target audience: TECH SUPPLIER Publication date: Aug 2024 - Document type: Market Forecast - Doc Document number: # US51353424
Worldwide Cloud-Streamed Gaming Forecast, 2024–2028: Western and Eastern Growth Strategies Diverge
Content
List of Tables
List of Figures
Get More
When you purchase this document, the purchase price can be applied to the cost of an annual subscription, giving you access to more research for your investment.
Related Links
Abstract
This IDC study examines the cloud-streamed gaming market from 2024 to 2028. It considers users (MAUs), hours of use (in billions), and revenue ($M) worldwide in four geographic regions: North America, Western Europe, Asia/Pacific (including Japan), and the rest of the world (MEA, Latin America, and CEE combined). In the worldwide section, it segments monthly users and hours of use across mobile, PC/Mac/Chromebooks, and TV screens. The document includes an assessment of key business-to-business (B2B) and B2C vendors and brands. It also assesses market trends, as well as related growth drivers and inhibitors, and examines service-specific U.S. gamer results from 2Q23.
"The cloud-streamed gaming market proved immune to the major downturn that affected the far larger local mobile, PC, and console gaming markets in the past two years. It still represents a low single-digit share of all spending on video games, but CSG has clear advantages that should push associated revenue in this market segment well above $6.5 billion worldwide by 2028." — Lewis Ward, IDC's research director of XR, Gaming, and Interactive 3D Software