Biggest Video Game Companies in the World
On this page14
- 01The biggest video game companies at a glance
- 02Tencent
- 03Sony
- 04Microsoft
- 05Nintendo
- 06NetEase
- 07Electronic Arts (EA)
- 08Take-Two Interactive
- 09Roblox
- 10How we ranked the biggest video game companies
- 11Revenue vs. market value: two different leaderboards
- 12At-a-glance: gaming revenue compared
- 13What is reshaping the table in 2026
- 14How these rankings can shift
We rank by gaming revenue from each company's most recently reported full fiscal year, converted to U.S. dollars. Conglomerates like Tencent, Sony and Microsoft are counted on their games segment only, not total company sales. Market value is noted as context but does not set the order.
The biggest video game companies at a glance
| Rank | Company | Latest gaming revenue |
|---|---|---|
| 1 | Tencent | About $34B |
| 2 | Sony | About $31B |
| 3 | Microsoft | About $23.5B |
| 4 | Nintendo | About $15B |
| 5 | NetEase | About $13B |
| 6 | Electronic Arts | About $7.46B |
- Revenue leader
Tencent
Tencent's gaming revenue reached RMB 241.6 billion (about $34 billion) in 2025, up 22% year over year, which is more than any rival earns from games. Domestic hits like Honor of Kings, Peacekeeper Elite and Delta Force do the heavy lifting, while international revenue topped $10 billion for the first time on the back of PUBG Mobile and Supercell.
It ranks above Sony because its games arm alone out-earns Sony's entire PlayStation business, and because its reach is wider than its own revenue line shows: Tencent owns Riot Games outright and holds stakes in Epic Games, Ubisoft and dozens of studios, so a slice of global gaming flows partly through it.
HQ: China · 2025 gaming revenue: ~$34B (RMB 241.6B) · Owns/stakes: Riot, Supercell, Epic, Ubisoft
- Console powerhouse
Sony
Sony's Game & Network Services segment posted about ¥4.69 trillion (roughly $31 billion) for the fiscal year ended March 2026, a record operating profit year built on the installed PlayStation 5 base, PlayStation Plus subscriptions and digital add-on spending. Hardware, first-party software and network services all feed the number.
Sony sits second rather than first because its figure includes low-margin console hardware, where Tencent's is almost entirely high-margin live-service and mobile spending. Its edge over Microsoft is the console lead itself: PS5 has outsold Xbox by a wide margin this generation, giving Sony a bigger recurring-spend audience.
HQ: Japan · FY25 (ended Mar 2026) G&NS: ~$31B (¥4.69T) · Platform: PlayStation 5
- Acquisition giant
Microsoft
Microsoft's gaming revenue was about $23.5 billion in fiscal 2025 (ended June 2025), and most of the growth traces to one deal: its $68.7 billion purchase of Activision Blizzard King, which closed in October 2023 and remains the largest acquisition in gaming history. That brought Call of Duty, Warcraft, Diablo, Overwatch and Candy Crush under Xbox.
It trails Sony despite the buying spree because Xbox console hardware sells well behind PlayStation, so Microsoft leans harder on software, Game Pass subscriptions and cross-platform releases to move the needle rather than console margins.
HQ: United States · FY25 (ended Jun 2025) gaming: ~$23.5B · Key deal: Activision Blizzard King, $68.7B
- Switch 2 surge
Nintendo
Nintendo roughly doubled its business in the fiscal year ended March 2026, reporting ¥2.31 trillion (about $15 billion) in net sales after the Switch 2 launched in June 2025 and shipped nearly 20 million units in its first ten months. That vaulted Nintendo above NetEase and back into the top tier after a quiet pre-launch year near $8 billion.
Unlike the conglomerates above it, almost all of Nintendo's revenue is gaming, and it owns its biggest franchises — Mario, Zelda, Pokémon — outright. Nintendo also carries the largest market value of any pure-play gaming company, well above $100 billion.
HQ: Japan · FY25 (ended Mar 2026) net sales: ~$15B (¥2.31T) · New console: Switch 2 (~19.9M units)
- China's No. 2
NetEase
NetEase earned RMB 92.1 billion (about $13 billion) from games and related services in 2025, up 10%, making it China's second-largest gaming company and one that most Western players underrate. Long-running titles like Fantasy Westward Journey sit alongside newer global hits such as Marvel Rivals and Where Winds Meet.
It ranks just behind Nintendo because that ~$13 billion is a pure games-and-services figure, narrowly under Nintendo's hardware-inflated total. Mobile drives the bulk of NetEase's revenue, which is why its ranking is far higher than its Western name recognition would suggest.
HQ: China · 2025 games + VAS: ~$13B (RMB 92.1B) · Hits: Marvel Rivals, Identity V, Naraka: Bladepoint
- Now private
Electronic Arts (EA)
EA reported about $7.46 billion in net revenue for fiscal 2025 (ended March 2025), driven by EA Sports FC, Madden NFL, Apex Legends and The Sims. That was its last full year as a public company: in August 2026 EA closed a $55 billion take-private buyout led by Saudi Arabia's Public Investment Fund — the same fund behind several big-money sports ownership moves — at $210 a share, the largest leveraged buyout on record.
EA edges Take-Two on last-reported revenue, but the two are close enough that a single strong or weak football-game cycle can flip them. Its annual EA Sports FC and Madden releases give it steadier year-to-year revenue than rivals reliant on occasional blockbusters.
HQ: United States · FY25 net revenue: ~$7.46B · Owner: PIF-led consortium (private, Aug 2026) · Franchises: EA Sports FC, Madden, Apex, The Sims
- GTA owner
Take-Two Interactive
Take-Two's net revenue rose 18% to about $6.66 billion for the fiscal year ended March 2026, led by NBA 2K, Grand Theft Auto, Red Dead Redemption and a deep mobile catalog including Toon Blast and Match Factory. Its NBA 2K series keeps it tied to the same basketball economy that pays the NBA's richest players.
The company sits seventh now but is the single biggest wild card on this list. Rockstar has set Grand Theft Auto VI for November 19, 2026 — pushed back from 2025 and then from a May 2026 date — a release analysts expect to be among the largest entertainment launches ever and one that could move Take-Two up several places in a single year.
HQ: United States · FY26 (ended Mar 2026) net revenue: ~$6.66B · Labels: Rockstar, 2K · Next: GTA VI (Nov 19, 2026)
- Platform play
Roblox
Roblox generated about $4.9 billion in revenue in 2025 (up roughly 36%), with bookings of $6.8 billion and daily active users reaching 144 million late in the year. Almost none of that comes from games Roblox makes itself; it takes a cut of a creator economy that paid out $1.5 billion to developers in 2025.
It ranks eighth on revenue, but its scale is really a user-base story, not a sales story. That model also makes its stock volatile: Roblox shares fell sharply through 2025-26, cutting its market value well below its earlier peaks even as usage kept climbing.
HQ: United States · 2025 revenue: ~$4.9B · Bookings: ~$6.8B · Daily active users: ~144M
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- Tencent
- Sony
- Microsoft
- Nintendo
- NetEase
- Electronic Arts (EA)
- Take-Two Interactive
- Roblox
Audience ranking
How everyone ranked them
Built from reader rankings using position-based points.
The ranking above is set by gaming revenue, but the yardstick matters. Below is how we weighed the numbers, why revenue and market value tell different stories, and what is reshaping the top of the table heading into the Grand Theft Auto VI era.
How we ranked the biggest video game companies
We use gaming revenue from each company’s most recent full fiscal year, converted to U.S. dollars at prevailing rates. For conglomerates, we count the games segment only: Sony’s Game & Network Services, Microsoft’s gaming line, Tencent’s and NetEase’s games-and-services revenue. That keeps a fair comparison against pure-play studios and stops a company’s unrelated businesses — cloud, sensors, social apps — from inflating its gaming rank.
Fiscal calendars complicate direct comparison. Tencent, NetEase and Roblox report on the calendar year; Sony, Nintendo, EA and Take-Two close their books in March; Microsoft ends in June. We label each figure with its period so you can see that a “2025” number for one company may run a quarter or two ahead of another. Where hardware is bundled in — Sony and Nintendo — we flag it, because console sales are large but far lower margin than the software and live-service spending that drives the mobile-first leaders. Brand value is a separate lens from revenue, closer to how analysts size up the most valuable sports brands.
Revenue vs. market value: two different leaderboards
Revenue measures how much a games business takes in over a year. Market value measures what investors think the whole company is worth today, and the two rankings do not match. Nintendo earns a fraction of Tencent’s or Sony’s gaming revenue yet carries the largest market capitalization of any pure-play gaming company, because investors prize its owned franchises and predictable console cycles.
The gap is starkest at Roblox, whose bookings rival Take-Two’s revenue but whose share price swung violently through 2025-26, repricing the company by tens of billions without its user base shrinking. It is the same disconnect you see when comparing franchise valuations across the most valuable sports teams in the world: what an asset earns and what the market pays for it move on different clocks.
At-a-glance: gaming revenue compared
| Rank | Company | Gaming revenue (latest FY) | Reporting period | Notable brands / stakes |
|---|---|---|---|---|
| 1 | Tencent | ~$34.0 billion | 2025 (Dec) | Riot, Supercell, stakes in Epic & Ubisoft |
| 2 | Sony | ~$31 billion | FY ended Mar 2026 | PlayStation 5, PS Plus |
| 3 | Microsoft | ~$23.5 billion | FY ended Jun 2025 | Xbox, Game Pass, Activision Blizzard King |
| 4 | Nintendo | ~$15 billion | FY ended Mar 2026 | Switch 2, Mario, Zelda, Pokémon |
| 5 | NetEase | ~$13 billion | 2025 (Dec) | Marvel Rivals, Identity V, Naraka |
| 6 | Electronic Arts | ~$7.46 billion | FY ended Mar 2025 | EA Sports FC, Madden, Apex, The Sims |
| 7 | Take-Two | ~$6.66 billion | FY ended Mar 2026 | Rockstar (GTA), 2K (NBA 2K) |
| 8 | Roblox | ~$4.9 billion | 2025 (Dec) | Roblox platform (user-generated) |
What is reshaping the table in 2026
Three forces are moving the standings. First, ownership: EA’s $55 billion take-private closed in August 2026, pulling one of the West’s biggest publishers out of public markets and under Saudi Arabia’s sovereign wealth fund. Second, hardware cycles: Nintendo’s Switch 2 launch roughly doubled its revenue in a single year, the clearest reminder that one console can reorder the list. Third, the pending GTA VI launch on November 19, 2026 is expected to drive a historic revenue spike for Take-Two the following fiscal year.
Consolidation remains the long-run story. Microsoft’s Activision deal showed how one acquisition can vault a company into the top three, and the EA buyout shows sovereign and private-equity money is now willing to write the biggest checks in the industry. As those deals close, the revenue tables can shift faster than organic growth alone would move them.
How these rankings can shift
The order here is more fluid than it looks. Currency swings alone can move the dollar figures for Tencent, Sony, Nintendo and NetEase by hundreds of millions, since they earn in yuan and yen. A single release cycle — a new EA Sports FC, a Nintendo hardware refresh, or GTA VI — can swing revenue by billions inside one fiscal year.
For now the top three are stable: Tencent’s mobile-and-stakes empire, Sony’s PlayStation ecosystem and Microsoft’s acquisitive scale keep them clear of the field. The real movement is lower down, where Nintendo’s console surge, Take-Two’s GTA VI runway and Roblox’s user growth make ranks four through eight the part of this list most likely to look different a year from now.
Frequently asked questions
Which gaming company is growing the fastest right now?+
Nintendo posted the biggest jump, nearly doubling net sales to about $15 billion in the year ended March 2026 as the Switch 2 launched. By percentage, Roblox and Take-Two also grew fast (roughly 36% and 18%). Tencent added the most raw dollars, with gaming revenue up 22% to around $34 billion, powered by both domestic titles and record international sales.
Who owns EA now that it has gone private?+
A consortium led by Saudi Arabia's Public Investment Fund bought Electronic Arts in a $55 billion all-cash deal that closed on August 4, 2026, paying $210 per share. The PIF holds about 93%, with Silver Lake near 5.5% and Jared Kushner's Affinity Partners around 1%. It is the largest leveraged buyout ever, and EA no longer reports quarterly results publicly.
Is NetEase really bigger than Nintendo?+
It depends on what you count. NetEase's roughly $13 billion is pure games-and-services revenue, while Nintendo's approximately $15 billion total includes Switch 2 hardware sales, which are large but low-margin. Strip out hardware and the two are close. We rank Nintendo higher on total gaming revenue, but on software and services alone the gap between them nearly disappears.
Why isn't Epic Games on this list?+
Epic Games, maker of Fortnite and the Unreal Engine, is privately held and does not publish full audited revenue, so it cannot be ranked reliably against public filers. Estimates put its annual revenue in the several-billion range, below the companies here. Tencent owns roughly 40% of Epic, so part of Epic's success already shows up indirectly through Tencent's leading position.
How big is the global video game industry overall?+
The worldwide games market was roughly $185 to $190 billion in 2025 across mobile, console and PC. Mobile is the largest slice at more than half of all spending, which is a big reason mobile-heavy companies like Tencent and NetEase rank so high. The top three firms alone account for close to 45% of total industry revenue.
Do these rankings include mobile game revenue?+
Yes. Mobile is the single largest gaming platform, so leaving it out would distort any ranking. Tencent and NetEase earn most of their money on mobile, Take-Two runs a large mobile catalog through Zynga, and even console-first firms like Sony and Nintendo book mobile and app income. The figures here reflect each company's total gaming revenue across mobile, console and PC.
Sources
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