Global video game revenues are expected to reach $205B in 2026, underscoring the sector’s growing role in the creative economy and renewing debate over whether games should be recognised as a contemporary art form.
Unlike cinema, theatre and literature, video games make the audience part of the work. Players influence decisions, shape storylines and experience virtual worlds through direct interaction.
Mohammed Al-Basimi, founder of Saudi gaming company True Gaming, said games combine storytelling, visual design, music and technology, while adding a level of participation that traditional media cannot offer.
Newzoo estimates put the video game market well ahead of several established cultural sectors. Global cinema box office revenue reached $33.6B in 2025, while recorded music generated $31.7B and publishing was valued at $122B, according to the figures cited in the report.
Cultural institutions are also giving games more recognition. The Smithsonian American Art Museum has hosted an exhibition on video game art, while New York’s Museum of Modern Art has added games to its permanent collection. France officially recognised video games as an artistic medium in 2006, and WIPO treats them as composite creative works protected by copyright.
The sector’s rise is also attracting government and investor attention. Al-Basimi pointed to Saudi Arabia’s efforts to build a global gaming and esports hub. Film and games are increasingly influencing each other, with Hollywood adapting successful games and developers adopting cinematic storytelling techniques.
Critic Ahmed Al-Ayyad said the real competition is for audience time, attention and spending, while artistic value still depends on a game’s creative vision and ability to deliver an experience beyond temporary entertainment.
Source: Jawlah


