
The video game market generates billions each year, but the signals sent by the industry in mid-2026 do not all point in the same direction. Between a reported decline in gaming among a significant portion of players, French and European regulations reshaping the rules, and hardware launches redistributing the cards, what indicators allow us to measure the actual state of the sector?
Video Game Practice in 2026: The Contradictory Signals of the Market
Gaming news sites focus on release announcements and trailers. They overlook a finding presented by the CNC during Game Camp 2026: nearly one-third of players report playing less than they did two years ago. Gaëtan Bruel, director of the CNC, described the period as “difficult” for the industry.
This decline in practice contrasts with the overall growth of the market in value. Several factors may explain this gap: inflation affecting leisure budgets, market saturation with abundant digital catalogs, and fatigue with certain recurring economic models (subscriptions, microtransactions, seasonal passes).
Players who reduce their gaming time do not all leave the ecosystem. Some migrate to shorter formats, while others space out their purchases while waiting for standout titles. Following these updates on the U Games site, which compiles new releases and upcoming titles, remains a way to filter the constant flow of announcements.

Video Game Regulation in France: JONUM and Stop Killing Games
Two regulatory issues deserve the attention of French-speaking players, and traditional gaming media cover them little.
The JONUM Regime and Monetizable Digital Items
The SREN law of May 21, 2024, created a specific framework in France for monetizable digital item games (JONUM). The National Gaming Authority (ANJ) made this regime operational in February 2026. Games that allow the purchase, sale, or exchange of virtual items for real money are now under surveillance comparable to that of gambling games.
Concerned publishers must comply with transparency obligations regarding the probabilities of obtaining items, and measures to protect minors apply. This framework places France among the first European countries to legislate so precisely on these mechanisms.
Stop Killing Games: The European Commission Refuses to Legislate
1.3 million signatures were collected by the European Citizens’ Initiative Stop Killing Games, which asked the Commission to protect access to video games after their commercial discontinuation by the publisher. The Commission refused to legislate on this issue. The question of the actual ownership of purchased digital games thus remains legally unanswered at the European level.
| File | Scope | Status Mid-2026 | Player Impact |
|---|---|---|---|
| JONUM (France) | Monetizable digital items | Operational (ANJ, February 2026) | Transparency on loot boxes, protection of minors |
| Stop Killing Games (EU) | Access to games after server shutdown | Rejected by the European Commission | No guarantee of retaining purchased games |
| SREN Law (France) | Broad digital security | In effect since May 2024 | Legal basis for the JONUM regime |
End of Physical PlayStation Games: A Confirmed Shift for 2028
Sony has confirmed the gradual abandonment of physical media for PlayStation, with a deadline set for 2028. This decision extends an already visible trend: the share of digital sales in game sales has far exceeded that of physical sales for several years.
The concrete consequences for players manifest in several ways:
- The resale of used games disappears with the all-digital model, eliminating a cost-saving lever for budget-conscious players
- The preservation of games depends entirely on the longevity of the publisher’s servers, a topic directly linked to the rejection of Stop Killing Games
- Collectors and niche markets (retro games, limited editions) gradually lose a supply channel
Crossing this announcement with the European Commission’s refusal to protect access to games after shutdown, the player increasingly purchases a revocable license, not an asset. This shift alters the very nature of the relationship between publisher and audience.

Nintendo Switch 2 and Pricing of New Releases: What Launch Prices Reveal
The launch of the Nintendo Switch 2 comes with a pricing policy that is causing reactions. Mario Kart World on Switch 2 is priced in France higher than GTA 6 on PS5. This positioning reflects a deliberate Nintendo strategy: capitalizing on proprietary licenses with inelastic demand to price.
For players, the comparison between platforms is no longer limited to the catalog. The entry cost (console + launch games) varies significantly depending on the chosen ecosystem. Meanwhile, third-party digital key platforms like Instant Gaming or G2A continue to attract part of the audience by offering discounted prices, with ongoing questions of reliability and guarantee.
In contrast, the Xbox market is undergoing a repositioning phase. The announcement of Gears of War: E-Day, featuring campaign, Horde mode, and multiplayer, signals that Microsoft is betting on its historical franchises to stabilize its installed base rather than engaging in a price war.
Serious Games and Gamification: An Expanding Parallel Sector
Video games are not limited to entertainment. Serious games are gaining ground in professional training, health, and education. The feedback published around the serious game Tumulte illustrates how companies integrate game mechanics into their internal processes.
Gamification now touches sectors far removed from traditional gaming, from corporate training to cultural initiatives supported by institutions like the Institut français. This movement broadens the very definition of what encompasses “the world of video games” and contributes to the overall growth of the market, even as leisure practice declines among certain player profiles.
The video game landscape in mid-2026 is characterized by this tension between an industry that continues to grow in value and players who, for a measurable portion, are reducing their practice. The coming months, with the releases of GTA 6 and the rollout of the Switch 2, will provide concrete data on the direction the market is truly taking.