The gaming industry continues to evolve at a rapid pace, driven by key regulatory changes, shifting monetisation strategies, and technological advancements. This article explores how emerging trends—such as stricter consumer protection laws, the growing role of AI, and increased competition—are expected to shape the gaming and esports landscapes in 2025 and beyond.
The major theme of player protection is set to continue into 2025, with increased global legislation and regulatory oversight.
The EU's Digital Markets Act (“DMA”) and the UK's Digital Markets, Competition and Consumers Act (“DMCCA”) aim to upgrade competition and consumer law. The new regimes are primarily aimed at reining in the market power of major tech firms and platforms. In the gaming context, platforms like the Apple’s App Store and Apple’s Operating System will be under scrutiny.
The DMA, which entered into force in November 2022, aims to restrict the influence of companies designated as 'gatekeepers', which are companies with a significant impact on the market and that provide a core platform service, essential for businesses to reach end users. So far, six companies have been designated as gatekeepers, Alphabet, Amazon, Apple, ByteDance, Meta and Microsoft in relation to 22 core platform services. Core platform services include app stores and systems essential for online operations. The new rules outline clear obligations, such as allowing third parties to interoperate with the ‘gatekeeper’s’ services and enabling business users to promote their offerings and contract with customers outside the gatekeeper’s platform.
The impact of the DMA is as follows:
The DMCCA, which partially came into effect on 1 January 2025, gives the UK’s Competition and Markets Authority (“CMA”)'s Digital Markets Unit the power to investigate and act against platforms that unfairly favour their own products or limit competition. This includes through the designation of certain firms as having strategic market status (“SMS”). On 23 January 2023, the CMA launched two parallel investigations into Apple and Google to determine whether they should be considered as having SMS in the provision of mobile ecosystem services. The DMCCA sets out specific rules for companies and provides measures to address market power issues.
The DMCCA not only introduces competition reform, but dramatically alters the UK consumer law environment. In 2025, the CMA will be empowered to independently decide whether consumer law infringements have taken place, and fine businesses directly for those breaches. Coupled with increased fining thresholds in the EU and scrutiny over the gaming sector in general, we expect to see regulators taking a tougher stance against harmful players practices. Common areas of concern include dark patterns, in-game monetisation, subscription traps, loot boxes and selling to children.
As part of this, we believe 2025 will be a year for gearing up compliance efforts for new subscription rules across the UK, EU and US. Games businesses will need to:
Subscriptions form just one element of a much greater consumer regulatory focus on the games industry (see 2b below for more).
Regulators in the EU and UK have focused not only on protecting players’ consumer rights, but also on enhancing online safety, with a particular emphasis on safeguarding young gamers:
A similar trend is occurring in China. China’s regulations on the Protection of Minors in Cyberspace (which took effect on 1 January 2024), enforces stricter age verification and playtime restrictions to protect minors from excessive gaming. These regulations require game providers to implement anti-addiction systems (with an obligation to publish annual reports on their anti-addiction efforts), monitor playtime, and limit in-game spending for minors. The draft Measures for Online Game Management 2023 further emphasise these protections, along with new rules addressing underage gaming refunds and linking accounts to parental controls, setting a clearer path for stricter enforcement.
However, after industry pushback, China rolled back certain elements of these regulations. Specifically, the regulations were quietly removed by the National Press and Publication Administration (NPPA) from its website in January 2024. Despite this retraction, the core provisions of the Protection of Minors in Cyberspace, including age verification, anti-addiction measures, and playtime monitoring, remain in effect, but the government continues to review and refine these rules.
In May 2024, China introduced draft regulations on the “Requirements for Managing Minor Online Game Service Consumption” for public consultation, addressing underage gaming refunds. Under these draft regulations, game developers could be liable if they fail to verify minors' identities through the national system, allowing unlimited access. While linking minors' accounts to their parents is not yet required, it is a common practice that may be regulated in the future.
Whilst many games platforms will have dedicated trust and safety teams, 2025 will be a year of continual advancement to adapt products to meet global safety regimes.
In a market where millions of games are available at consumers’ fingertips, publishers are navigating a highly competitive market, where the demand for innovative and engaging content is relentless. As such, video game publishers of various types are exploring increasingly diversified monetisation strategies.
Below outlines some of the key trends that we can see sculpting the monetisation strategies across the globe:
One such attempt at diversification is the use of in-game items as an important revenue stream. (Almost) gone are the days where purchasing a video game meant buying a physical cartridge or disk with all the content fully loaded. Whether it’s in-game cosmetics, additional downloadable content (“DLC”) or loot boxes, recent years have seen a huge trend towards publishers releasing games that can be downloaded and played for free, with optional in-game purchases to enhance the experience (a so called ‘freemium’ model). In-game items allow developers to create ’new’ revenue whilst continuing to leverage existing IP, squeezing maximum value out of an existing game as opposed to incurring the significant cost (and risk) of developing something new. Particularly in an uncertain economic climate, we can only see this trend continuing.
Another significant trend impacting monetisation is the shift towards subscription-based gaming models. This comes in two forms:
Publishers are more staunchly protect their rights. We’ve seen companies like Nintendo becoming more proactive in protecting their intellectual property rights, likely driven by concerns that smaller developers/start-ups are capitalising on the popularity of large games by making derivatives or copying game concepts, ultimately diverting potential earnings. This shift towards greater protectionism around IP is perhaps driven to an extent by the advent of AI (and associated copyright concerns), and could make IP litigation a continued featured of the 2025 gaming landscape.
As above, in-game monetisation techniques have often been the cause of debate around the protection of players, especially young people. Towards the end of 2024 the EU’s Digital Fitness Check (which devoted significant attention to the alleged ills of the game industry) and the BEUC’s complaint to the European Commission regarding in-game monetisation techniques, suggest that as we move into 2025 consumer law compliance will continue to be a hot topic and will have a particular focus on in-game monetisation. Consumer regulators are staffing up which, when coupled with greater fining powers and enhanced class action rights, could make 2025 the year where we see games companies hit with significant fines for consumer law breaches and/or the subject of consumer class actions.
In China, legislative developments are resulting in greater regulatory compliance. For instance, Measures for Online Game Management (Draft for Comment), contains the requirement for an "Online Publishing Service Permit," clarifying the approval process for game versions and imposing restrictions such as spending limits, banning daily login rewards, and prohibiting loot box prizes for minors. These measures may therefore impact various in-game monetisation mechanisms featured in live service games, which have historically been prominent in China's gaming sector.
Generative AI (“GenAI”) refers to a class of artificial intelligence models that can create new, unique content based on patterns they’ve learned from data. Although greeted with scepticism by large sections of the games industry (among other things due to IP infringement concerns), this technology could transform various aspects of gaming, including NPC interactions, world-building, and user-generated content (“UGC”).
Traditionally, NPCs interacted with players through pre-scripted dialogue, but GenAI is now allowing for dynamic, voice-driven conversations. Players can converse seamlessly with NPCs, receiving relevant and coherent responses. In the future, NPCs could also physically react to player actions, creating even more immersive experiences. However, there are concerns about the biases in the data that these AI models are trained on, highlighting the need for ethical safeguards.
World-building in gaming traditionally relies on procedural generation to create expansive, yet repetitive landscapes. With the advent of GenAI, game developers can produce entirely new, dynamic worlds that evolve based on player interactions. This shift moves away from predictable, pattern-based environments and opens up possibilities for more immersive and diverse gaming landscapes that adapt and respond to each player’s actions in real-time.
In recent years, we have seen a surge in UGC with players creating levels, skins, mods and more. Games like Roblox and Garry’s Mod have pioneered the use of UGC, allowing players to create and share their own levels, skins, and mods. GenAI can further accelerate this trend by lowering barriers to content creation. Assisted by AI, even more players will be able to design their own game worlds or create innovative in-game assets, broadening the scope of user involvement and potentially changing how games are played and enjoyed.
For a more detailed insight into these topics and the legal challenges of GenAI in gaming, see our series on this topic.
After a period of decline known as the "esports winter" post-Covid, the industry is experiencing renewed growth and investment. This resurgence is highlighted by significant events such as Saudi Arabia's hosting of the inaugural Olympic Esports Games in 2025, marking a 12-year partnership with the International Olympic Committee (IOC) to integrate esports into the traditional sports arena.
In addition to these sorts of longer-term strategic partnerships/investments, two other points to note are that:
Many thanks to our contributors: Ariane Le Strat, Heather Catchpole, Esther Ma, Henry Sealy, Mohinder Nagra and Ayo Adebajo.