
Worldwide Digital PC and Mac Gaming Forecast, 2022–2026: Subscriptions and CSG Make Headway
Description
Worldwide Digital PC and Mac Gaming Forecast, 2022–2026: Subscriptions and CSG Make Headway
This IDC study forecasts digital PC gaming through 2026 in four regions: North America, Western Europe, Asia/Pacific (including Japan), and a combined the rest of the world region. The digital PC gaming market includes spending on games that run on Windows, macOS, Linux/GNU, and Chrome OS system and are accessed through online channels; associated gamers are aged 16+ and play at least monthly. Display advertising revenue (i.e., display, video, or playable ads shown in or around the game window) that goes to game developers/publishers is included in applicable market segments. The five business models and gamer bases forecast in this study are client-based subscriptions, client-based free to play, paid digital game and add-on/DLC, cloud-streamed gaming, and browser based."While 2022 will likely experience a modest decline in global revenue generated, we anticipate that total digital PC game spending will rise by an average of 2.4% per year between 2021 and 2026. Our research implies subscription-based game spending will outpace that of paid games/DLC and free-to-play game spending." — Lewis Ward, research director, IDC's Gaming and VR/AR services
Please Note: Extended description available upon request.
This IDC study forecasts digital PC gaming through 2026 in four regions: North America, Western Europe, Asia/Pacific (including Japan), and a combined the rest of the world region. The digital PC gaming market includes spending on games that run on Windows, macOS, Linux/GNU, and Chrome OS system and are accessed through online channels; associated gamers are aged 16+ and play at least monthly. Display advertising revenue (i.e., display, video, or playable ads shown in or around the game window) that goes to game developers/publishers is included in applicable market segments. The five business models and gamer bases forecast in this study are client-based subscriptions, client-based free to play, paid digital game and add-on/DLC, cloud-streamed gaming, and browser based."While 2022 will likely experience a modest decline in global revenue generated, we anticipate that total digital PC game spending will rise by an average of 2.4% per year between 2021 and 2026. Our research implies subscription-based game spending will outpace that of paid games/DLC and free-to-play game spending." — Lewis Ward, research director, IDC's Gaming and VR/AR services
Please Note: Extended description available upon request.
Table of Contents
45 Pages
- IDC Market Forecast Figure
- Executive Summary
- Advice for Technology Suppliers
- Market Forecast
- Worldwide
- Client-Based Subscription Games
- Paid Digital Games and Add-On/DLC
- Client-Based Free-to-Play Games
- Web Browser–Based Instant Games
- Cloud-Streamed Games
- North America
- Western Europe
- Asia/Pacific (Including Japan)
- Rest of World
- Market Context
- Drivers and Inhibitors
- Drivers
- eSports and Gameplay Livestreaming and VOD Content
- Inhibitors
- Inflation and (Potential) Recession in Key Western Markets
- Denouement of the COVID-19 Pandemic
- China's Crackdown on Gaming
- Significant Market Developments
- Changes from Prior Forecast
- Market Definition
- Methodology
- Related Research
Pricing
Currency Rates
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