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Home » Gaming

PC Gaming Market Share and Usage Statistics 2026: Revenue and Hardware

Published on: August 2025 • Last Updated: September 27, 2026
Robert A. Lee
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PC Gaming Market Share and Usage Statistics 2026: Revenue and Hardware - pc gaming market share statistics
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This report has been updated 5 times. Last updated on September 27, 2026

  • Sep 2026: Replaced every platform-revenue figure with the 2026 forecast set: PC at $45.9 billion and 21% of a $213.9 billion market.
  • Sep 2026: Refreshed the hardware sections against the current Steam Hardware & Software Survey, including 16 GB VRAM overtaking 8 GB at 26.92%.
  • Sep 2026: Added four sections covering Steam client-language share, concurrent-player rankings, Epic Games Store PC usage at 78 million monthly active users, and VR headset adoption.
  • Sep 2026: Added a regional revenue breakdown covering all five reporting regions, led by Asia-Pacific at $100.7 billion.
  • Sep 2026: Replaced stale 2024 and 2025 hardware figures and every unsourced market-size estimate carried by the prior revision.
  • May 2026: Refreshed market sizing to Newzoo report values: $43.2 billion PC gaming revenue and 936 million players.
  • May 2026: Updated Steam Hardware Survey data to April 2026 (Windows 11 at 67.74%, NVIDIA at 73.21%, RTX 3060 leading at 3.99%).
  • May 2026: Added Steam's all-time concurrent record of 42,042,778 users on January 11, 2026.
  • May 2026: Refreshed Counter-Strike 2 concurrent peak to 1,862,531 on April 12, 2025.
  • May 2026: Added Alinea Analytics' Steam 2025 revenue estimate of $16.2 billion.

PC gaming market share statistics put the platform at 21% of global games revenue in 2026, worth $45.9 billion inside a $213.9 billion market, according to Newzoo’s Global Games Market Report 2026. That puts the platform just under console at $46.9 billion and well behind mobile at $121.1 billion. The revenue split hides the more interesting number. PC has the highest player-to-spender conversion rate of any platform at 55%, against a market-wide conversion rate of 44.6%.

The figures below cover platform and regional revenue, operating systems, display and memory configurations, graphics hardware, client language, concurrent players and free-to-play monetization, with every number traced to a primary platform disclosure or a published industry forecast.

Key Takeaways

  • PC converts 55% of its players into spenders, the highest rate of any platform, while the market as a whole converts 44.6%.
  • PC revenue growth is cooling fast, moderating to 5.3% in 2026 after 12.0% in 2025, the highest annual rate in Newzoo’s dataset.
  • Two languages dominate the Steam client, according to Valve: English and Simplified Chinese together account for 62.22% of surveyed users.
  • Memory, not resolution, absorbed the last upgrade cycle. 16 GB of VRAM now leads at 26.92% while 1920 x 1080 remains the primary display resolution for 50.52% of systems.
  • Windows is close to total on gaming desktops at 93.95%, leaving Linux on 3.90% and macOS on 2.14%, per the Steam Hardware and Software Survey.
  • Asia-Pacific supplies 47% of global games revenue at $100.7 billion, up 6.0% year over year.
  • Virtual reality remains a rounding error on PC, present on 1.49% of surveyed Steam accounts.

Editor’s Choice

  • PC games revenue: $45.9 billion in 2026, up 5.3% year over year.
  • Global games market: $213.9 billion in 2026, up 6.1% year over year.
  • Global player base: 3.70 billion players in 2026, up 4.4% year over year.
  • Global spenders: 1.65 billion, up 4.7% year over year.
  • Top Steam game by concurrent players: Counter-Strike 2 at 1,109,367 current players, per the Steam Most Played chart.
  • Epic Games Store PC audience: an all-time record of 78 million monthly active users on PC, according to Epic Games.
  • Average revenue per spender: $129.6 in 2026, up 1.4% year over year.

PC Gaming Market Share Statistics by Platform

  • PC accounts for 21% of global games revenue at $45.9 billion, up 5.3% year over year.
  • Console sits fractionally ahead at 22% of revenue and $46.9 billion, up 5.1% year over year.
  • Mobile takes 57% of the market at $121.1 billion, growing 6.8% year over year.
  • Two countries dominate the spending base: 52% of all consumer spending on games in 2026 is expected to come from China and the US.
  • Premium releases still matter on PC, where premium and mid-priced games sustain full-game revenues as microtransactions regain share.
  • Console momentum returned on a specific catalyst, with full-game spending forecast to rise 17.5%, the strongest growth of any business model.
Platform2026 revenue ($ billion)Share of market (%)Year-over-year growth (%)
Mobile121.1576.8
Console46.9225.1
PC45.9215.3
All platforms213.91006.1

Source: Newzoo Global Games Market Report 2026

About This Data

Compiled from 7 sources: 3 first-party platform disclosures from Valve and Epic Games (Tier 1), and 4 industry-analyst publications from Newzoo (Tier 2), published between January 2026 and September 2026. Valve’s Steam Hardware and Software Survey and the Steam Most Played chart supply the hardware and concurrency figures. Only primary platform data and named published forecasts qualified, and no market-research resale reports were used. Figures are reviewed on a rolling basis and updated when the underlying sources publish new editions.

The console and PC segments sit within $1.0 billion of each other, which makes the old console-versus-PC framing less useful than it was a decade ago. Readers tracking the other side of that split will find the same period covered in our console market share statistics.

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What percentage of the gaming market is PC?

PC accounts for 21% of global games revenue in 2026, or $45.9 billion of a $213.9 billion market. Measured on revenue alone, that places PC third of three platform segments. Measured on how efficiently it turns players into paying customers, the order inverts. PC runs at a 55% player-to-spender conversion rate.

Games Market Revenue by Region

  • Asia-Pacific generates $100.7 billion, or 47% of the global total, up 6.0% year over year.
  • North America contributes $56.9 billion and 27% of revenue, up 5.4% year over year.
  • Europe adds $38.5 billion and 18% of revenue, up 6.1% year over year.
  • Latin America accounts for 4% of the total at $9.3 billion, up 7.9% year over year.
  • Middle East and Africa is the fastest-growing region, at 10.3% year over year, reaching $8.5 billion.
  • PC growth is not concentrated in one market. Growth should stay geographically broad, led by Asia-Pacific alongside faster-growing Latin America and MEA.
Region SHARE OF 2026 REVENUE (%) · Source: Newzoo Global Games Market Report 2026 SHARE OF 2026 REVENUE (%) · SQ MAGAZINE ANALYSIS Region Newzoo · 2026 47% ASIA-PACIFIC Asia-Pacific 47% North America 27% Europe 18% Latin America 4% Middle East and Africa 4% SOURCE Newzoo Global Games Market Report 2026

Is gaming growing or dying?

Gaming is still growing, but the growth is thinning out. The global player base reaches 3.7 billion in 2026 and 4.07 billion by 2029, a 3.2% compound annual rate, while player penetration edges up only slightly, from 61.5% to 62.0% of the online population. The headline expansion increasingly reflects the online population itself growing to 5.97 billion, up 3.5% year over year.

Recent Developments

  • September 2026: Newzoo’s 2026 forecast put PC revenue at $45.9 billion, up 5.3% year over year.
  • September 2026: PC growth was reported as moderating to 5.3% after 12.0% in 2025.
  • September 2026: Counter-Strike 2 led the Most Played chart with 1,109,367 current players and a same-day peak of 1,364,115.
  • September 2026: The Steam Hardware and Software Survey recorded Windows 11 at 70.97%, up 0.71 points month over month.
  • September 2026: PC free-to-play revenue per playing hour rose 10% year on year.
  • September 2026: Middle East and Africa was forecast to grow 10.3% year over year, reaching $8.5 billion.

Operating System Share Among PC Gamers

  • Windows runs 93.95% of systems in the Steam Hardware and Software Survey, up 0.28 points.
  • Windows 11 has taken clear control at 70.97%, against 22.90% for Windows 10.
  • Linux holds 3.90%, down 0.11 points.
  • macOS sits at 2.14%, down 0.18 points.
  • Valve’s own handheld distribution shows up as SteamOS Holo at 0.82%.
  • Legacy Windows has effectively vanished, with Windows 7 64-bit at 0.06%.
Operating system SHARE OF SURVEYED SYSTEMS (%) · Source: Valve Steam Hardware and Software Survey, 2026 SHARE OF SURVEYED SYSTEMS (%) · SQ MAGAZINE ANALYSIS Operating system Valve Steam · 2026 93.95% WINDOWS Windows 93.95% Linux 3.90% macOS 2.14% SOURCE Valve Steam Hardware and Software Survey, 2026

Linux’s position deserves a caveat that the headline share obscures, because the category is fragmented across SteamOS Holo at 0.82%, CachyOS at 0.60% and Arch Linux at 0.34%. No single distribution approaches even 1% on its own, which is why a rising platform-level Linux number does not translate into a single target for developers. The broader desktop picture behind that fragmentation sits in our Linux usage statistics.

Steam Client Language Share

  • English is the most common client language at 38.25%, down 1.36 points.
  • Simplified Chinese follows at 23.97%, up 1.45 points.
  • Russian holds 9.90%, up 0.60 points.
  • Spanish for Spain and Brazilian Portuguese sit close together at 4.53% and 4.03%.
  • German, Japanese and French cluster in a narrow band at 2.72%, 2.50% and 2.29%.
  • Korean and Turkish trail the major European languages at 1.63% and 1.25%.
Client language by Share of Steam users (%) SHARE OF STEAM USERS (%) · Source: Valve Steam Hardware and Software Survey, 2026 SHARE OF STEAM USERS (%) · SQ MAGAZINE ANALYSIS Client language by Share of Steam users (%) Valve Steam · 2026 English 38.25% Simplified Chinese 23.97% Russian 9.90% Spanish (Spain) 4.53% Portuguese (Brazil) 4.03% German 2.72% Japanese 2.50% French 2.29% 0 8 16 24 32 40 SOURCE Valve Steam Hardware and Software Survey, 2026

By the numbers: Simplified Chinese climbed 1.45 points to 23.97% of Steam clients while English fell 1.36 points to 38.25%, per the Steam Hardware and Software Survey.

Client language is a blunt proxy for geography, since plenty of players outside the anglosphere run the English client. Treated carefully, though, it is the only free, monthly, platform-wide regional signal PC gaming publishes, and the direction of travel it shows has been consistent. Platform-level context for those shares sits in our Steam user statistics.

Display Resolution Among PC Gamers

  • 1920 x 1080 remains the primary display resolution at 50.52%, down 0.58 points.
  • 2560 x 1440 holds 21.86%, up 0.40 points.
  • 2560 x 1600 gained 0.61 points to reach 5.71%.
  • Ultra HD adoption remains thin, with 3840 x 2160 at 4.98%.
  • Ultrawide panels hold a small but stable position at 3.14% for 3440 x 1440.
  • Legacy 768p panels are almost gone, with 1366 x 768 at 2.23%.
Primary display resolution by Share of systems (%) SHARE OF SYSTEMS (%) · Source: Valve Steam Hardware and Software Survey, 2026 SHARE OF SYSTEMS (%) · SQ MAGAZINE ANALYSIS Primary display resolution by Share of systems (%) Valve Steam · 2026 60 45 30 15 0 50.52% 1920 x 1080 21.86% 2560 x 1440 5.71% 2560 x 1600 4.98% 3840 x 2160 3.14% 3440 x 1440 2.76% 1920 x 1200 SOURCE Valve Steam Hardware and Software Survey, 2026

System RAM in Gaming PCs

  • 16 GB configurations account for 41.20% of systems.
  • 32 GB follows closely at 37.45%, up 0.52 points.
  • Those two tiers together cover 78.65% of surveyed systems.
  • 8 GB has fallen to 7.46%, down 0.52 points.
  • High-capacity builds remain rare, with 64 GB at 3.97%.
  • Eight physical cores sit at 28.04%, narrowly ahead of six cores at 27.43%.
System RAM by Share of systems (%) SHARE OF SYSTEMS (%) · Source: Valve Steam Hardware and Software Survey, 2026 SHARE OF SYSTEMS (%) · SQ MAGAZINE ANALYSIS System RAM by Share of systems (%) Valve Steam · 2026 50 37.5 25 12.5 0 41.20% 16 GB 37.45% 32 GB 7.46% 8 GB 3.97% 64 GB 2.41% 12 GB 2.22% 24 GB SOURCE Valve Steam Hardware and Software Survey, 2026

Graphics Card VRAM Distribution

  • 16 GB of VRAM reached 26.92%, up 1.02 points.
  • 8 GB sits just behind at 25.74%, up 0.42 points.
  • 12 GB holds 12.99%.
  • Enthusiast-class memory remains a niche, with 24 GB at 5.41%.
  • Entry-level buffers are shrinking, with 4 GB at 5.69% and 6 GB at 5.30%.
  • The very top of the range is barely visible at 32 GB on 1.34% of systems.
VRAM capacity by Share of systems (%) SHARE OF SYSTEMS (%) · Source: Valve Steam Hardware and Software Survey, 2026 SHARE OF SYSTEMS (%) · SQ MAGAZINE ANALYSIS VRAM capacity by Share of systems (%) Valve Steam · 2026 28 21 14 7 0 26.92% 16 GB 25.74% 8 GB 12.99% 12 GB 5.69% 4 GB 5.41% 24 GB 5.30% 6 GB SOURCE Valve Steam Hardware and Software Survey, 2026

Most Common Graphics Cards on Steam

  • The NVIDIA GeForce RTX 3060 accounts for 3.76% of surveyed systems, two GPU generations after its launch.
  • Laptops take the next position, with the NVIDIA GeForce RTX 4060 Laptop GPU at 3.63%, up 0.19 points.
  • The NVIDIA GeForce RTX 3050 holds 3.04%.
  • Current-generation adoption is visible but modest, with the NVIDIA GeForce RTX 5060 at 2.98%, up 0.13 points.
  • Apple silicon registers in the same table, with the Apple M2 at 1.91%.
  • The highest-placed AMD card in the survey table is the Radeon RX 9070 XT at 1.37%, up 0.06 points.
Graphics card by Share of systems (%) SHARE OF SYSTEMS (%) · Source: Valve Steam Hardware and Software Survey, 2026 SHARE OF SYSTEMS (%) · SQ MAGAZINE ANALYSIS Graphics card by Share of systems (%) Valve Steam · 2026 NVIDIA GeForce RTX 3060 3.76% NVIDIA GeForce RTX 4060 Laptop GPU 3.63% NVIDIA GeForce RTX 3050 3.04% NVIDIA GeForce RTX 5060 2.98% Apple M2 1.91% AMD Radeon RX 9070 XT 1.37% 0 0.8 1.6 2.4 3.2 4 SOURCE Valve Steam Hardware and Software Survey, 2026

Why it matters: No graphics card in the survey table clears 4% of the installed base, and the front-runner among them is the RTX 3060 at 3.76%. Developers targeting the median PC are therefore aiming at a mid-range card from an earlier generation, not at the hardware in current launch reviews.

The company behind most of those entries has been reshaped by demand from outside gaming entirely, a shift visible in our Nvidia workforce data.

Most Played PC Games by Concurrent Players

  • Counter-Strike 2 leads with 1,109,367 current players and a peak of 1,364,115 on the day.
  • Dota 2 ranks second at 846,894 current players.
  • WARDOGS is the highest-placed premium title at 367,158 current players and a $39.99 price.
  • PUBG: BATTLEGROUNDS shows the widest daily swing of the five most-played, at 345,294 current players against a 782,467 peak.
  • Valheim holds fifth place at 266,706, matching its peak for the day.
  • Free-to-play titles occupy the majority of the leading positions, with premium releases appearing alongside them.
GameCurrent playersPeak today
Counter-Strike 21,109,3671,364,115
Dota 2846,894899,957
WARDOGS367,158383,883
PUBG: BATTLEGROUNDS345,294782,467
Valheim266,706266,706

Source: Valve Steam Most Played chart, September 2026

Valve publishes this chart live, ranking the top 100 played games on Steam by current concurrent players. The gap between a title’s current count and its same-day peak is the more useful column, because it separates games with a genuinely global player base from those concentrated in one set of time zones.

Player Base, Spenders and Conversion Rates

  • The global player base reaches 3.70 billion in 2026, up 4.4% year over year.
  • Spenders rise 4.7% year over year to 1.65 billion.
  • That represents a player-to-spender conversion rate of 44.6%.
  • PC has the highest player-to-spender conversion rate of any platform at 55%.
  • Average revenue per spender reaches $129.6 in 2026, up 1.4% year over year.
  • PC free-to-play revenue per playing hour rose 10% year on year.
Metric2026 figure
Global players3.70 billion
Global spenders1.65 billion
Player-to-spender conversion44.6%
PC player-to-spender conversion55%
Average revenue per spender$129.6
Online population5.97 billion

Source: Newzoo Global Games Market Report 2026

Monetization efficiency, rather than audience size, is what separates PC here. In the Western markets covered, PC’s revenue per free-to-play playing hour ran nearly double PlayStation and roughly triple Xbox.

Key finding: Newzoo attributes PC’s free-to-play efficiency to more mature live-service economies, stronger spending behavior in cosmetics-driven ecosystems, and a player base accustomed to long-running monetization loops. Even Fortnite, whose total PC playtime declined, still generated roughly 1.7x the platform average in revenue per hour.

Epic Games Store PC Usage

  • Epic Games Store reached an all-time record of 78 million monthly active users on PC.
  • PC players spent $1.16 billion on the Epic Games Store, up 6% year over year.
  • Players logged 6.65 billion total gameplay hours in 2025.
  • Player spending on third-party PC games grew 57%, reaching an all-time record of $400 million.
  • Players claimed 662 million titles through the Free Games Program in 2025.
  • The free-game offer produced a 40% lift in Steam CCU while the title was free on the Epic Games Store.
Epic Games Store metric (2025)Value
Monthly active users on PC78 million
PC player spending$1.16 billion
Total gameplay hours6.65 billion
Hours in third-party games2.78 billion
Third-party game spending$400 million
Free games claimed662 million

Source: Epic Games Store Year in Review, 2025

The catalog now includes more than 6,000 games, and overall gameplay hours declined year over year while hours in third-party titles increased by 4%. A storefront whose total hours fall while its partner-catalog hours rise is shifting its center of gravity away from its own flagship title, which is the transition Epic has been funding for several years.

VR Headset Adoption on Steam

  • 1.49% of surveyed Steam users have a VR headset, down 0.22 points.
  • Within that group, the Oculus Quest 2 leads at 26.97%, up 0.30 points.
  • The Meta Quest 3 sits almost level at 26.01%, down 0.24 points.
  • The Meta Quest 3S holds 11.50%.
  • The Valve Index HMD takes 11.07%, up 0.25 points.
  • The Pico 4 takes 4.48% and the Sony PS VR2 2.24%.
VR headsetShare of Steam VR users (%)
Oculus Quest 226.97
Meta Quest 326.01
Meta Quest 3S11.50
Valve Index HMD11.07
Pico 44.48

Source: Valve Steam Hardware and Software Survey, 2026

Who has the biggest market share in the gaming industry?

Mobile remains the market’s largest platform, with revenue forecast to grow 6.8% year over year to $121.1 billion in 2026. That works out at 57% of revenue, against 22% for console and 21% for PC. The gap between console and PC is narrow enough that a single large release can reverse the order inside one reporting period.

Regionally, the answer differs. Asia-Pacific accounts for 47% of global revenue at $100.7 billion, up 6.0% year over year, which is where mobile’s lead is generated.

Is PC gaming becoming more popular?

PC gaming is still expanding, but more slowly than it did last year. Growth is forecast to moderate to 5.3% after 2025’s 12.0%, the highest annual rate in Newzoo’s dataset. The deceleration reads as a return to trend rather than a contraction.

Engagement tells a steadier story than revenue. PC free-to-play revenue per playing hour rose 10% year on year, which the analysis reads as not just resilience but strengthening monetization efficiency. Our platform statistics coverage keeps surfacing the same pattern across mature ecosystems: headline audience growth flattens first, and engagement depth keeps climbing for several years afterward.

Conclusion

PC gaming ends the year holding 21% of a $213.9 billion games market, worth $45.9 billion, with the highest player-to-spender conversion of any platform at 55%. The hardware underneath that revenue is more conservative than the marketing cycle suggests, with 1920 x 1080 still the primary resolution on 50.52% of systems and the NVIDIA GeForce RTX 3060 still at 3.76%. Publishers, hardware vendors and storefront operators all read the same signal from those numbers: the money on PC comes from monetization depth, not from audience expansion.

The near-term test is whether a moderating growth rate holds once this year’s largest console-anchored release lands and component-cost pressure feeds into build prices. If the 10% year-on-year rise in free-to-play revenue per playing hour continues, PC’s share of revenue may stay flat while its share of industry profit does not.

This article has been reviewed and fact-checked by Barry Elad. SQ Magazine follows strict Publishing Principles and a documented Fact-Check Policy to ensure accuracy, transparency, and editorial independence across all content. Our statistics are verified using a documented Research Process.

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References

  • Steam: Steam Hardware & Software Survey
  • Newzoo: Executive Summary - Global Games Market Report 2026 Free Edition
  • Newzoo: 2026 Global Games Market Key Numbers
  • Epic Games Store: 2025 Year in Review
  • Steam: Most Played Games Charts
  • Newzoo: Free-to-Play PC vs Console
Robert A. Lee

Robert A. Lee

Senior Editor


Robert A. Lee is a journalist at SQ Magazine who unpacks the fast-moving worlds of gaming and internet trends. He tracks everything from major game launches to the viral trends shaping how we connect, play, and share online. With a keen eye for the intersections of technology, entertainment, and community, Robert translates the noise of digital life into stories that spark curiosity and insight.

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Table of Contents

  • Key Takeaways
  • Editor’s Choice
  • PC Gaming Market Share Statistics by Platform
  • About This Data
  • Games Market Revenue by Region
  • Recent Developments
  • Operating System Share Among PC Gamers
  • Steam Client Language Share
  • Display Resolution Among PC Gamers
  • System RAM in Gaming PCs
  • Graphics Card VRAM Distribution
  • Most Common Graphics Cards on Steam
  • Most Played PC Games by Concurrent Players
  • Player Base, Spenders and Conversion Rates
  • Epic Games Store PC Usage
  • VR Headset Adoption on Steam
  • Who has the biggest market share in the gaming industry?
  • Is PC gaming becoming more popular?
  • Conclusion

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YouTube Music Adds Smart AI Features for Songs and Podcasts
OpenAI Launches GPT-6 Sol and Luna at Half the API Price
OpenAI Launches GPT-6 Sol and Luna at Half the API Price
Claude Opus 5 5 Launched
Claude Opus 5.5 Debuts With Powerful Cyber Defenses
Cybersecurity
Servicenow Cve Vulnerability Patches
ServiceNow Security Alert: Patch These Critical Flaws
Manus Ai Prompt Injection
Manus AI Agent Exposed by Prompt-Injection Bug
Arista Velocloud Flaw Patched
Arista VeloCloud Flaw Hits CVSS 10.0: Patch Now
Microsoft Takes Down Eviltokens Ai Phishing Service
Microsoft Takes Down EvilTokens AI Phishing Service
Microsoft Patches Azure Ai Foundry Cvss 10 Flaw Featured 1
Microsoft Patches 18 Azure and Copilot Security Vulnerabilities
Chatgpt Billing Phishing Scam Active
ChatGPT Billing Scam Exposes Critical OpenAI Account Risk
Technology
Microsoft Windows Deployment Service Deprecation
Microsoft Will Deprecate Windows Deployment Services After Server 2025
Youtube Custom Feeds With Gemini Ai
YouTube’s AI Feed Builder Changes Video Discovery
Iphone 18 Pro Face Id Bug Reboot Crash
New iPhone 18 Pro Bug Makes Face ID Crash and Reboot
Googlebook With Gemini Ai Launched
Googlebook’s Bold Laptop Launch Starts at $899 in the US
New Samsung Patent Reveals Galaxy Watch Glucose Tracking
New Samsung Patent Reveals Galaxy Watch Glucose Tracking
Microsoft Kb5002914 Breaks Excel Copypaste
Microsoft Confirms KB5002914 Breaks Excel Copy and Paste
Internet
Meta Launched Meta One Subscription
Meta One Bundles Instagram, Facebook, WhatsApp Into One AI Subscription
Apple Wallet Ids Launch In Oklahoma
Apple Wallet IDs Launch in Oklahoma in Major Expansion
Meta to Pay 18 Billion in Landmark Teen Safety Deal
Meta to Pay $18 Billion in Landmark Teen Safety Deal
Whatsapp Brings Passkeys 2fa
WhatsApp Hits 1 Billion Passkey Users, Adds 2FA Passwords
Apple Eu App Store Fee Reduction
Apple Sets New EU App Store Fees, Effective October 1
Github Outage Aug 2026
GitHub Down: Outage Hits Thousands of Users Worldwide
Cryptocurrency
Sonic Labs Launch Ussd Stablecoin
Sonic Launches USSD Stablecoin Backed by US Treasuries
Bhutan Moves 12m In Bitcoins
Bhutan Moves $12 Million in Bitcoin from Primary Wallets
Curve Finance Accuses Pancakeswap For Code Stealing
Curve Accuses PancakeSwap of Copying StableSwap Code
Strike Receives Bitlicense In New York
Strike Gets New York BitLicense for Bitcoin Financial Services
Scotiabank Multi Crypto Etf 3iqlogos
Scotiabank Launches Multi Crypto ETF With 3iQ in Canada
Nyse Parent Invests In Okx Crypto Exchange
ICE Invests in OKX to Bridge Crypto and Traditional Finance
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