(Companies: Electronic Arts, Activision Blizzard, Ubisoft, Sony Computer Entertainment and XSEED Games)
The global PC games market was valued at about $27.73 billion in 2018. The APAC market is the largest market for PC games and is expected to continue to be the largest market during the forecast period. The PC games market consists of sales of physical, online/micro-transactional, or digital video games which are played on a personal computer or laptop.
The global PC games market is expected to grow to $30.71 billion at a rate of approximately 2.6% through 2022. The personal computer games market is being driven by the emergence of cloud gaming. In cloud gaming, the provider runs the game on its servers and then streams back the display. Streaming games from the cloud is significantly increasing the number users of PC games as it eliminates the need for hardware upgrading.
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Companies in the personal computer games industry are using augmented reality and virtual reality, which are offering new levels of engagement among the users of PC games. Augmented Reality provides an immersive user experience through imposition of a computer-generated image on the user’s view of the real world. Virtual Reality creates an interactive experience through simulations by providing auditory and visual feedback. For instance, augmented reality is being used for building interactive games, such as Pokemon Go. Similarly, virtual reality has seen a significant use in PC games, with the users feeling more involved. As an example, Owlchemy Labs is building innovative virtual reality games which involve role playing among users.
Major players in the market are Electronic Arts, Activision Blizzard, Ubisoft, Sony Computer Entertainment and XSEED Games.
Xseed Games is an American video game company founded by former members of Square Enix USA. It later became a subsidiary of the Japanese game company Marvelous, providing the localization and publishing services for video games and related materials.
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Few Points From Table oF Contents:
2. PC Games Market Market Characteristics
3. PC Games Market Market Size And Growth
3.1. Global PC Games Market Historic Market, 2014 – 2018, $ Billion
3.1.1. Drivers Of The Market
3.1.2. Restraints On The Market
3.2. Global PC Games Market Forecast Market, 2018 – 2022F, 2025F, 2030F, $ Billion
3.2.1. Drivers Of The Market
3.2.2. Restraints On the Market
4. PC Games Market Market Segmentation
4.1. Global PC Games Market Market, Segmentation By Type, Historic and Forecast, 2014-2018, 2022F, 2025F, 2030F, $ Billion
Physical
Online microtransaction
Digital
4.2. Global PC Games Market Market, Segmentation By Application, Historic and Forecast, 2014-2018, 2022F, 2025F, 2030F, $ Billion
Shooter
Action
Sport Games
Role-Playing
Adventure
Racing
Fighting
Strategy
Other
5. PC Games Market Market Regional And Country Analysis
5.1. Global PC Games Market Market, Split By Region, Historic and Forecast, 2014-2018, 2022F, 2025F, 2030F, $ Billion
5.2. Global PC Games Market Market, Split By Country, Historic and Forecast, 2014-2018, 2022F, 2025F, 2030F, $ Billion
6. Asia-Pacific PC Games Market Market
6.1. Asia-Pacific PC Games Market Market Overview
6.2. Asia-Pacific PC Games Market Market, Segmentation By Type, Historic and Forecast, 2014-2018, 2022F, 2025F, 2030F, $ Billion
6.3. Asia-Pacific PC Games Market Market, Segmentation By Application, Historic and Forecast, 2014-2018, 2022F, 2025F, 2030F, $ Billion
7. China PC Games Market Market
7.1. China PC Games Market Market Overview
7.2. China PC Games Market Market, Segmentation By Type, Historic and Forecast, 2014-2018, 2022F, 2025F, 2030F,$ Billion
7.3. China PC Games Market Market, Segmentation By Application, Historic and Forecast, 2014-2018, 2022F, 2025F, 2030F,$ Billion
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