The forecast also found that global digital PC/Mac game revenue will rise about 4% per year between 2012 and 2017. North American digital PC/Mac gaming revenue, however, is forecast to slip at the margins over the forecast period. This is mainly the result of the cannibalization of casual-leaning, browser-centric games (typified by Zynga's Farmville 2) by smartphones and tablets, compounded by a steady drop in hardcore subscription revenue (typified by Blizzard Entertainment's World of Warcraft).
Largely driven by rising living standards in BRIC countries (Brazil, Russia, India, and China) and the inability of game consoles to establish much of a beachhead in key developing economies, digital PC/Mac gaming revenue outside North America should expand by more than 5% per year through 2017.
"Other than the casino genre, it's been tough sledding for most casual-leaning PC game genres in the past year," said Lewis Ward, Research Director, Gaming at IDC. "Most of the growth is coming from hardcore-oriented freemium titles such as Tencent's and Riot Games' League of Legends, Valve's Team Fortress 2 and Dota 2,Wargaming.net's World of Tanks, and a handful of Chinese MMORPGs."
The forecast also notes that Valve's Steam service has a significant opportunity to expand into North American and Western European living rooms in the next few years based on the company's Steam Machines initiative.
"Demand for prepaid digital games should remain stable if not rise at the margins through 2017 partly because key developers, publishers, and platform providers will ramp up their offerings on HDTVs," added Ward. "The difference between what PCs, consoles, microconsoles, and perhaps even smart TVs will be able to deliver three years from now will be mostly semantic. The platforms that outperform will have great games, a wise mix of business models, an ability to strain key customer insights out of a sea of big data, and offer great a social experience."
The IDC report, Worldwide Digital PC and Mac Gaming 2013-2017 Forecast (Doc #244711), breaks out North American totals from a combined rest of the world (ROW) region and segments subscription, prepaid download and add-on, and freemium gamers and revenue. Hardcore versus casual PC/Mac gaming dynamics are also considered in the 48-page report.