PC game

Paku Paku is a video game clone of Pac-Man.

A personal computer game, also known as a computer game[a] or abbreviated PC game, is a video game played on a personal computer (PC). The term PC game has been popularly used since the 1990s referring specifically to games on "Wintel" (Microsoft Windows software/Intel hardware) which has dominated the computer industry since.

Mainframe and minicomputer games are a precursor to personal computer games. Home computer games became popular following the video game crash of 1983. In the 1990s, PC games lost mass market traction to console games on the fifth generation such as the Sega Saturn, Nintendo 64 and PlayStation.[citation needed] They are enjoying a resurgence in popularity since the mid-2000s through digital distribution on online service providers.[1][2] Personal computers as well as general computer software are considered synonymous with IBM PC compatible systems; while mobile devices – smartphones and tablets, such as those running on Android or iOS platforms – are also PCs in the general sense as opposed to console or arcade machine. Historically, it also included games on systems from Apple Computer, Atari Corporation, Commodore International and others. Microsoft Windows utilizing Direct3D become the most popular operating system for PC games in the 2000s. Games utilizing 3D graphics generally require a form of graphics processing unit, and PC games have been a major influencing factor for the development and marketing of graphics cards. Emulators are able to play games developed for other platforms. The demoscene originated from computer game cracking.

The uncoordinated nature of the PC game market makes precisely assessing its size difficult.[1] PC remains the most important gaming platform with 60% of developers being most interested in developing a game for the platform and 66% of developers currently developing a game for PC.[3][better source needed] In 2018, the global PC games market was valued at about $27.7 billion.[4][better source needed] According to research data provided by Statista in 2020 there were an estimated 1.75 billion PC gamers worldwide, up from 1.5 billion PC gaming users in the previous year.[5][better source needed] Newzoo reported that the PC gaming sector was the third-largest category across all platforms as of 2016, with the console sector second-largest, and mobile gaming sector biggest. 2.2 billion video gamers generate US$101.1 billion in revenue, excluding hardware costs. "Digital game revenues will account for $94.4 billion or 87% of the global gaming market.[6][7][better source needed] The APAC region was estimated to generate $46.6 billion in 2016, or 47% of total global video game revenues (note, not only "PC" games). China alone accounts for half of APAC's revenues (at $24.4 billion), cementing its place as the largest video game market in the world, ahead of the US's anticipated market size of $23.5 billion.[citation needed]


Cite error: There are <ref group=lower-alpha> tags or {{efn}} templates on this page, but the references will not show without a {{reflist|group=lower-alpha}} template or {{notelist}} template (see the help page).

  1. ^ a b Stuart, Keith (January 27, 2010). "Back to the bedroom: how indie gaming is reviving the Britsoft spirit". The Guardian. Retrieved November 8, 2012.
  2. ^ "Japan fights back". The Economist. November 17, 2012.
  3. ^ "The Most Important Gaming Platforms in 2019". Statista. March 18, 2019.
  4. ^ "Global PC Games Market Analysis 2015-2019 with Forecasting to 2030: Revenue Breakdowns for Shooter, Action, Sport Games, Role-Playing, Adventure, Racing, Fighting, Strategy & Other Genres - ResearchAndMarkets.com". Business Wire. November 7, 2019.
  5. ^ "Number of PC gaming users worldwide from 2008 to 2024". Statista. November 24, 2022.
  6. ^ "The Global Games Market 2017 — Per Region & Segment — Newzoo".
  7. ^ "New Gaming Boom: Newzoo Ups Its 2017 Global Games Market Estimate to $116.0Bn Growing to $143.5Bn in 2020 | Newzoo". Newzoo. Retrieved December 15, 2017.