Report forecast the global gaming market to grow at a CAGR
of 6.42% during the period 2016-2020.
Earlier, gaming was limited to board games and handheld
video games. The growing popularity of PCs and electronic devices aided by the
increased internet penetration has led to the development and commercialization
of games. Consumers are now heavily dependent on interactive entertainment such
as video games. Video games are electronic games that require a video interface
for human interaction. Video devices may vary depending on the game. These
devices/screens include TVs, PC monitors, and mobile displays. Depending on the
type of screen, the market is segmented by type of device.
The report covers the present scenario and the growth
prospects of the global gaming market for 2016-2020. To calculate the market
size, the report considers the revenue generated from consumers spending on
playing games.
The market is divided into the following segments based
on geography:
- Americas
- APAC
- EMEA
According to the report, growth in global e-sports market is
one of the drivers promoting growth. E-sports is an attempt to obtain the
entertainment value of video games on a global scale where people can enjoy the
game watching the world's best compete against one another. The sport has an
ever increasing viewership with growing popularity as e-sports creates an environment
for viewers to experience playing the game. e-sports on a large scale is
considered to be one of the most popular sports entertainment events in the
world.
Further, the report states that concerns associated with
piracy is one of the challenges that the market is facing. Piracy is a major
threat to the digital content industry. File sharing, copying, and downloading
from illegal online sources are major challenges for content providers. They
reduce the revenue of the industry, especially digital and packaged gaming.
Despite the presence of the freeware model or free-to-play games that allow
users to download game applications free of cost, gamers continue to install
pirated versions of paid software to play games that have not yet released in the
respective regions. Piracy not only affects the revenue of vendors but also has
an impact on their sustainability in the global gaming market.
Global Gaming Market 2016-2020, has been prepared
based on an in-depth market analysis with inputs from industry experts. The
report covers the market landscape and its growth prospects over the coming
years. The report also includes a discussion of the key vendors operating in
this market.
key players in the report global gaming market: Activision
Blizzard, Electronic Arts, Microsoft Studios, Sony, Tencent, Apple, Changyou,
DeNA, Disney, Facebook, Google, GREE, GungHo Entertainment, King Digital
Entertainment, Konami, Namco Bandai, NCSOFT, NetEase, Nexon, Nintendo, Sega,
Square Enix, Take-Two Interactive, Telltale Games, Ubisoft Entertainment, and
Zynga
Market driver
- Growth in global e-sports market
- For a full, detailed list, view our report
Market challenge
- Concerns associated with piracy
- For a full, detailed list, view our report
Market trend
- Increased penetration of VR headsets
- For a full, detailed list, view our report
Key questions answered in this report
- What will the market size be in 2020 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?
Spanning over 64 pages “Global Gaming Market
2016 - 2020” report
covers Executive summary, Scope of the report, Market research methodology,
Introduction, Market landscape, Market segmentation by gaming type, Market
segmentation by type of gamers, Geographical segmentation, Key leading
countries, Buying criterion, Market drivers, Impact of drivers, Market
challenges, Impact of drivers and challenges, Market trends, Vendor landscape,
Appendix.
For
more information Visit at: http://mrr.cm/3fz
Find all Entertainment
and Gaming Reports
at: http://www.marketresearchreports.com/entertainment-gaming
No comments:
Post a Comment
Note: only a member of this blog may post a comment.