China expected to generate $27.5 billion, or one-quarter of all revenues in 2017." In 2020, mobile gaming will represent just more than half of the total games market. Mobile is the most lucrative segment, with smartphone and tablet gaming growing 19% year on year to $46.1 billion, claiming 42% of the market. "Digital game revenues will account for $94.4 billion or 87% of the global market. 2.2 billion video gamers generate US$101.1 billion in revenue, excluding hardware costs. Newzoo reports that the PC gaming sector is the third-largest category (and estimated in decline) across all platforms as of 2016, with the console sector second-largest, and mobile / smartphone gaming sector biggest.
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In the 1990s, PC games lost mass-market traction to console games, before enjoying a resurgence in the mid-2000s through digital distribution on services such as Steam and GOG.com. Home computer games became popular following the video game crash of 1983, leading to the era of the "bedroom coder".
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In 2018, the global PC games market was valued at about $27.7 billion.
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The uncoordinated nature of the PC game market, and now its lack of physical media, make precisely assessing its size difficult.
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Its defining characteristics include: more diverse and user-determined gaming hardware and software and generally greater capacity in input, processing, video and audio output. A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine.