This IDC study forecasts digital PC/Mac/Linux gaming worldwide through 2022 in four global regions. The study includes an assessment of gamers, spending on PC game software and services distributed through digital/online channels, and the share of display ad outlays going to PC game developers/publishers. Gamers and revenue are divided into three client-based segments (subscriptions, prepaid digital games and add-ons/DLC, and free to play), plus web browser–based gaming (any business model). ARPU or ARPPU is calculated by gamer segment, and many of today’s leading developers/publishers and related market trends are noted and assessed.
“The combination of the free-to-play business model and live player-versus-player gameplay has continued to be a powerful driver of market growth over the past year, and it doesn’t appear that this juggernaut will lose much steam through 2019 at a minimum.” — Lewis Ward, research director, IDC’s Gaming and VR/AR
All-in-one desktop, Android, App stores, Augmented and virtual reality, Networking and connectivity devices, Online gaming, Routers, Smartphone, Social networking, Traditional desktop, Traditional notebook, VoIP, iOS