World Data Lab

World Data Lab x EBANX - Summit 2026

Gaming's next growth phase is bigger, but harder to monetize

Online gaming spending nearly quadruples by 2036, the fastest of nine digital verticals. The joint World Data Lab and EBANX deck maps where that money appears, who is paying for it, and which rails their checkout still needs.

$776B

Online gaming spend in 2036, up from $209B in 2026

14.0%

Compound annual growth, the fastest of the nine verticals

58.3%

Emerging markets' share of world gaming spend in 2036

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Inside the deck

Four questions, answered with numbers

Gaming is the fastest-growing vertical of the digital economy and the one where the payer is least like the payer a card-first checkout was designed for. The deck follows the money from market size to the moment of payment.

01

Gaming outgrows the digital economy around it

Online gaming compounds at 14.0% a year to 2036, against 8.4% for all online spend and 4.9% for total consumer spending. By 2036 it is roughly the size of the world's hotel bill today.

+$567B over the decade$1T on this pace around 2038
02

Where the growth actually lands

China and the USA account for more than half of all gaming spend, and 57% of everything added by 2036. The remaining $244B is spread across dozens of markets that each need their own rails. Latin America grows fourfold; Brazil sixfold.

21 markets above $1B todayBrazil +19.7% a year
03

The payer in an emerging market is not the payer in the US

58.3% of India's gaming spend and 51.8% of Nigeria's comes from below the middle class, against 2.7% in the United States, where 73.6% comes from the richest tier alone. Gaming also stays young where the payer is hardest to reach.

52% low-spending payers42.4% under-30 in emerging
04

Payments at play: how local rails unlock gamers

EBANX on the mobile-first, largely unbanked base, high-velocity microtransactions and the shift to D2C webstores, with the payment bundles that win each one, plus Pix and installments results from Brazil.

92% Pix approval12% revenue uplift

Key findings

Three charts from the deck

Source: World Data Lab x EBANX. Nominal USD, all ages.

Gaming outgrows everything around it

Online gaming14.0%
All online spend8.4%
Total consumer spending4.9%

Spending CAGR 2026-2036, nominal USD. Gaming is the fastest of the nine online verticals.

In 2036, gaming is the size of today's hotel bill

Sports, 2026
$1,011B
Tobacco, 2026
$836B
Hotels, 2026
$798B
Gaming, 2036
$776B
Gaming today
$209B

World consumer spending by category in 2026, versus online gaming in 2026 and 2036.

The payer in an emerging market is not the payer in the United States

Share of national gaming spend coming from the lower middle class, vulnerable and poor, 2026. In the United States 73.6% of gaming spend comes from the richest tier alone.

India
58.3%
China
54.0%
Nigeria
51.8%
Brazil
37.3%
Mexico
29.9%
Germany
7.5%
United States
2.7%

Behind the numbers

One model, every consumer, individually projected

Every projection in this deck comes from World Data Lab's consumer spending model: official government, UN and central bank statistics harmonised into one global methodology, resolved to the individual and projected to 2050. Payments context and case studies come from EBANX.

190+
Countries
9,000+
Cities
200+
Spending categories
2050
Projections through
"Mature markets age into trust and familiarity while growth markets stay young and cardless. One checkout will not serve both."

Presented by

Wolfgang Fengler

CEO, World Data Lab

Estelita Hass

Manager of Product Marketing and Intelligence, EBANX

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A $776B market, and the checkout it still needs

Market size, growth by country, who pays and how they pay, through 2036. Fill in the form and the deck arrives in your inbox.

  • Gaming spend by market to 2036
  • Who pays: class and age splits by country
  • The payment bundles that win each segment
  • Pix and installments results from Brazil

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