版权说明:本文档由用户提供并上传,收益归属内容提供方,若内容存在侵权,请进行举报或认领
文档简介
The
Futureof
Play:KeyTrendsintheGamesIndustry2026ContentsWhat
happened
inthegames
industry
in
2025?
3Player
protection-creating
safergaming
environments4Continuedgrowthofcasualgaming8New
uses
ofAIingaming10Rise
offoreign
investment
in
China12Keytakeawaysand
predictions14Key
contacts
162
Keytrends
ingames
2026Whathappenedinthe
gamesindustryin2025?2025wasaturbulentyearforthevideogames
industry.
Whilstrevenues
reportedly
increasedto
nearly
$200
billion(across
morethan
3
billion
playersworldwide),
2025
saw
studio
closures
and
lay-offs,high
profile
litigation
on
industry-critical
issues,
and
an
acceleration
of
thetrendtowardstighter
regulation.
Indeed,governmentsworldwide
are
scrutinising
issues
rangingfrom
player
protection(particularlyfor
minors)
and
data
privacy
in
connectedgaming
experiencesthroughto
platform
responsibilitiesfor
user-generated
content
and
somefundamentalareas
ofmonetisation(suchasvirtual
currencies
and
loot
boxes).Aswe
enter
2026,we
believethe
industrywill
continueto
see
increased
regulation(backed
up
by
more
enforcement
activity)
andrapidtechnological
advancement(particularly,
but
not
exclusively,
in
relationtoAI)Thisarticle
exploresthe
key
developments
expectedto
shapethegames
industry
in
2026,focusing
onthe
regulatory
engine
room
ofthe
UK/EU,
but
also
bringing
in
an
international
perspectivefromour
international
offices.Wewilltouch
on:
stricter
player
protection
measuresacross
multiplejurisdictions,the
consolidation
ofcasualgaming’s
market
dominance,AI’stransitionfrom
an
experimentaltool
toa
core
developmentalfeature,and
new
opportunitiesforforeigninvestment
in
China.3
Keytrends
ingames
2026
Player
protection-creatingsafer
gaming
environmentsPlayer
protection
has
become
a
definingthemeforthegames
industry
in
recentyears,with
regulatorsworldwide
movingawayfrom
light-touch,
self-regulatory
approachestowards
comprehensiveframeworkstackling
illegal
content,
online
safety,
protection
ofminorsand
platformaccountability.4
Keytrends
ingames
2026EU&
UKThe
EU’s
Digital
ServicesAct
(“DSA”)
andthe
UK’s
Online
Safety
Act
(“UKOSA”),
both
covered
in
detail
in
our2025horizonscan,
are
being
actively
enforced
by
regulators.The
EuropeanCommission
(“EC”)
has
openedformal
proceedings
under
DSA,while
Ofcom(the
UK
OSA
regulator)
has
started
actively
enforcing
UK
OSA.
Gameswith
user-generated
content,
in-game
chatcapabilities,worldbuilding
or
marketplacefunctionalitiesare
experiencingthe
most
significant
impact
.From
a
DSA
perspective,
a
significant
update
in
July
2025wasthe
EC’s
publication
of
itsguidelines
on
compliancewithArt
28(1)
DSAwhich
requires
online
platformsto
implement
measuresto
“ensure
a
high
level
of
privacy,
safety,
and
security
of
minors”on
their
service.The
guidelines
recommendawide-ranging
suite
of
safety
measures,
many
ofwhich
reflect
precautionary
measures
proposed
inthe
catalogues
ofthe
Germanyouth
protection
law
and
Ofcom
in
its
Children’s
Safety
Codes
of
Practice.Meanwhile
in
October
2025,
Ofcom
publishedguidancespecifically
addressing
howthe
UK
OSA
appliestothevideogames
industry.The
guidance
clarifiesthatgames
enabling
user
interactionthrough
profile
creation,avatar
manipulation,
object
and
environment
manipulation,
orvoiceandtext
chatwill
likely
fallwithin
scope.
Forfurther
details,
see
ourarticlehere.For
detail
on
howthe
DSA
and
UK
OSA
have
been
implemented
at
a
national
level,
seethe
Bird
&
Bird
DSA
&
UK
OSAImplementationTracker(linkhere).You
canalso
learn
moreabout
howthe
DSA’s
scope
and
obligations
comparethe
UKOSA’s
inthe
Bird
&
Bird
Online
Safety
Stocktake
article
(linkhere).AustraliaIn
a
borderless
digitalworld,
it
seems
inevitablethat
regulatory
trends
in
one
marketwill
spreadto
otherjurisdictions.Australia
has
been
one
ofthe
latestjurisdictionsto
bring
in
new
lawsmoderating
online
platformswiththeAustralian
Online
SafetyAct
(“AUSOSA”).
However,
in
a
pioneering
move,from
10December
2025,
age-restricted
social
media
platforms
(“ARSMP”)
must
demonstratethatthey
aretaking“reasonable
steps”toprevent
under-16sfrom
holding
accounts
ontheir
platforms.WhiletheAustraliangovernment
has
confirmedthat
onlinegames
are
excludedfromthe
Online
Safety(Age-RestrictedSocial
Media
Platforms)
Rules
2025
issued
undertheAUS
OSA
for
now,this
is
subjectto
review
intwoyears.
Given
how
otherjurisdictionsaretreatingvideogames,there
isa
possibilityAustralia
couldfollow
suit
and
bringgameswithin
scope.Guidancefromthe
Office
oftheAustralian
InformationCommissioner
(“OAIC”)
andthe
eSafety
Commissioner
helped
to
shed
light
onthe
regulatory
age-assurance
expectationsonASRMP
inAustralia.
For
more
information,
see
our
recent
article
onthe
OAIC
Guidancehere
and
our
article
on
eSafety
Commissioner
Guidancehere.5
Keytrends
ingames
2026OnlineSafetyThe
regulatory
landscape
described
above
setsthe
sceneforthe
Digital
FairnessAct
(“DFA”),which
is
setto
be
the
keydevelopmenttowatch
in
2026
inthe
EU.Whilethe
legislation
will
not
come
intoforce
until
2027
atthe
earliest,
2026
isthe
yearwhenthe
industrywill
see
howthe
EU
intendsto
extend
player
protection
principlesto
in-game
monetisation
practices,potentiallywitha
particularfocus
onvirtual
currencies.The
DFA
has
emergedfromthe
same
consumer
protectionconcerns
drivingthe
DSA
and
UK
OSA
buttargets
commercialpracticeswithin
digital
services
and
in
particularwithingames.
It
is
designedto
close
perceived
regulatorygaps
left
bythe
DSA,
DMA
and
existing
consumer
protection
legislation,
particularly
regarding
B2C
practices
such
as
dark
patterns
in
subscriptioncancellations,
influenceradvertisingtransparency,and
personalised
pricing.The
significanceforgames
is
particularlyacutegivenwhat
hasin
September
2024,the
European
Consumer
Organisation(BEUC)filed
acomplaint
callingfor
stronger
regulation
ofin-
game
monetisationanda
ban
on
premiumvirtual
currencies;shortly
after,the
Commission’s
Digital
Fairness
‘Fitness
Check’
identifiedthegames
industry
as
a
key
area
ofconcern,highlightingvirtual
currencies,
loot
boxes,
dark
patterns,
personalisationtargeting
minors,
and
lack
ofpricingtransparency;andin
March
2025,the
EU’s
Consumer
Protection
Cooperation
(CPC)
Network
published
its
infamousprinciples
seekingto
promotetransparencyandfairness
inthe
onlinegamingindustry’s
use
ofvirtual
currencies.An
extensive
analysis
of
the
principles
is
set
outhere,
but
in
shorttheytake
a
radical
interpretation
ofexisting
law(arguably
creating
new
law)
in
suchawayasto
compromise
some
ofthefundamentals
of
many
in-game
economies.The
public
consultation
onthe
DFA
closed
on
9
October
2025.The
Commission
is
expectedto
publish
results
in
Q2
2026,with
a
draft
legislative
proposal
anticipated
in
Q3
2026.
It
remainsto
be
seenwhetherthe
DFAwilltaketheform
ofa
directly
applicable
regulation
or
a
directive
requiring
national
implementation.
Inany
case,thegames
industrywill
needto
pro-actively
engageinthe
legislative
processto
ensurethatthe
concerns
raisedbythe
BEUC
and
CPC
Network(aswell
as
inthe
Fitness
Check)are
addressed
in
a
proportionate
mannerthat
does
not
causewholesale
revisionsto
in-game
economies(particularlythosethat
rely
onvirtual
currencies).“2026is
the
year
when
the
industrywill
seehowthe
EU
intendstoextend
player
protection
principles
toin-gamemonetisation
practices”6
Keytrends
ingames
2026occurred
overthe
past
18
months.Asa
briefreminder:DigitalFairnessAct7
Keytrends
ingames
2026New
laws
andguidance
inthe
privacy
&
online
safety
spacerelatingto
age
assurance
continueto
become
applicable–forexample,theAustralian
social
media
delay(seeabove)from
10
December
2025,
and
Ofcom’s
age
assurance
children’s
safetymeasuresfrom
25
July
2025.The
UK,s
privacy
regulator(theInformation
Commissioner
(“ICO”)
and
Ofcom
are
dueto
release
ajoint
statement
onageassurance
in
early
2026.Aglobal
regulatorytrendthat
should
be
monitored
bygamingstudios
isthe
role
ofapp
store-level
age
assurance.There
have
already
been
developments
inthe
US
and
Singapore
inthisspace.
In
November
2025,
Ofcom
launched
a
callfor
evidenceunderthe
UK
OSA
seeking
input
onwhether
children’s
safetywould
be
better
protectedthroughgreater
use
ofage
assurance
at
app
store
level.Thiswould
be
a
shiftfromthe
existingapproach
under
UK
OSA,which
putsthe
onusfor
compliancewith
children’s
safety
measures
onthe
user-to-user
serviceprovider.Withthe
Ofcomcall
forevidence
having
closed
inDecember
2025,we
expectthe
app
store
reportto
be
submitted
tothe
Government
by
January
2027.This
isa
keyareatowatch
asthe
regulatoryapproachtoage
assurance
continuesto
evolve.Children’s
privacy
continuesto
be
a
priorityfocusfor
data
protection
regulators.On
1
December
2025,the
ICOannounced
alongside
its
latestChildren’sCodeStrategy
progressupdate
that
itwill
be
scrutinising
the
compliance
of
10
popular
mobilegameswiththe
Children’s
Code.The
reviewwillassess
default
privacy
settings,geolocation
controls,
andtargeted
advertising
practices.The
ICO
notedthat
“ourearlyreview
suggeststhatmanymobile
games’
design
featurescanbeespeciallyintrusive,raisingimportantquestionsabouthow
these
gamesaredesignedandexperienced,andtheiradherenceto
theICO’sChildren’scodestandards”.Thegaming
sector
in
the
UK
shouldwatch
closelyandtake
note
ofany
practicaltakeaways.Children’sprivacyAgeAssuranceCasualgames
-
simple,
easy-to-pick-up
mobiletitles
designed
for
short
play
sessions-
have
become
one
ofthe
mostinfluential
segments
oftheglobalgames
industry.The
pastyear
has
seen
casualgamesgrow
more
complexwhileremaining
highly
accessible.
Downloads
have
stabilised
after
severalyears
ofdecline,
and
player
spending
has
continuedto
rise
-
reaching
$22
billion
in
2024
-
driven
by
more
engagingfeatures,
refined
LiveOps,and
smarter
monetisation.2
Continued
growthof
casualgaming8
Keytrends
ingames
2026DeeperprogressionsystemsraiseIPconsiderations:Hybrid-casualtitles
increasingly
rely
on
persistentworlds,
layered
progression,
and
continuous
content
updates.Games
such
as
Homescapes,
Fiona’s
Farm,
andTripleMatch
3D
show
how
extended
narrative
arcs
and
long-term
asset
development
drive
sustained
engagement.While
IP
management
istraditionally
central
inAAA
developmentandfar
less
critical
in
classic
casualgames(e.g.,
simple
card
or
puzzleformats),these
hybrid
models
shift
casualgames
closertoAAA-level
content
complexity.As
a
result,
IP
risks
resurface:allassets
must
be
rights-cleared,third-partycontent
must
be
properly
licensed,
and
evolving
content
pipelines
must
be
structuredto
avoid
infringement.Youthprotectionandgamblinglawremaintheprimary
regulatorytouchpoints:Casualgamesfrequently
operate
nearthe
boundary
ofgambling
regulation,
especiallywhen
using
real
money
staking
or
elements
ofchance
like
loot-box-typefeatures.
Manytitles
deliberately
emphasisepredominant
skill
elementstoavoid
classificationaslicensedgambling.These
mechanics,togetherwith
in-game
advertising,
also
raise
significantyouth-protection
concerns
(e.g.,
interaction
risks).Consumer-lawrequirementsextendtomonetisation,
LiveOps,andpersonalisation:Consumer
law
increasingly
shapes
monetisation
models,
includingtransparencyforin-app
purchases(and
issues
regardingvirtual
currenciesmore
broadly–
see
above),
pricing,
consent,
and
dark-pattern
prohibitions.
LiveOps—ongoing
events,
behavioural
incentives,and
dynamic
content
updatesthat
steer
userengagement
overtime—canfall
under
EU
and
UK
ruleson
unfair
commercial
practices,
particularlywheretheymaterially
influence
decision-making
or
affect
minors.Monetisation
is
also
shiftingfrom
intrusive
ads
andgenericIAPstowards
personalisedvalue
propositions
based
onindividual
engagement,
raising
additionaltransparencyandprofiling
considerations.“Consumerlawincreasingly
shapes
monetisationmodels,includingtransparency
forin-app
purchases”9
Keytrends
ingames
2026As
outlined
in
our
2025
horizon
scan,generative
artificialintelligence
ingaming
has
evolved
rapidly
overthe
pastyear.
This
development
has
ledtotwo
distincttechnological
paths:(i)
generativeAI
is
now
integraltogame-developmentworkflows,
and
(ii)
agenticAI
is
supercharginggamesthrough“living”NPCs
with
persistent
memoriesand
intelligent
backend
systemsthat
dynamically
adjust
difficulty
in
real-time.Newusesof
AIingaming10
Keytrends
ingames
2026CopyrightandIPprotection:whenAIgenerates
content,whether
during
development
or
in
real-time
duringgameplay,
questionsariseabout
ownership,the
lawful
useoftraining
datawhentraining/finetuning
own
models,andthe
risk
ofthird-party
infringement.The
requirementforhuman
authorship
under
UK,
EU
and
US
copyright
law
means
thatAI-generated
assets
mayfall
intothe
public
domain
ifinsufficient
creative
control
is
exercised.EUAIActcompliance:the
EUAIAct’s
risk-basedframework
requires
carefulassessment
ofin-game
mechanicsagainst
prohibited
practices(suchas
manipulativetechniquestargetingvulnerable
players)
and
high-risk
classifications
(such
as
emotion
recognition
systems).
Separately,
studios
using
General-PurposeAI
models
must
navigate
a
distinct
compliance
regimewith
obligations
aroundtechnicaldocumentation,
copyright
policies,
andtraining
datatransparency.Dataprotectionandplatformregulation:asAI
systems
process
unprecedentedvolumes
ofplayer
dataforpersonalisation
and
modeltraining,
compliancewith
GDPR
becomes
increasingly
important.
Meanwhile,gameswithAI-powered
user-generated
content
maytrigger
obligations
underthe
content
moderationframeworks
in
online
safety
legislation
such
as
UK
OSA
and
DSA.11
Keytrends
ingames
2026Asaresultof
thisrapidadvancement,thelegal
landscapehasbecomeincreasinglycomplex:Foracomprehensiveanalysisof
theseissuesandpractical
guidanceonnavigatingthisdevelopinglegallandscape.Seeourfullguidehere
Riseof
foreigninvestmentinChinaThe
introduction
oftwo
new
policies
istransforming
China,s
regulatorygaming
landscape,
creating
new
opportunitiesfor
foreign
investment
ingame
companies.12
Keytrends
ingames
2026Openingdoorsforforeigngamedevelopers
inShanghaiThe
Shanghai
Municipal
People’s
Government
has
issuedthe
“Measures
of
Shanghai
Municipality
for
Promotingthe
High-Quality
Development
of
the
Software
andInformationServicesIndustry”.
Underthis
new
policy,
games
developed
byforeign-funded
enterpriseswill
be
considered
domesticgames
as
developed
in
Shanghai.This
is
significant
asforeign-fundedgame
companies
face
substantial
difficultieswhen
obtaining
domestic
publication
numbers(ISBNs),whichare
prerequisites
for
legal
publication
and
operation
ofgames
in
China.Throughout
2024,
only
110
ofthe
1,416
newgameversion
numbers
issuedwereforforeigngames.
Bytreatingforeign-developedgames
in
Shanghai
as
domesticproducts,the
policy
reducesthe
difficulty
and
cost
ofobtaining
publication
numbers,
lowering
barrierstomarket
entryand
operational
costsfor
internationalgaming
companies.
Implementation
rules
are
expectedto
be
released
in
2026.Expandedmarketaccessthroughservice
sectorliberalisationCurrently,
nowhollyforeign-owned
or
majorityforeign-
controlledgameapp
stores
exist
inthe
Chinese
market,
withforeigngame
companiestypically
adoptingauthorised
partnership
models(suchasValveauthorising
PerfectWorldto
operate
Steam
in
China).InApril
2025,the
Ministry
ofCommerce
introducedthe“WorkPlan
for
AcceleratingComprehensivePilotProgrammestoExpandOpening-UpintheServiceSector”,which
came
intoforce
immediately
across
11pilot
cities(inclusive
of
Beijing
and
Shanghai)
andwillseekto
expandthe
scopeto
include
another
9
cities(inclusive
ofShenzhen).The
reforms
enhanceforeigngaming
companies’market
access,
particularly
regarding
telecommunicationsand
distribution
channels.TheMinistry
of
Industry
and
InformationTechnology
has
announcedthe
removal
offoreign
investment
equity
restrictions
on
internetaccess
services,
information
services(limitedtoapp
stores)
and
domesticVPNcompanies(with
aforeign
equity
cap
ofno
morethan
50%).Whilethe
liberalisation
is
now
in
effect,the
practical
impact
is
expectedto
materialise
inthe
comingyearsasforeign
enterprises
beginto
acquire
stakes
in
app
platforms,gaininggreater
control
over
distributionchannels,
reducing
channel
costs,
increasing
exposure
fortheirgames,and
ultimately
boostin
温馨提示
- 1. 本站所有资源如无特殊说明,都需要本地电脑安装OFFICE2007和PDF阅读器。图纸软件为CAD,CAXA,PROE,UG,SolidWorks等.压缩文件请下载最新的WinRAR软件解压。
- 2. 本站的文档不包含任何第三方提供的附件图纸等,如果需要附件,请联系上传者。文件的所有权益归上传用户所有。
- 3. 本站RAR压缩包中若带图纸,网页内容里面会有图纸预览,若没有图纸预览就没有图纸。
- 4. 未经权益所有人同意不得将文件中的内容挪作商业或盈利用途。
- 5. 人人文库网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对用户上传分享的文档内容本身不做任何修改或编辑,并不能对任何下载内容负责。
- 6. 下载文件中如有侵权或不适当内容,请与我们联系,我们立即纠正。
- 7. 本站不保证下载资源的准确性、安全性和完整性, 同时也不承担用户因使用这些下载资源对自己和他人造成任何形式的伤害或损失。
最新文档
- 高中体育教学计划与试题带答案
- 中级茶叶加工工模拟练习题含参考答案
- gis考研题库及答案
- 院感填空试题及答案
- 产后出血预防与处理培训试题(附答案)
- 牙科基本知识题库及答案
- 教练员笔试题附答案
- 医院管理中级考试题库及答案
- 2025年医疗三基三严知识试题库及参考答案
- 计算机网络基础试题及答案
- 江苏省连云港市2024-2025学年第一学期期末调研考试高二历史试题
- 生成式人工智能与初中历史校本教研模式的融合与创新教学研究课题报告
- 2025年湖北烟草专卖局笔试试题及答案
- 文化馆安全生产制度
- (2025年)保安员(初级)证考试题库及答案
- 2026年浙江省军士转业岗位履职能力考点练习题及答案
- 2026年开工第一课复工复产安全专题培训
- 2026年检察院书记员面试题及答案
- 安全设备设施安装、使用、检验、维修、改造、验收、报废管理制度
- 2026届四川省成都市2023级高三一诊英语试题(附答案和音频)
- 起重机焊接结构件制造工艺规程
评论
0/150
提交评论