Press release
Online Gaming Market 2019-2025 : Huge Demand and High Future Growth: Blizzard, Electronic Arts, Microsoft, NCSOFT, Sony, Tencent, Zynga
Overview of Online Gaming Market 2019-2025An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games and massively multiplayer online role-playing games (MMORPG).
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In 2018, the global Online Gaming market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.
Owing to an augmented demand for online gaming, developers today are increasingly focusing on providing gamers with a better gaming experience by developing and designing high-end graphics-oriented games. Moreover, the introduction of advanced AV products that can be attached to the gaming consoles like XBOX and PS and an increase in the speed of broadband network to support online gaming are some of the other factors that will aid in the growth of the market.
The report firstly introduced the Online Gaming Market basics: definitions, classifications, applications and industry chain overview; industry policies and plans; product specifications; manufacturing processes; cost structures and so on. Then it analyzed the world’s main region market conditions, including the product price, profit, capacity, production, capacity utilization, supply, demand and industry growth rate etc. In the end, the report introduced new project SWOT analysis, investment feasibility analysis, and investment return analysis.
This report focuses on the global Online Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Online Gaming development in United States, Europe and China.
The following manufacturers are covered:
• Blizzard
• Electronic Arts
• Giant Interactive Group
• GungHo Online Entertainment
• King Digital Entertainment
• Microsoft
• NCSOFT
• Sony
• Take-Two Interactive Software
• Tencent
• Zynga
• …
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The study objectives of this report are:
• To analyze global Online Gaming status, future forecast, growth opportunity, key market and key players.
• To present the Online Gaming development in United States, Europe and China.
• To strategically profile the key players and comprehensively analyze their development plan and strategies.
• To define, describe and forecast the market by product type, market and key regions.
Segment by Regions
• United States
• Europe
• China
• Japan
• South Korea
• Other Regions
Market segment by Type, the product can be split into
• Smartphones Online Gaming
• Tablets Online Gaming
• Others
Market segment by Application, split into
• Young Adults
• Adults
• Mature Adults
• Seniors
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Table of Contents:
1 Study Coverage
2 Executive Summary
3 Breakdown Data by Manufacturers
4 Breakdown Data by Product
5 Breakdown Data by End User
6 North America
7 Europe
8 Asia Pacific
9 Central & South America
10 Middle East and Africa
11 Company Profiles
12 Future Forecast
13 Market Opportunities, Challenges, Risks and Influences Factors Analysis
14 Value Chain and Sales Channels Analysis
15 Research Findings and Conclusion
16 Appendix
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