Market Research Reports, Inc. has announced the addition of “Global Gaming Market 2016 - 2020” research report to their website www.MarketResearchReports.com
Lewes, DE -- (SBWIRE) -- 10/13/2016 -- 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.
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