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Global Game Industry Trend, July-August 2026 (No. 78) (KOCCA)

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ReportKOCCAAugust 2026119 pages179 min readOriginal source
Key number
50.2%
Korea game usage rate (lowest since 2015) p.14
What changed
9.7 percentage points
Drop in Korea game usage rate versus the prior year p.14

Summary

  • Twitch remains first in live-streaming watch time, but its share fell by 8.3 percentage points.p.8
  • 62% of high-engagement consumers surveyed by Dentsu and IGN Entertainment avoid buying games at full price.p.10
  • Full-price purchasing is maintained by 42% of Gen Z, 38% of Millennials and 20% of Gen X.p.10
  • After release, Final Fantasy VII Rebirth's Twitch peak viewers fell 74.9% in the first week and streaming channels fell from 4,300 to 2,700.p.11
  • Korea's game usage rate fell to 50.2%, down 9.7 percentage points from the prior year and the lowest since 2015.p.14
  • Microsoft announced 3,200 job cuts in its Xbox division.p.20

Key insights

  1. Summer Game Fest 2026 was co-streamed by more than 6,200 channels.p.9
  2. Kick raised its watch time by 131% by growing its unique channels.p.9
  3. Non-gaming broadcasts reached 22% of Twitch viewing.p.9
  4. Among game users in Korea, PC usage rose to 58.1%.p.14
  5. Sony will stop producing physical discs for new PlayStation releases from January 2028.p.21
  6. Wemade's founder agreed to sell his entire 39.33% stake to the Chinese-linked investor Neopulse.p.21

Topics and entities

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