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COVID-19 Impact Assessment on Gaming Market Latest Trends, Technology Advancement and Demand 2020 to 2026

08-06-2020 01:20 PM CET | IT, New Media & Software

Press release from: Market Insights Reports

COVID-19 Impact Assessment on Gaming Market Latest Trends, Technology Advancement and Demand 2020 to 2026

COVID-19 Impact Assessment on Gaming Market Latest Trends, Technology Advancement and Demand 2020 to 2026

This report researches the worldwide Gaming market size (value, capacity, production and consumption) in key regions like United States, Europe, Asia Pacific (China, Japan) and other regions. This study categorizes the global Gaming breakdown data by manufacturers, region, type and application, also analyses the market status, market share, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

The gaming industry is expected to register a CAGR of 12%, during the forecast period (2020 - 2025). Though people have been talking about it for years now, it is now inevitable that virtual reality will become a major cornerstone piece of the gaming industry. By 2020, players will spend USD 4.5 billion on immersive gaming. It is 20 times more enjoyable and convenient than traditional alternatives. Companies like BigScreenVR and AltSpaceVR are two of the leaders in this industry today, accelerating a virtual future perhaps faster than many expect.

Get Sample Copy of this Report:
https://www.marketinsightsreports.com/reports/01091746103/gaming-industry-growth-trends-and-forecast-2020-2025/inquiry?Mode=12&Scorce=Openpr

Top Leading Companies of Global Gaming Market are Sony Corporation, Microsoft Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Electronic Arts Inc., Ubisoft Entertainment SA, Square Enix Holdings Co., Ltd., ZeptoLab, OOO, Tencent Holdings Limited, Sega Games Co., Ltd., Capcom Co., Ltd. and others.

Industry News and Developments:

July 09, 2020: TOKYO & CARY, N.C. -- Sony Corporation (“Sony”) and Epic Games, Inc. (“Epic”) are pleased to announce that Sony has agreed to make a strategic investment of $250 million to acquire a minority interest in Epic through a wholly-owned subsidiary of Sony. The investment cements an already close relationship between the two companies and reinforces the shared mission to advance the state of the art in technology, entertainment, and socially-connected online services.

The investment allows Sony and Epic to aim to broaden their collaboration across Sony’s leading portfolio of entertainment assets and technology, and Epic’s social entertainment platform and digital ecosystem to create unique experiences for consumers and creators. The closing of the investment is subject to customary closing conditions, including regulatory approvals.

06 May 2020: Microsoft Corp., gearing up for its biggest-ever year of launches for Xbox products and services in the middle of a global pandemic and economic recession, will replace its plan for a splashy public game-conference event with a monthly series of online showcases.

The virtual events start on May 7, with a look at third-party games planned for its new console, called Xbox Series X. In June, the company will highlight the Xbox platform and services, and July’s session is intended to cover games produced by Microsoft’s own 15 game studios, including the next iteration of its biggest franchise, “Halo." The Redmond, Washington-based company had originally planned to unveil many of the details about the new products next month at the E3 conference, which has been canceled.

Sep 2019 - Electronic Arts began a technical trial for a cloud gaming service. In launching the trial of the service, EA is joining the bandwagon for cloud gaming, which Google has been evangelizing in advance of its Stadia service launching in November.

Sep 2019 - Razer planned to invest USD 7.2 million to drive growth in Singapore’s gaming scene. With the investment, Razer looks to support esports teams and gaming companies based in the city-state or founded by Singaporeans. This funding will also go in part to Team Singapore, which they are supporting for the SEA Games.

Key Market Trends

Console Segment to Witness Significant Growth

- The most recent trend is the growing availability and popularity of multi-functional gaming console, which is emerging in the market and helping in growing the market of video games globally.
- A video game console is an interactive entertainment computer or modified computer system that produces a video display signal which can be used with a display device (a television, monitor, etc.) to display a video game. The PlayStation 4 Pro is the best version of the most popular game platform available today. With 4K, HDR 10 compatibility, and the PlayStation 4’s exclusive game library, it is currently the best plug-and-play gaming platform which predicts more revenue generation in future in video game console segment.
- Coming to new innovation, in Sep 2019, NEOGEO Arcade Stick Pro Merges both Game Console and Controller in one part where the controller also comes with start/select buttons, a turbo switch and ports for HDMI and USB. This new innovation will help the user to penetrate more on the console segment due to its unique features.
- Video gaming in China is a massive industry and pastime that includes the production, sale, import/export, and playing of video games. China is the largest, highest grossing and the most profitable video game market in the world, since 2015. In esports, China has been the world leader in terms of tournament winnings, possessing some of the best talents in the world across multiple video games, as well as one of the largest pool of video gamers. As of 2017, half of the top 20 highest earning esports players in the world are Chinese.
- Due to adoption of esports, the increase of video game through console is increasing and will accumulate more growth in the future.

Asia-Pacific Holds the Largest Market Share

- Asia-Pacific hold the largest market share, where Southeast Asian holds the largest revenue. The online population in Southeast Asia (SEA) is rapidly rising, mostly due to an increase in mobile-device use and almost two thirds of the gaming population in Greater Southeast Asia are engaged in esports. Owing to this, the region is also the fastest-growing games market in the world.
- While companies from all over the world are vying for a piece of the SEA gaming pie, the region’s top publisher is local player Sea Group (formerly known as Garena). The company is best-known for publishing Tencent’s titles in SEA.
- Moreover, South Korea-based Gravity, a subsidiary of GungHo, has doubled down on SEA, investing heavily to promote its portfolio in the region, particularly the Ragnarok franchise.
- Also various new platforms are being generated to enhance the Aisa-Pacific growth. For instance,in Sep 2019, industry-leading casino content developer Betsoft Gaming announced that they will roll out a suite of highly innovative slot games specifically designed for the Asian market.
- Asia-Pacific is soon becoming the hub for many pilot projects of gaming companies. For instance, in March 2019, Tencent launched a website for the cloud gaming platform called Start and invited people in Shanghai and Guangdong, China to sign up for the test.
- Japan has been setting trends in gaming since the advent of the industry. It developed the consoles that shifted video games into the mainstream and pioneered a number of foundational genres, franchises, and studios. Esports and MMO games are the obvious future of the video game industry, and Japan is starting to change the way it approaches both to maintain its position as a gaming heavyweight.

Regional Outlook of Gaming Market report includes the following geographic areas such as: North America, Europe, China, Japan, Southeast Asia, India and ROW.

This allows an understanding of the market and benefits from any lucrative opportunities that are available. Researchers have offered a comprehensive study of the existing market scenario while concentrating on the new business objectives. There is a detailed analysis of the change in customer requirements, customer preferences, and the vendor landscape of the overall market.

Browse Full Report at:
https://www.marketinsightsreports.com/reports/01091746103/gaming-industry-growth-trends-and-forecast-2020-2025?Mode=12&Scorce=Openpr

Following are major Table of Content of Gaming Industry:

• Gaming Market Sales Overview.
• Gaming Market Sales Competition by Manufacturers.
• Gaming Market Sales Analysis by Region.
• Gaming Market Sales Analysis by Type.
• Gaming Market Analysis by Application.
• Gaming Market -Manufacturers Analysis.

What Are The Market Factors That Are Explained In The Report?

Key Strategic Developments: The study also includes the key strategic developments of the market, comprising R&D, new product launch, M&A, agreements, collaborations, partnerships, joint ventures, and regional growth of the leading competitors operating in the market on a global and regional scale.

Analytical Tools: The Global Gaming Market Report includes the accurately studied and assessed data of the key industry players and their scope in the market by means of a number of analytical tools. The analytical tools such as Porter’s five forces analysis, SWOT analysis, feasibility study, and investment return analysis have been used to analyze the growth of the key players operating in the market.

Key Market Features: The report evaluated key market features, including revenue, price, capacity, capacity utilization rate, gross, production, production rate, consumption, import/export, supply/demand, cost, market share, CAGR, and gross margin. In addition, the study offers a comprehensive study of the key market dynamics and their latest trends, along with pertinent market segments and sub-segments.

Customization of the Report: This report can be customized as per your needs for additional data up to 3 companies or countries or 40 analyst hours.
Please connect with our sales team (sales@marketinsightsreports.com).

Note: All the reports that we list have been tracking the impact of COVID-19. Both upstream and downstream of the entire supply chain has been accounted for while doing this. Also, where possible, we will provide an additional COVID-19 update supplement/report to the report in Q3, please check for with the sales team.

Contact Us:
Irfan Tamboli (Head of Sales) – Market Insights Reports
Phone: + 1704 266 3234 | +91-750-707-8687
sales@marketinsightsreports.com | irfan@marketinsightsreports.com

About Us:
MarketInsightsReports provides syndicated market research on industry verticals including Healthcare, Information and Communication Technology (ICT), Technology and Media, Chemicals, Materials, Energy, Heavy Industry, etc. MarketInsightsReports provides global and regional market intelligence coverage, a 360-degree market view which includes statistical forecasts, competitive landscape, detailed segmentation, key trends, and strategic recommendations.

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