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This is a Game Developers Conference (GDC) presentation by Kim Pallister, General Manager of Gaming Solutions and Worldwide Developer Relations at Intel Corporation, on business and technology trends in the PC gaming landscape. It covers the gaming market across platforms, PC gamer segments, hardware specialization, games-as-a-service, and approaches for PC developers. Its data draws on Newzoo, PwC, NPD and GFK, IDC, and a 2019 IDC multi-client study of 12K gamers across five major regions. Per the slides, there are 2.8 billion gamers worldwide, of whom 1.3 billion are PC gamers, and the mobile gaming market is shown as $90.7Bn, with PC games at $35.9Bn. The presentation cites worldwide gaming PC hardware spend of $37.4B by 2023, 2020 gaming sales growth above 15% year over year across laptop and desktop, and PC software spend projected at 9% CAGR. Segmentation is described as enthusiast (100M), mainstream (600M) and casual (500M) players. The presentation states that 60% of enthusiast and hardcore gamers also consider themselves console gamers. It concludes that the PC continues to evolve and thrive, and that developers have an opportunity to do the same.
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