Glossary

What is the PC and console segment?

PC and console describes gaming on personal computers and dedicated gaming hardware — analysed as a distinct segment from mobile because the economics, distribution and advertising models differ substantially.

Channels and surfaces

All 220 terms

Why it is analysed separately

  • Purchase model. Premium up-front pricing remains common, alongside free-to-play.
  • Session length. Far longer than mobile, with different engagement patterns.
  • Distribution. Storefronts with different economics and discovery mechanics from mobile app stores.
  • In-game advertising is rare. Players resist it strongly, and most monetisation is content-based.
  • Attribution infrastructure is less mature, since the mobile measurement ecosystem grew up around app stores and device identifiers.

How marketing differs

Mobile game marketing is dominated by performance user acquisition measured against install cost. PC and console marketing looks more like entertainment marketing: launch windows, press and creator coverage, wishlists and pre-orders, community building over months.

Measurement is correspondingly coarser. There is no install referrer equivalent and no MMP layer, so attribution relies on storefront referral data and on aggregate methods — which makes media mix modeling and geo testing more central than they are in mobile.

The convergence

The segments are converging from both directions: cross-platform titles ship everywhere at once, cloud streaming decouples games from hardware, and live-service models originally proven on mobile now dominate console releases.

For marketers the practical consequence is that the measurement gap is becoming the main difference. The audience overlaps, the monetisation models increasingly match, and what still separates them is how well the results can be attributed.

Common questions

Is in-game advertising viable on PC and console?

Narrowly. Sports and racing titles carry contextual placements that fit the fiction; most other genres see strong player resistance, and the reputational cost usually exceeds the revenue.

How is PC and console UA measured?

Storefront referral data, wishlist and pre-order signals, and aggregate methods. Per-install attribution comparable to mobile does not exist.

More in channels and surfaces

Screens beyond the phone, and the commerce that happens on them.