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Worldwide Digital PC and Mac Gaming Forecast, 2023–2027: ARPU Ticks Up as MAUs Flatline and Live Service Games Shine

Publisher IDC
Published Oct 10, 2023
Length 43 Pages
SKU # IDC18252847

Description

Worldwide Digital PC and Mac Gaming Forecast, 2023–2027: ARPU Ticks Up as MAUs Flatline and Live Service Games Shine


This IDC study forecasts digital PC gaming through 2027 worldwide and in four regions: North America, Western Europe, Asia/Pacific (including Japan), and a combined rest of world (ROW) region. From a gamer perspective, the digital PC gaming market includes players aged 16+ who game at least monthly on Windows, macOS, Linux/GNU, or Chrome OS systems. From a revenue or pretax retail spending angle, the forecast includes video game software and service spending derived through digital channels, plus the share of in-game display and video advertising revenue going to associated game developers and publishers. Five business models and gamer bases are forecast in the study: Client-based subscriptions; paid digital game, add-on/DLC, and season/battle passes; client-based free-to-play; browser-based instant, .IO, and Web3; and cloud streamed."Inflation and other factors weighed on PC gaming's growth this year, but we anticipate that total revenue will increase at an average rate of 3.3% from 2022 to 2027. The continued rise of live service games is clear in PC gaming, and it's evident that several of the largest publishers are investing to take advantage of this growth." - Lewis Ward, research director of Gaming, Esports, and VR/AR at IDC

Please Note: Extended description available upon request.

Table of Contents

43 Pages
IDC Market Forecast Figure
Executive Summary
Advice for Technology Suppliers
Market Forecast
Worldwide
Client-Based Subscription Games
Paid Digital Games, Add-On/DLC, and Season/Battle Passes
Client-Based Free-to-Play Games
Web Browser–Based Instant, .IO, and Web3 Games
Cloud-Streamed Games
North America
Western Europe
Asia/Pacific (Including Japan)
Rest of World
Market Context
Drivers and Inhibitors
Drivers
Esports and Live Service Games
The Popularity of Live Streamed and VOD Gameplay Content
Inhibitors
Macroeconomic Inflation in Key Markets
Heavy-Handed Gaming Regulations in China
The Russia–Ukraine War
Significant Market Developments
Changes from Prior Forecast
Market Definition
Methodology
Related Research
How Do Licenses Work?
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