DUBLIN, October 6, 2016 /PRNewswire/ --
Research and Markets has announced the addition of the "Global Gaming Market 2016-2020" report to their offering.
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.
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. To calculate the market size, the report considers the revenue generated from consumers spending on playing games.
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.
The gaming market is among the fastest-growing markets in terms of the incorporation of advanced technologies. The increased adoption of virtual reality (VR) headsets is an emerging trend in the global gaming market. VR provides a simulated environment with the closest real-life experience of all devices through VR hardware and software. VR uses synchronized sound and sight with data suites through VR sensor-enabled headsets. This has increased the number of gamers who prefer VR over traditional gaming devices. These factors are expected to increase the penetration of VR headsets from 4% to 12% by 2020.
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?
- Activision Blizzard
- Electronic Arts
- Microsoft Studios
Other prominent vendors
- GungHo Entertainment
- King Digital Entertainment
- Namco Bandai
- Square Enix
- Take-Two Interactive
- Telltale Games
- Ubisoft Entertainment
Key Topics Covered
Part 01: Executive summary
Part 02: Scope of the report
Part 03: Market research methodology
Part 04: Introduction
Part 05: Market landscape
Part 06: Market segmentation by gaming type
Part 07: Market segmentation by type of gamers
Part 08: Geographical segmentation
Part 09: Key leading countries
Top 10 countries in global gaming market
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
Part 17: Appendix
For more information about this report visit http://www.researchandmarkets.com/research/3p5fwg/global_gaming
Research and Markets
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SOURCE Research and Markets