Worldwide Cloud-Streamed Gaming Forecast, 2024–2028: Western and Eastern Growth Strategies Diverge
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