c154 Empirisch Nicht priorisiert
PC/Console content spend is down 8% since 2020/2021 (or -$2.3B)
Framing-Operationen
Macht sichtbar
Decline in traditional gaming platforms
Macht unsichtbar
Potential reasons for the decline or market saturation effects
Naturalisiert
The separation between PC/Console and Mobile as distinct markets
Abhaengigkeiten
Haengt ab von
c438 Video game content market can be categorized by device (Console, PC, Mobile), region (North America, APAC, China, Europe, LATAM, MEA), content model (Live Service, Packaged Sales, Platform Services), and class (AAA, AA, Indie, Mid-Core, Casual, Hyper/Hybrid-Casual) c442 Gaming TAM includes Game Sales, DLC, Microtransactions, Subscriptions, and Services, and Ads but excludes Hardware & Accessories
Metadaten
- Epistemischer Status
- stated_as_fact
- Evidenztyp
- data_cited
- Evidenzqualitaet
- moderate
- Themen
- revenue, pc, console, decline
Verwandte Claims aus Cluster Platform Performance Dynamics
c044
Net growth in console is growth in platform subscriptions
Empirisch
c046
Brightness in PC is only just enough and might dim
Prognostisch
c061
By 2025, the console category had more than recovered from its post-pandemic sales pullback, hitting an all-time high of $41.6B (2.3% or $570MM above the 2020 high)
Empirisch
c062
119% of net spending growth since 2020 has gone to platform services
Empirisch
c063
Total spending on game sales and transactions is down nearly $3.7B per year (or 11%)
Empirisch