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GamingReport2026
ChooseYourPlayer
Acknowledgments
TheleadershipteamofBain&Company’sGlobalGamingSectorpracticepreparedthisreport,withspecialdirectionfromAndersChristofferson,partnerandGlobalGamingSectorlead,
andBrandonRogers,Mediapracticemanager.
TheauthorswouldliketothankDanielleSchwenker,AmanSharma,GunjanDawar,ShrayArora,RohanDoomra,ShagunJain,andChristofferKarlsmosefortheircontributionstothiswork.
ThanksalsotoHeatherClayberg,JeffBauterEngel,andtheeditorialteamfortheirassistance.
Copyright©2026Bain&Company,Inc.Allrightsreserved.
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Contents
ChooseYourPlayer 2
GamerSurvey:TheEndoftheAverageGamer 3
AIWon’tSaveanUnfocusedGame 8
Gaming’sPersonalizationImperative 13
GameDistribution:HalfYourPlayersAlreadyBuyDirect 19
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ChooseYourPlayer
Theeasilydefinedgamernolongerexists.Gaminghasbecomemoreglobal,social,anddiverse,which
makeschasingtheaverageplayerthecostliestmistakeintheindustry.Playingtimeandspendinghavebecomeheavilyconcentrated.Butthisvaluablecoreofthemarketisn’toneaudience:Preferences
varywidelyacrossageandeveryotherdimensionwetested.Theraceisontowinthecore.
Agamebuiltforeveryoneisnowtheriskybet.AIwon’trescuethesegames—itscalesthewrongbetsasfastastherightones.Theadvantagegoestocompaniesthatowntherelationshipwiththeirchosenplayers,understandingeachonewellenoughtopersonalizewhattheyofferand,increasingly,selling
tothemdirectly.Nearlyhalfofplayersalreadybuystraightfromdevelopers,bypassingtheappstores.
Thenextmarketleaderswon’tnecessarilywinthemostplayers.They’llwintherightones.
DanielHong
LeaderofBain’sGlobal
Media&Entertainmentpractice
AndersChristofferson
GlobalGamingSectorLead
AndersVidebaek
GamingSectorLead,Europe,theMiddleEast,andAfrica
TomRowland
GamingSectorLead,Americas
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GamerSurvey:TheEndoftheAverageGamer
Supplyisexplodingasdemandfractures.Theadvantagenowbelongstocompaniesthatpickalaneandserveitwell.
ByAndersVidebaekandBenjaminSommer
AtaGlance
Today’splayerscanchoosefromapracticallyunlimitedgamescatalog,andtheirpreferencesarediverging.
Nosingle“ideal”gamingexperiencewinsmorethanaquarterofgamers,accordingtoBain’slatestannualsurvey.
Oursurveyfoundthatspendingconcentratesamonganarrow,identifiablesetofplayers,particularlyyoungcontentcreators.
Forstudios,themathhasflipped:Thebroadmiddleofthemarkethasbecomethecostlyplacetoaim.
Adecadeago,aplayer’schoiceofgameswasboundbywhatahandfulofplatformscouldstockandwhatafewdozenstudioscouldship.Thatceilinghasbeentornoff.Tensofthousandsofnewtitlesreach
digitalstorefrontseveryyearfromindiesthroughAAAstudios.Live-servicegamescaptivateplayersforyearsratherthanweeks.User-generatedplatformsturneveryplayerintoapotentialsupplier,theircontentcreationnowturbochargedbyAI.
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Thegameshelfhasbecomeeffectivelyinfinite,andchoicesaremultiplyingfasterthananyplayer’s
attentioncangrow.Whensupplyisscarce,abroadlyappealingproductcanwin.Whensupplyisbasicallyunlimited,personalfitiseverything.That’sthenewreality,anditexplainswhy“thereisnoaverage
gamer”hasbecomeaboard-levelstrategicissue.
Thedemandistheretocapture.Threeoutoffourgamersareactivelyhuntingfortheirnexttitle,
accordingtoBain&Company’slatestannualsurveyofmorethan5,300gamersworldwide.Mostare
lookingincategoriestheyalreadylove,notseekingsomethingunfamiliar.Thelosingmovein2026istryingtoserveallofthem.ThequestioneverygamingCEOshouldbeaskingthemselveshasmorphedfrom“Howdowereachmoreplayers?”to“Whichplayersdowechoose,howdowebestengagethem,andhowdoweowntherelationshipcompletely?”
Whensupplyisbasicallyunlimited,personalfitiseverything.
Demandhasfragmented
Whenweaskedgamerstodescribetheexperiencetheywantmost,thefieldsplitfiveways.Nosingleexperiencetypesurpassed26%(seeFigure1).
Figure1:Gamers’preferencesaresplit,withnosinglegamingexperience
standingout
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
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Figure2:Gamers’preferencefor“opensandbox”oruser-generatedcontentexperiencesdeclinessharplywithageandvarieswidelyacrossmarkets
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
Thetop-linesplitisthemildversionofthestory.Thesharpdivergenceshowsupwhencomparingdifferentcohorts.Forexample,athirdof13-to-17-year-oldshaveanappetiteforopen,user-generatedworlds;thatsharecollapsesto15%orloweramongplayers50andolder.Preferencesdivergewidelybygeographyaswell(seeFigure2).
Spendinghasconcentrated
Asdemandhasfragmented,playingtimeandspendinghavebecomeheavilyconcentrated.Themostactiveplayersaccountforalmost60%ofallgamers’totalplayingtime,andthehighest-spendinggroupaccountsforaboutthree-quartersoftotalspending,accordingtooursurvey(seeFigure3).
Playerfragmentationreadsasbadnewsuntilyoulookatwherethespendingconcentrates:amonganidentifiable,deeplyengagedchunkofthemarket.
Althoughnottheonlyidentifier,demographicsareacriticalone.Thewillingnesstospenddeclineswithage,accordingtooursurvey.Approximately86%ofteenagersspendmoneyongaming-relatedactivitiesinatypicalmonth,comparedwithjustoverhalfofplayersintheir50s,36%ofthoseintheir60s,and27%ofthoseintheir70s(seeFigure4).
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Figure3:Gamers’playingtimeandspendingareheavilyconcentrated
Notes:Mostengageddefinedasthe20%ofgamerswhospendthemosthoursplaying,moderatelyengaged
includesthe50thto80thpercentileofgamersrankedbyhoursspentplaying,andleastengagedincludestherest;topspendersdefinedasthehighest20%ofspenders,middleincludesthe50thto80thpercentileofspenders,
andbottomincludestherest;valuesarerounded
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
Figure4:Youngerplayersaremorewillingtospendmoneyongamingactivities
Notes:Excludesthosewhoanswered“Idonotspendanyamount”or“Idonotknow”;gaming-relatedactivities
includepurchasingnewgames,in-gamecontent,subscriptions,andstreamertips;excludespurchasinghardwaresuchasconsolesorvirtualrealityheadsets
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
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Thehigh-spendingplayersareevenmorerecognizablebybehavior.Thosewhocreategamecontentforpublicusearetwiceaslikelytospendmoney,oursurveyfound.
Together,splinteringdemandandconcentratedspendingflipthemathforstudios.Designingmass-appealgamesisnolongerasafebet,inpartbecausethosetitlesreachthelowspendersfirst.
Thehardertargetiswherethegrowthis:playerswhospendmoreandaremoreengaged.
Implicationsforgamingexecutives
Theaveragegamerwasalwaysaconvenientfiction.In2026,it’sanexpensiveone.Adaptingyourstrategytothechanginglandscapestartswithtwothings.
Sizethemarketbyfragment,notbyaverage.Nosinglenumberdescribesthismarket,andthemeansitsbetweenplayerswhowantoppositethings.Thewinningcompanieswillsizedemandbythe
characteristicsthatactuallysplitit(age,geography,taste,spendingtier,creativeidentity),understandingplayersbywhattheydo,notjustwhotheyare.
Aimwherespendingisgrowing.Headcountandspendinghavedecoupled.Thebroadestcohortsspendtheleast,whileanarrower,identifiablesetspendsmore.
Thischapterexplainshowtostartidentifyingthoseplayers.Committingtothetargetplayer—focusingtheportfolioandthecapitalbehindthatchoice—iswherethereportgoesnext.
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AIWon’tSaveanUnfocusedGame
Inasaturatedmarket,AIrewardsstudiosthathaveacleartargetgamerandquicklycompoundsthelossesofthosethatdon’t.
ByTomRowlandandAndersVidebaek
AtaGlance
Manyoftheindustry’shighest-profilefailureshaveonethingincommon:Theytriedtobeeverythingtoeveryone.
Two-thirdsofgamerswantmoreofthesame;onlyabout20%wantsomethingnew.
Unfocusedgamessatisfynoneofthem.
AIisanaccelerant,notarescue.Forstudioswithoutacleartargetplayer,itscalesbadbetsfaster.
Successfulstudioswillkillunfocusedprojects,rebuildonanAI-resetcostbase,andinvestinthecoreplayer.
Scrollthroughanygamingindustrynewsletterfromthepasttwoyears,andapatternemerges:
Anotherhigh-profiletitlestumbles,anotherpostmortemaskswhatwentwrong.Thenameschange,
butthediagnosisrarelydoes.Thesemissesweren’taresultofcreativemistakesorbadluck.Theywereexpensivegamesbuiltwithoutaclearanswertoabasicquestion:Who,exactly,isthisfor?
Thatquestionhasalwaysmattered.What’schangedisthecostofgettingitwrong.
Gamingisacreativeindustry,whichmeansswingsandmissescomewiththeterritory.Butthesedays,thebiggestmissesarethegamesthattriedtobeeverythingtoeveryone.
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Foryears,spreadingbetslookedlikeprudentdiversification.Twoconvergingpressureshavesinceturnedtheunfocusedgameintooneofthemostexpensivelinesonthebalancesheet.
Thefirstisdemand.Thisreport’spreviouschaptershowedthattheaveragegamernolongerexists.Gamesupplyiseffectivelyunlimited,tasteshavesplitintofactionsthatwantoppositethings,andspendinghaspooledinanarrow,identifiablesetofplayers.
Skyrocketingsupplyhasn’tscatteredplayers—ithasconcentratedthem.Gamers,especiallyyoungerones,nowspendtheirtimeonamuchnarrowersetofgamesthaninthepast.Themostpopularlive-service,
platform-stylegames,particularlyRoblox,havebecomethecenterofgravityfortheentiregamingecosystemoverthepastfiveyears.
Players’preferencesfortheirnextpurchaseconfirmhowhabitshavehardened,makingtheunfocused
gameariskybet.AccordingtoBain’s2026surveyofmorethan5,300gamersworldwide,two-thirdswantmoreofwhattheyalreadyhave:asequeltoafranchisetheylove,agamemuchliketheircurrentfavorites,ornonewgameatall.Onlyoneplayerinfiveisaftersomethinggenuinelydifferent(seeFigure1).
Nooneissatisfiedbythegameintheunfocusedmiddle:toogenerictodeliverthedepththemajoritywant,toosafetoprovidethenoveltyotherschase,tooshallowtopulltimebackfromthegiants.
Figure1:Two-thirdsofgamerswantmoreofthesame,whileonly21%are
seekingnewgamesthataregenuinelydifferent
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
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ThesecondpressureonunfocusedgamesisAI,andtheprevailinginstincthereisexactlywrong.The
naturalassumptionisthatcheaperproductionshouldmakethemid-budgetgameviableagain—lower
thecostbase,lowerthestakes,unlockmorebets.Theoppositeisclosertothetruth.AIisanaccelerant,notarescue.Withoutacleartargetplayer,itdoesn’tloweryourrisk;itletsyouscalethewrongbetfaster.
Allofthisisforcingareckoning.Thedevelopersthatcomeoutaheadoverthenextseveralyearswon’tbetheoneswiththebiggestbudgetsorthemostsophisticatedAIcapabilities.They’llbetheonesthatcommit—earlierthantheircompetitors—tobuildingforaplayertheycandescribeinasinglesentence.
AIisanaccelerant,notarescue.Withoutacleartargetplayer,itdoesn’tloweryourrisk;itletsyouscalethewrongbetfaster.
Focusorfail
Theindustrygeneratesplentyofcoverageaboutunfocused,trend-chasingtitlesthatmissed,butit’shardertogaugehowsystemicthepatterntrulyis.Togetaroughread,Bainscannedpubliclyavailabledataon100titlesreleasedsince2023.Classifyinggamesasfocusedorunfocusedrequiredjudgmentcalls,anddataoncommercialfailuresisfarlessaccessiblethandataonsuccesses.Evenwiththose
caveats,theanalysispointsinthesamedirectionasthethesis:83%offocusedgamesinoursampleachievedcommercialsuccess,comparedwith50%ofunfocusedones.
ConsiderBaldur’sGate3andConcord,twobetsplacedaroundthesametime,atcomparablescale.
Thefirstgame’sdevelopersbuiltitforahighlyspecifictarget:thedeep-lore,long-session,role-playinggamerwhohadgrownupontheBaldur’sGateandDivinityseries.Theydeliveredsomethingthat
communityhadwaitedforyearstoarrive.Thegamewasasmashhit,reportedlysellingmorethan20millioncopiesandgenerating$657milliononSteamin2023,byfartheplatform’sbestsellerthatyear.
Meanwhile,Concordshippedintoacrowdedhero-shootermarketandhadtroubleconvincingplayersalreadyinvestedinfree-to-playgamessuchasOverwatchorValoranttomakethe$40purchase.
Somestudioshavecaughtthemselvesbeforethemistakecompounds,shelvinggameswhenitbecame
clearthattheplayersweren’tgoingtocome—evenifthatrealizationcamelateindevelopment.Cancelingagamethatfaralongisasignificantsunkcost.Shippingitwouldhavebeenmorepainful.
Jagexdemonstrateshownarrowingfocusoncoreplayerscanstrengthenthebusiness.Inrecentyears,theUK-basedstudiobehindRuneScapehasdivestedsomeacquiredstudios,streamlineditsprojectslateinpartduetoplayerfeedback,andrebrandeditself“Jagex:TheRuneScapeCompany.”Respondingtocommunityfeedbackonitsflagshipgame,thecompanyalsoremovedRuneScape’sTreasureHuntermicrotransactionssystem.JagexhassincereportedstrongplayernumbersforbothRuneScapeandOldSchoolRuneScape,
aswellasmorethan1millionsalesinthefirstyearofitslatestoffshoot,RuneScape:Dragonwilds.
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AIaccelerateseverything,includingscalingbadbets
AsAIresetsgamedevelopers’costbase,focusdictateswhotheresetrewards.Astudiothatknowswhoitbuildsforcanreinvestfreedmarginintodepthitstargetaudiencewillpayfor.AI’sbenefitscompoundwithfocus;theclearerthetarget,themorepreciselythesetoolscanbeaimed.Studiosthatdon’tnarrowtheirfocushavesimplymadethewrongbetcheapertoplace—andfastertolose.
Forastudiothatalreadyknowsitstargetplayer,AIhelpsonmultiplefronts.Themostobviousis
developmentspeed:fasterprototyping,cheaperiteration,andmorerapiddeliveryofdataandinsights
fromrealusers.Butit’snotjustaboutvelocity;AIcanalsohelpdevelopersmoredeeplyunderstandtheirplayers.Agrowingsetoftoolscananalyzeengagementpatterns,surfacewhat’sresonatingwithatargetaudience,andenablemoreeffectivefeedbackloopsbetweendeveloperandplayercommunity.
Crucially,playersaregrowingmoreopentothisshift.InBain’s2026survey,42%ofplayerssaythey’remorecomfortablewiththeindustryusingAIthantheywereayearago,44%feelthesame,andfewerthanoneinsevenarelesscomfortable.Amongplayersages13to17,thesignalisevenclearer:59%feelmorecomfortablethisyear,andanother33%saytheirfeelingsareunchanged(seeFigure2).
Figure2:ComfortwithAIingameshasincreasedorheldsteadyformost,
withteensfeelingthemostcomfortable
Note:Valuesarerounded
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
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ForstudiosworriedthatAIadoptioncarriesreputationalriskwiththeirplayerbase,thisdatasuggeststhewindowtomoveisopen,particularlywiththeaudienceswhowilldefinethemarketoverthenextdecade.ThestudiosthatwillcapturetheAImarginbenefitaren’tnecessarilytheoneswiththelargestcomputebudgets.They’retheonesthatknowwhatthey’reoptimizingfor—andthatusefasteriterationtogetclosertoadefinedplayer.
Implicationsforgamingexecutives
Inthismarket,themostsuccessfulportfolioswillhaveaclearfocus,withAIalignedtothatfocus.
Threemovesgetacompanythere.
Killunfocusedgamesbeforethenextbudgetcycle.Foralargepublisher,thisisportfoliotriageacrossanexistingslate.Foramid-marketstudio,it’sexistential.Agame’sgreenlightdecisionisthelastcheap
exitbeforesunkcostsbecomeirreversible.Thedisciplinerequiredisdifferent,buttheurgencyisthesame.
RebuildthefocusedportfolioonanAI-resetcostbase.Thisisatop-down,organization-wide
capabilitydeployment,notsimplyhandingAPIkeystoindividualdevelopersandcallingitgood.StudioswithstrongtechnologicalcapabilitiesanddeeppocketscanbuildAItoolsin-house.Mostmid-market
firmsshouldbuyorpartner;defendingacomputepositionatspotpricesagainstabetter-capitalizedcompetitorisalosinghand.
Investinyourtargetplayer.Justasinotherindustries,focusingonthecorecustomercanenable
gamingcompaniestomaximizevaluecreation.Itmaysoundobvious,butthestudiosthatpullaheadwillbacktheirconvictionwithcapitaltomatch.They’llconcentratedevelopmentresources,marketing
spending,andAIinvestmentondeepeningtheexperiencefortheircoreplayer.Forlargepublishers,theharderdisciplineisn’ttheinitialportfoliotriage;it’sresistingthepulltoreinvestfreedcapitalintonewunfocusedbets.Formid-marketcompanies,thestakesarehigher;focusedstrategyneedstobeexplicitenoughtogoverneverygreenlightdecision,everyhire,andeverypartnershipdecisiongoingforward.
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Gaming’sPersonalizationImperative
Thenextgrowthleverisn’tmoreplayers.It’sunderstandingandengagingyourplayersbetterthananyoneelse.
ByYohannPlantecandAndersChristofferson
AtaGlance
Amidslowerindustrygrowth,boostingplayerengagementthroughpersonalizationisbecomingmoreimportant.
Mostgamersarecomfortablewithorneutraltowardpersonalizedoffersbasedontheirin-gameactivity,aBainsurveyfound.
TherequiredAItechnologyforpersonalizationhasimproved:OneearlyadopterliftedaLiveOpscampaign’srevenueperplayerbymorethanhalf.
Winningdependsonhavingcleargoals,cross-functionalownership,therighttechpartners,andthecouragetostartbeforethesolutionisperfect.
Thegamingindustryhasweatheredatumultuouspastfewyears.Thepandemicboomgaveway
toaconsolidationwave.Now,theindustryissettlingintoitsnewnormal:It’sharderthanevertowinnewplayersandkeepengagingexistingones.
Whilesomepocketsofgrowthremain,theacross-the-boardexpansionofthepastdecadehasstalled.
Globalgamingsoftwarerevenuehasgrownatacompoundannualrateofabout3%overthepastfouryears,andBainforecastsasimilarpaceoverthenextfouryears(seeFigure1).Meanwhile,gaming’sshareoftotalmediaconsumptionhasplateaued.Mostoftheaudiencehasbeencaptured;thehoursarelargelyspokenfor.
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Figure1:Globalgamingsoftwarerevenueisexpectedtocontinuegrowingbyabout3%annually,inlinewithrecentyears
Notes:ForecastasofDecember2025;excludeshardware,advertising,andesportsrevenue
Sources:IDC;PwC;Omdia;S&PCapitalIQ;Bainanalysis
Thisisn’tasecret.Thepastfewyearsbroughtlayoffs,studioclosures,dried-upfundingfornewgames,anddelayedmajorreleases.Consolidationhasaccelerated.AIisarriving,promisingtransformationbutalsoraisinguncomfortablequestionsandnotyetdeliveringfullvalue.Thepostpandemicgrowththatexecutivesplannedforfiveyearsagohasn’tpannedout.Evenworse,manycompanieshaven’tadjustedtheirstrategiesaccordingly,whichwillleadtoweakerresults.
Mostexecutivessensethatsomethingstructuralhasshifted.Whatfewerhaveinternalizedisthelogicalconclusion:Iftheoverallmarketisn’tgrowingasfastasbefore,thenstrengtheningrelationshipswiththeplayersyoualreadyhavebecomesevenmorecrucialtolong-termsuccess.
Personalization—customizingcommunications,advertisements,andcontenttoeachplayer—isone
ofthemostimportantwaysthatgamingcompaniescanboostengagement.Personalizationpaysoffontwofrontsatonce:Playersgetamoreenjoyable,tailoredexperience,andthatimprovedexperiencecandeliverthestrongerengagementandrevenuethatstudiosareultimatelypursuing.
Gamingcompaniesunderstandablypoursignificanttime,energy,andresourcesintoperfectinggameplay.Now,it’stimeforthemtoinvestmoreinmakingeverythingoutsideofgameplayanamazingexperience,too.That’swheretechnology-enabledpersonalizationcomesin;itcanhelpcompanieswinplayers’
heartsandminds.
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Thevalueiswaitingtobecaptured
Manyexecutivesmaybesurprisedtolearnthatplayersareactuallyopentodata-drivenpersonalization.Bain’slatestannualsurveyfoundthatmostgamersfeeleithercomfortablewithorneutraltoward
personalizedoffersbasedontheirin-gameactivity(seeFigure2).
Trueone-to-onepersonalizationhasbeenaholygrailfordecades.Otherconsumercategorieshaveshownwhattheplaybookcouldlooklikeingaming.Videostreamingplatformsuseviewinghistory,pause
behavior,andbrowsingpatternstorecommendacustomer’snextbinge-worthytitle.E-commercemarketplacesserveupmorerelevantgoodsbasedoneachperson’spastsearchesandpurchases.
Gamingcompaniesthathavedirectrelationshipswiththeirplayersatscalearesittingonrichbehavioraldata.Forexample,companiesthatruntheirowngamingplatformoroperateadirect-to-consumer
subscriptionservicehavetherawmaterialintheformofin-gamemicro-decisions,socialgraphconnections,andpurchasehistory.
Untilrecently,thechallengewasthatthetechnologytodeliverone-to-onepersonalizationforgamersdidn’texist.Now,that’sstartingtochange.
Figure2:Thevastmajorityofgamersfeelcomfortablewithorneutraltoward
personalizedoffersacrossdifferentscenarios
Notes:HypotheticalscenarioAwas“Afternoticingyou’dbeenbrowsingskinsforaparticularcharacter,thegameoffersyoua20%discountonone”;scenarioBwas“Basedonthegamesyouplayacrossmultipleplatformsand
devices,thegamerecommendsanitemsuitedtoyouroverallplaystyle”;scenarioCwas“Thegameoffersyouadiscountonakeyupgradeexactlyatthemomentitssystempredictsyoumightstopplaying”
Source:BainMediaConsumptionSurvey,June2026(n=5,339)
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Whatone-to-onepersonalizationactuallymeans,andwhynow
Theterm“personalization”getsusedloosely,soit’sworthbeingprecise.Studioshaveruncustomersegmentationplaysforyears:groupplayersintocohorts,sendtargetedmessages,runA/Bteststo
comparedifferentoffers.That’snotwhatwe’retalkingabout.Trueone-to-onepersonalizationmeanseveryinteractionisoptimizedinrealtimefortheindividualplayer,basedontheirspecificbehavior,preferences,andstageofthecustomerlifecycle—withoutahumananalystmakingeverydecision.
Thisismadepossiblebycontextualbanditalgorithms,aclassofmachinelearningmodelsthatenableagentstolearncontinuouslyfromplayerbehaviorandoptimizedecisionsinrealtime.Theagenttreatseveryplayeraccordingtowhatthedatasayswillworkbestforthatindividual.Itgearsahigh-frequencyplayer’sexperiencestowardretainingthemanddeepeningtheirengagement.Forexample,adeveloperadvertisingagame’snewseasoncouldsendapersonalizedemailtoacasualplayerhighlightingthe
returnofthatplayer’sfavoritecharacter.Meanwhile,ahardcoreplayermightreceiveanin-gamenotificationaboutthecompetitiverankingsystemlaunchingwiththenewseason.
Contextualbanditenginesarestillfrontiertechnology,butthebarriertoentryisgettinglower.Thetoolinghasimproved,themodelshavegottenbetteratinferringpatternsfromincompletedata,andtechnology
partnersthatcanhandlemuchoftheorchestrationlayerhaveemerged.
“Thetechnologyhascompletelychangedoverthelasttwoyearsandisnowabletodeliverrealvalue
atareasonablecost,”saysGeorgeKhachatryan,vicepresidentandheadofAIdecisioningatBraze,
oneofthetechnologypartnersthatBainworkswithtohelpgamingcompaniesimplementthesekindsofsolutions.
Nevertheless,onlyasmallnumberofgamingcompaniesarebeginningtobuildtheinfrastructure.
Mostindustryparticipantsareinwait-and-seemode.
Fiveplacestoputone-to-onepersonalizationtowork
Outsidegameplayitself,thehighest-impactpersonalizationopportunitiesclusteraroundfiveareas.
We’veroughlysequencedthembywhereROItendstoshowupfirst.
•In-gamestoreandofferoptimization.Thisincludesdynamicpricingandtailoredbundlesbased
oneachplayer’sspendinghistoryandpropensitytospend.It’stypicallythefastestpathtomeasurablerevenuegrowth,andit’stheareawherestudioswithgoodtransactiondatacanmovequickly.
•Lapsedplayerreengagement.Reengagementisoneofthehighest-ROIusecasesbecausethe
playersalreadyknowthegame.Thiscategoryincludesintelligentcampaignsthatidentifywhenaplayerisdriftingorhasstoppedplayingagame,determinetherightmomentandchanneltoreachthem(email,push,in-game),anddeliveramessageoroffertunedtowhatattractedthembefore.
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•Personalizedonboarding.Moststudiosstilldeliverthesameonboardingtoeveryplayer.Thefirstfewsessionsplayingagamearedisproportionatelypredictiveoflong-termretention.Byanalyzingeachperson’sgameplayduringthoseinitialsessions,companiescanbuildadaptiveonboarding
mechanismsoutsidethegame—personalizedhintsandtips,newfeaturerecommendations,andsoon—thatreflectplayerskilllevel,playstyle,andpreferences.
•In-gamecontentdiscovery.Thegoalistosurfacetherightmodes,maps,andeventsforeachplayerattherightmoment.Thiscanreducethefrictionbetweenlogginginandfindingsomethingworth
doing.
•Cross-titlerecommendationswithinaportfolio.Forpublisherswithmultipletitles,using
behavioraldatafromonegametointelligentlyguideplayerstowardothersisabi
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