission hardware. Additionally, retaliatory tariffs imposed by other countries are hindering the export of U.S.-based media content, curbing international revenue growth. To navigate these challenges, media firms are increasingly sourcing domestically, accelerating digital transformation, and adopting AI-powered production tools to reduce costs and sustain their global competitiveness amid ongoing trade disruptions.
The creator economy in gaming market research report is one of a series of new reports that provides creator economy in gaming market statistics, including creator economy in gaming industry global market size, regional shares, competitors with a creator economy in gaming market share, detailed creator economy in gaming market segments, market trends and opportunities, and any further data you may need to thrive in the creator economy in gaming industry. This creator economy in gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The creator economy in gaming refers to an ecosystem where individuals such as gamers, developers, streamers, and influencers create and monetize video game-related content. This includes activities such as developing standalone games, creating game modifications (mods), broadcasting gameplay, and producing gaming tutorials or reviews. These creators leverage digital platforms to share their content, engage with their audience, and generate revenue through sponsorships, brand partnerships, merchandise sales, and direct support from their followers.
The main platforms for the creator economy in gaming include streaming platforms, social media platforms, gaming consoles, and personal computers or mobile devices. Streaming platforms are digital services that allow users to broadcast live or on-demand video content, often with a focus on gaming. The types of creators in this space include streamers or content creators, game developers, influencers, and esports athletes or teams, each producing content such as live streaming, on-demand video, esports events, gaming tutorials, and guides. Monetization models in this space include subscription-based models, one-time purchases, and pay-per-use formats.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 1-3 business days.
Table of Contents
1. Executive Summary2. Creator Economy in Gaming Market Characteristics3. Creator Economy in Gaming Market Trends and Strategies32. Global Creator Economy in Gaming Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Creator Economy in Gaming Market34. Recent Developments in the Creator Economy in Gaming Market
4. Creator Economy in Gaming Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, and Covid and Recovery on the Market
5. Global Creator Economy in Gaming Growth Analysis and Strategic Analysis Framework
6. Creator Economy in Gaming Market Segmentation
7. Creator Economy in Gaming Market Regional and Country Analysis
8. Asia-Pacific Creator Economy in Gaming Market
9. China Creator Economy in Gaming Market
10. India Creator Economy in Gaming Market
11. Japan Creator Economy in Gaming Market
12. Australia Creator Economy in Gaming Market
13. Indonesia Creator Economy in Gaming Market
14. South Korea Creator Economy in Gaming Market
15. Western Europe Creator Economy in Gaming Market
16. UK Creator Economy in Gaming Market
17. Germany Creator Economy in Gaming Market
18. France Creator Economy in Gaming Market
19. Italy Creator Economy in Gaming Market
20. Spain Creator Economy in Gaming Market
21. Eastern Europe Creator Economy in Gaming Market
22. Russia Creator Economy in Gaming Market
23. North America Creator Economy in Gaming Market
24. USA Creator Economy in Gaming Market
25. Canada Creator Economy in Gaming Market
26. South America Creator Economy in Gaming Market
27. Brazil Creator Economy in Gaming Market
28. Middle East Creator Economy in Gaming Market
29. Africa Creator Economy in Gaming Market
30. Creator Economy in Gaming Market Competitive Landscape and Company Profiles
31. Creator Economy in Gaming Market Other Major and Innovative Companies
35. Creator Economy in Gaming Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Creator Economy in Gaming Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on creator economy in gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase:
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- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
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- Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for creator economy in gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The creator economy in gaming market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include: the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Platform: Streaming Platforms; Social Media Platforms; Gaming Consoles; Personal Computer or Mobile Gaming2) By Type of Creators: Streamers or Content Creators; Game Developers; Influencers; Esports Athletes or Teams
3) By Content Type: Live Streaming; Video Content (On-demand); Esports Content; Gaming Tutorials and Guides; Other Content Types
4) By Monetization Model: Subscription Based; One-time Purchases; Pay Per Use
Subsegments:
1) By Streaming Platforms: Twitch; YouTube Gaming; Facebook Gaming; Kick; Trovo2) By Social Media Platforms: TikTok; Instagram; Twitter/X; Discord; Reddit
3) By Gaming Consoles: PlayStation; Xbox; Nintendo Switch
4) By Personal Computer or Mobile Gaming: PC Game Mods; Mobile Game Content Creation; Indie Game Development Tools; Game Asset Marketplaces
Companies Mentioned: Meta Platforms Inc.; Microsoft Corporation; Activision Blizzard Inc.; Logitech Services S.A.; Manticore Games Inc.; Unity Software Inc.; KRAFTON Inc.; Twitch Interactive Inc.; Epic Games Inc.; Opera Norway aS; Improbable; Discord Inc.; Patreon Inc.; Roblox Corporation; Gamefam Inc.; DLive Entertainment Pte. Ltd.; StreamElements Inc.; Mod.io Pty Ltd.; Sky Mavis; Anzu Virtual Reality Ltd.; Mobcrush Inc.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The companies featured in this Creator Economy in Gaming market report include:- Meta Platforms Inc.
- Microsoft Corporation
- Activision Blizzard Inc.
- Logitech Services S.A.
- Manticore Games Inc.
- Unity Software Inc.
- KRAFTON Inc.
- Twitch Interactive Inc.
- Epic Games Inc.
- Opera Norway AS
- Improbable
- Discord Inc.
- Patreon Inc.
- Roblox Corporation
- Gamefam Inc.
- DLive Entertainment Pte. Ltd.
- StreamElements Inc.
- Mod.io Pty Ltd.
- Sky Mavis
- Anzu Virtual Reality Ltd.
- Mobcrush Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | September 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 39.06 Billion |
Forecasted Market Value ( USD | $ 98.31 Billion |
Compound Annual Growth Rate | 26.0% |
Regions Covered | Global |
No. of Companies Mentioned | 22 |