The creator economy in gaming market size is expected to see exponential growth in the next few years. It will grow to $123.02 billion in 2030 at a compound annual growth rate (CAGR) of 25.7%. The growth in the forecast period can be attributed to advancements in ai-driven content creation, expansion of cloud gaming services, increased adoption of ar/vr/xr in gaming, growth of blockchain-based gaming economies, rising global esports viewership. Major trends in the forecast period include rise of user-generated gaming content, growth of influencer-led game marketing, expansion of esports and competitive gaming content, popularity of game mods and customization tools, monetization through crowdfunding and fan support.
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 June 2025, Offscript Worldwide, a US-based technology and entertainment firm, acquired 3BLACKDOT for an undisclosed sum. Through this acquisition, Offscript Worldwide seeks to broaden its footprint in the $347 billion global gaming market by utilizing 3BLACKDOT’s capabilities in immersive game creation and digital content production. 3BLACKDOT Holdings LLC is a US-based technology and creative studio that focuses on delivering premium game development, cinematic content, and interactive storytelling solutions for clients in gaming and entertainment.
Major companies operating 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 2025. The regions covered in the creator economy in gaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the creator economy in gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, 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.
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.
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Table of Contents
Executive Summary
Creator Economy in Gaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses 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.
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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, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, 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. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- 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.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- 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.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- 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 company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report 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; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; 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: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
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 | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 49.3 Billion |
| Forecasted Market Value ( USD | $ 123.02 Billion |
| Compound Annual Growth Rate | 25.7% |
| Regions Covered | Global |
| No. of Companies Mentioned | 22 |


