Circana says 29% of US console and PC players plan to buy GTA 6
The research firm reports its highest tracked purchase intent, while a separate Sensor Tower analysis estimates unusually strong US digital pre-orders.
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GTA 6 oyun çizim © Rockstar Games
Purchase intent approaches three in ten surveyed players
Circana’s October 28 PlayerPulse findings say 29% of US console and PC players intend to buy GTA 6. The research company calls it the highest purchase-intent level it has tracked for a game, with analyst Mat Piscatella describing a launch that could affect the wider market.
The percentage measures an expressed future intention, not completed payment. The survey includes PC players, while GTA 6’s announced launch platforms are PS5 and Xbox Series X|S. Interest among PC users does not confirm a PC release.
GTA 5 supplies the long-term context
Circana points to GTA 5’s record in its US tracking, including 13 consecutive years in the annual top twenty from 2013 through 2025 and exceptionally strong lifetime premium-game sales. It also highlights the older game’s continued active-player performance on PlayStation and Xbox.
Piscatella expects demand to extend beyond software into consoles, accessories and subscriptions. That is an outlook based on the franchise’s reach and current interest, not a measurement of hardware growth that has already happened because of GTA 6.
Sensor Tower estimates a particular pre-order market
A separate Sensor Tower analysis, reported by GamesIndustry.biz on October 20, compares the game with Modern Warfare 2, Diablo 4, Hogwarts Legacy and Marvel’s Spider-Man 2. At a comparable point before release, it puts GTA 6 pre-orders 148% ahead of 2022’s Modern Warfare 2.
Its October 13 estimate is 6.08 million US digital pre-orders worth approximately $594 million, split 74% PlayStation and 26% Xbox. Boxed purchases are excluded. These are third-party estimates, not a sales disclosure by Rockstar or Take-Two.
Intent, estimates and storefront records answer different questions
Circana measures stated plans, Sensor Tower models a defined digital market, and Sony and Microsoft’s later announcements describe historical records within their own stores. The three types of information cannot automatically validate one another or be added into a global total.
Take-Two said on November 9 that pre-orders exceeded expectations without giving a unit figure. The research is useful for understanding demand trends, while launch revenue, worldwide sales and final platform shares require later figures measured on a comparable basis.