This IDC study examines the cloud-streamed gaming market from 2019 to 2025. It considers users (MAUs), hours of use (in billions), and revenue growth ($M) worldwide in four geographic regions: North America, Western Europe, Asia/Pacific (including Japan), and the rest of the world (MEA, LA, and CEE combined). In the Worldwide Forecast section, it also segments monthly users and hours of use across mobile, PC/Mac, and TV screens. The document includes an assessment of key business-to-business (B2B) and B2C vendors and brands, and assesses general market trends and market growth drivers and inhibitors.
"The cloud-streamed gaming market has the potential to be long-term disruptive to gaming for a variety of reasons. While we don't anticipate explosive near-term growth, it's clear that cloud-streamed gaming will become a more prominent feature of mobile and PC gaming especially in the next several years, and we expect the monthly number of cloud-streamed gaming service users across all screen types will approach 120 million worldwide in 2025." — Lewis Ward, research director, Gaming and AR/VR at IDC
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