2026 Video Game Market Set for Boom with Delayed GTA VI Release
Written by Emily J. Thompson, Senior Investment Analyst
Updated: Jan 03 2026
0mins
Source: Yahoo Finance
- Market Trend Analysis: Michael Pachter from Wedbush Securities forecasts a significant increase in video game sales for 2026, with expectations to surpass levels from 2016 to 2025, primarily driven by the delayed release of Grand Theft Auto VI to fall 2026, despite unreliable overall sales data.
- Rise of Subscription Models: Microsoft's push for Game Pass is expected to lead to a year-over-year decline in Call of Duty sales, yet it simultaneously provides new momentum for software sales growth, particularly in the spring of 2026.
- Changing Competitive Landscape: Netflix is actively positioning itself in the gaming market, and while its success remains uncertain, its financial resources and strategic initiatives could give it a competitive edge in the evolving gaming industry.
- Industry Expectations: 2026 is anticipated to be the strongest year in the past decade, although it may not exceed the peak of 2011, it is projected to significantly outperform the average levels from 2016 to 2025, reflecting strong consumer demand for new games.
Analyst Views on WBD
Wall Street analysts forecast WBD stock price to fall over the next 12 months. According to Wall Street analysts, the average 1-year price target for WBD is 22.08 USD with a low forecast of 14.75 USD and a high forecast of 28.00 USD. However, analyst price targets are subjective and often lag stock prices, so investors should focus on the objective reasons behind analyst rating changes, which better reflect the company's fundamentals.
18 Analyst Rating
8 Buy
10 Hold
0 Sell
Moderate Buy
Current: 28.630
Low
14.75
Averages
22.08
High
28.00
Current: 28.630
Low
14.75
Averages
22.08
High
28.00
About WBD
Warner Bros. Discovery, Inc. is a global media and entertainment company that creates and distributes a portfolio of branded content across television, film, streaming and gaming. The Company's segments include Streaming, Studios and Global Linear Networks. The streaming segment primarily consists of its premium pay-television and streaming services. The studios segment primarily consists of the production and release of feature films for initial exhibition in theaters, production and initial licensing of television programs to third parties and its networks/streaming services, distribution of its films and television programs to various third party and internal television and streaming services, distribution through the home entertainment market (physical and digital), related consumer products and themed experience licensing, and interactive gaming. The Global Linear Networks segment primarily consists of its domestic and international television networks.
About the author

Emily J. Thompson
Emily J. Thompson, a Chartered Financial Analyst (CFA) with 12 years in investment research, graduated with honors from the Wharton School. Specializing in industrial and technology stocks, she provides in-depth analysis for Intellectia’s earnings and market brief reports.





