
Worldwide Home Video Game Console Forecast, 2022–2026
Description
Worldwide Home Video Game Console Forecast, 2022–2026
This IDC study estimates home video game console hardware, software, and related service use and spending through 2026. 7th-, 8th-, 9th-, and 10th-gen consoles are considered in grouped categories. Packaged game discs/cards are broken out from digital game spending. Gaming network subscription service revenue and cloud-streamed gaming service revenue is additionally broken out worldwide through 2026."One of the most interesting developments in the home game console market in the past year has been the emergence of a clearer philosophical difference between Sony's and Microsoft's approach to digital console game monetization. The former is betting heavily on live service F2P games, while the latter is banking on live service games that will play nicely inside subscription-based business models. It won't be an 'either/or' choice here for most gamers, and we're forecasting significant growth in both business models through 2026, but if gamers clearly come down preferring one over the other, that will have significant effects on the 9th-gen dynamic between these two platform providers." — Lewis Ward, research director, Gaming and AR/VR at IDC
Please Note: Extended description available upon request.
This IDC study estimates home video game console hardware, software, and related service use and spending through 2026. 7th-, 8th-, 9th-, and 10th-gen consoles are considered in grouped categories. Packaged game discs/cards are broken out from digital game spending. Gaming network subscription service revenue and cloud-streamed gaming service revenue is additionally broken out worldwide through 2026."One of the most interesting developments in the home game console market in the past year has been the emergence of a clearer philosophical difference between Sony's and Microsoft's approach to digital console game monetization. The former is betting heavily on live service F2P games, while the latter is banking on live service games that will play nicely inside subscription-based business models. It won't be an 'either/or' choice here for most gamers, and we're forecasting significant growth in both business models through 2026, but if gamers clearly come down preferring one over the other, that will have significant effects on the 9th-gen dynamic between these two platform providers." — Lewis Ward, research director, Gaming and AR/VR at IDC
Please Note: Extended description available upon request.
Table of Contents
25 Pages
- IDC Market Forecast Figure
- Executive Summary
- Advice for Technology Suppliers
- Market Forecast
- Worldwide Forecast
- Market Context
- Drivers and Inhibitors
- Drivers
- PlayStation 5, Xbox Series X/S, and "Switch 2"
- Permanent Post-Pandemic Behavioral Shifts
- Inhibitors
- Component Shortages and Supply Chain Logistical Bottlenecks
- The Russia-Ukraine War
- Inflation
- Significant Market Developments
- Changes from Prior Forecast
- Market Definition
- Methodology
- Related Research
Pricing
Currency Rates
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