Jon Peddie Research (JPR),  announced new info on PC Add-in Board (AIB) shipments during Q1’2013.

  • Total AIB shipments totaled 14.8 million units
  • Nvidia continues to hold a dominant market share position at 64%; in Q1’13, AMD gained 1.4% in AIB market share
  • A little over 32 million desktop PCs shipped worldwide in the quarter, a decrease of 13.7%.

JPR publishes a series of reports on the PC Gaming Hardware Market, which covers system and accessories, and looks at 31 countries. More information can be found here:

Jon Peddie Research released new research on the PC Gaming segment. Here are some of the highlights:

  • There are 54 million Performance and Enthusiast class PC gamers worldwide – Enthusiast and Performance class PC gamers are defined as those who spend over $1,000 on equipment.
  • JPR forecasts PC gamers to reach 72 million by 2015
  • The PC gaming hardware market was $23.6 Billion in 2012
  • The market for PC gaming hardware will reach  $32 billion by 2015
  • JPR has found very strong demand in BRIC countries for systems, accessories, and upgrades approaching $4.7 billion in 2012 and growing to $7.7 billion by 2015



Jon Peddie Research released new research on the state of the PC Games market. Here are some of the key insights:

  • There are 54 million Performance and Enthusiast class PC gamers worldwide
  • The number of  Performance and Enthusiast class PC gamers worldwide will grow to 72 million by 2015
  • There is very strong demand in the  Performance and Enthusiast class PC gamers worldwide for systems, accessories, and upgrades approaching $4.7 billion in 2012 and growing to $7.7 billion by 2015
  • China’s internet cafe’s are driving demand for Mainstream and some Performance class gaming equipment


The PC Gaming Alliance (PCGA), a nonprofit corporation dedicated to driving the worldwide growth of PC gaming, today unveiled its third annual Horizons research report. This preliminary report, prepared for the PCGA by market research firm DFC Intelligence, covers the 2010 year end and encompasses all major aspects of the PC gaming industry worldwide through 2014. The full in-depth report will be shared with all PCGA members the week following GDC.

Among the key findings: the global PC games market continues to show surprisingly strong growth in 2010, reaching a record $16.2 billion. This represented overall growth of 20% over 2009. No geographical market segments tracked showed a decline in 2010 in overall PC game revenue.

China continues to be the largest and fastest growing market for PC games with record 2010 revenue of $4.8 billion. However, mature game markets in Korea, Japan, U.S., U.K. and Germany all showed growth in 2010. Together these markets increased revenue 19% in 2010 to $7.3 billion.

Asian companies that have generated substantial profits in their domestic territory are looking to expand to the rest of the world. Some prominent worldwide investment examples cited include Disney/Playdom, Warner/Turbine, Tencent/Riot, Shanda, Zynga, Visa/Playspan.

The growth of digital distribution is also increasing the revenue potential for blockbuster big budget retail games. Large games can now be downloaded directly from the publisher or a third party site like Steam. Thus, brick and mortar retailers have simply become an optional source for distribution. Meanwhile, most PC games are doing well with a pure digital distribution strategy that relies on multiple payment methods including digital point cards at retail.

“The spotlight has definitely shifted back to the PC game market. A few of the biggest factors fueling this movement are innovative business models making games more accessible with digital distribution, free to play, and online; along with game formats embracing the shifts occurring in the evolution of the PC ecosystem to remain more profitable,” said Matt Ployhar, PCGA president and Intel analyst. “Large game publishers are looking at digital revenue on the PC game platform as one of their key areas of growth and it is clear that the performance of the PC game market in 2010 is resulting in substantial investment money flowing into the PC game business.”

The report concludes that the PC game business will continue to grow at a pace of 9% CAGR to $23 billion by 2014. Most of this growth will be driven by the increasing ease of digital distribution delivery solutions and payment methods. According to DFC analyst David Cole “right now, outside of direct publisher digital distribution, Valve’s Steam service dominates delivery of large client size games. However, this is likely to change as other premium players enter the market for digital distribution.”

Additional information about the PCGA and its role as the voice of the PC gaming industry is available at

Electronista has an article regarding backlash against netbooks. They talk about PC manufacturers attacking the market to push more notebooks. In the article,  Avian Securities analysts estimate that netbook sales will rise, from 37 million units in 2009 to 47 million units in 2010.

In Avian’s note yesterday they also said there were 140 million notebook computers sold in 2009 and the number is expected to reach 180 million in 2010.

How this related to the games industry is that all of this is good. This is a positive sign for browser-based games as the potential market is increasing and more people have the ability to play wherever they go. As netbooks and notebooks grow in popularity, portability and features, we will continue to see more social games. As cloud computing becomes more prevalent, the content complexity will be able to increase along with gamers’ evolving tastes.

This is a great sign of support for the coming mid-core gaming explosion.

According to Jon Peddie Research, PC Gaming Hardware is forecast to reach $27 Billion in 2010.







Total PC Gaming Hardware Market






  • The worldwide PC gaming hardware market will gain $1.2 billion in2009,  a 5.9% increase versus 2008 (from $20.07 to $21.26 billion)
  • The worldwide PC gaming hardware market is expected to grow by 30% in 2010