About Gaming 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. Technavio’s analysts forecast the global gaming market to grow at a CAGR of 6.42% during the period 2016-2020. Covered in this report 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 Technavio's report, Global Gaming Market 2016-2020, has been prepared based on an... Research Beam Model: Research Beam Product ID: 747071 2500 USD New
Global Gaming Market 2016-2020
 
 

Global Gaming Market 2016-2020

  • Category : ICT & Media
  • Published On : September   2016
  • Pages : 64
  • Publisher : Technavio
 
 
 
About Gaming

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.

Technavio’s analysts forecast the global gaming market to grow at a CAGR of 6.42% during the period 2016-2020.

Covered in this report
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

Technavio's report, 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 vendors
• Activision Blizzard
• Electronic Arts
• Microsoft Studios
• Sony
• Tencent

Other prominent vendors
• 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
• 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?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.
PART 01: Executive summary
• Highlights
PART 02: Scope of the report
• Market overview
• Base year
• Vendor segmentation
• Summation errors
• Top vendor offerings
PART 03: Market research methodology
• Research methodology
• Economic indicators
PART 04: Introduction
• Key market highlights
PART 05: Market landscape
• Market overview
• Value chain
• Market size and forecast
• Five forces analysis
PART 06: Market segmentation by gaming type
• Global gaming market by gaming type
• Global gaming market by TV consoles
• Global gaming market by MMO
• Global gaming market by smartphones
• Global gaming market by tablets
• Global gaming market by boxed PCs
• Global gaming market by online games
• Global gaming market by handheld gaming consoles
PART 07: Market segmentation by type of gamers
• Global gaming market by type of gamers
• Gaming market by type of gamers in APAC
• Gaming market by type of gamers in Americas
• Gaming market by type of gamers in EMEA
PART 08: Geographical segmentation
• Global gaming market by geography
• APAC gaming market
• Americas gaming market
• EMEA gaming market
PART 09: Key leading countries
• Top 10 countries in global gaming market
• China
• US
• Japan
PART 10: Buying criterion
PART 11: Market drivers
PART 12: Impact of drivers
PART 13: Market challenges
PART 14: Impact of drivers and challenges
PART 15: Market trends
PART 16: Vendor landscape
• Competitive scenario
• Other prominent vendors
PART 17: Appendix
• List of abbreviations
PART 18: Explore Technavio
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