Press release
Gaming Market 2019: Size, Share, Rising Trends, Focus on Technology, Type (Console Gaming, Mobile Gaming, PC Gaming), Regional Demand and 2024 Forecast | Top Players Analysis- Activision Blizzard, Electronic Arts, Microsoft, NetEase, Nintendo, Sony
Global Gaming market report is a comprehensive study of the market for global gaming solutions and associated services. This report analyzes global adoption trends, key drivers, restraints, opportunities, and best practices in the global gaming market. The research report also examines growth potential, market sizes, and revenue forecasts across different regions as well as industry verticals.Get Sample Copy at https://www.orianresearch.com/request-sample/821178
Technological proliferation and innovation in both hardware and software are expected to be key factors driving the market. Growing penetration of Internet services across the globe, coupled with easy availability and access of games on the Internet, are also expected to keep growth prospects upbeat over the coming years.
The trend of social media gaming is expected to have a positive impact on market growth. For instance, a substantial percentage of the global population uses social networking sites such as Facebook and Reddit to play games. Availability of games across different genres such as action, role play, simulation, and strategy are also influential in attracting customers.
The mobile device segment is expected to gain momentum owing to increasing smartphone penetration across the globe. Tablets are estimated to drive the growth of the mobile device segment owing to advantages such as larger displays and better viewing experience.
The Asia Pacific region dominated the global market and accounted for more than 45% of the revenue. This can be attributed to emergence of China as the ‘global gaming capital’ after it overtook U.S. in 2016. Ever-increasing smartphone penetration and rising demand for entertainment in China is a key factor driving regional growth.
South Korea is expected to contribute significantly to regional growth owing to its increased focus on e-sports and massively multiplayer online games. Massively multiplayer online role-playing games have gained immense popularity in South Korea.
No. of Pages: 145 & Key Players: 19
Key Companies Analyzed in this Report are:
• Activision Blizzard
• Electronic Arts
• Microsoft
• NetEase
• Nintendo
• Sony
• …
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Gaming market research report completely covers the vital statistics of the capacity, production, value, cost/profit, supply/demand import/export, further divided by company and country, and by application/type for best possible updated data representation in the figures, tables, pie chart, and graphs. These data representations provide predictive data regarding the future estimations for convincing market growth. The detailed and comprehensive knowledge about our publishers makes us out of the box in case of market analysis.
Gaming Market Major Aspects:
• Readability: The Global Gaming Market 2019-2025 report landscapes in-depth and detailed information on the Gaming market with respect to market growth, constraints, opportunities, and market size study.
• Global Coverage: The report further declares a global yet brief study of the Gaming market based on market statistics analysis from primary geographical regions.
• Comprehensive: The Global Gaming Market report is based on a wide-ranging study of major Gaming market regions and segments providing analysis of the dynamic business environment.
• Diverse: The Gaming market report has various highlights elements including technological development, economic factors, trends, opportunities and threats to the growth of Gaming market.
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For product type segment, this report listed main product type of Gaming market
• Console Gaming
• Mobile Gaming
• PC Gaming
For end use/application segment, this report focuses on the status and outlook for key applications. End users sre also listed.
• Amateur
• Professional
Major Points Covered in Table of Contents:
Chapter 1 Executive Summary
Chapter 2 Abbreviation and Acronyms
Chapter 3 Preface
Chapter 4 Market Landscape
Chapter 5 Market Trend Analysis
Chapter 6 Industry Chain Analysis
Chapter 7 Latest Market Dynamics
Chapter 8 Trading Analysis
Chapter 9 Historical and Current Gaming in North America (2013-2018)
Chapter 10 Historical and Current Gaming in South America (2013-2018)
Chapter 11 Historical and Current Gaming in Asia & Pacific (2013-2018)
Chapter 12 Historical and Current Gaming in Europe (2013-2018)
Chapter 13 Historical and Current Gaming in MEA (2013-2018)
Chapter 14 Summary for Global Gaming (2013-2018)
Chapter 15 Global Gaming Forecast (2019-2023)
Chapter 16 Analysis of Global Key Vendors
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