The global gaming market to fall at a CAGR of around (7.63%) during the period 2017-2021.
Global Gaming Market 2017-2021, 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 different gaming platforms.
The gaming industry has achieved immense success worldwide, evolving from board and video games to games that incorporate the most advanced technologies such as 3D simulations, virtual reality (VR), and augmented reality (AR). The use of gaming hardware and software and the popularity of consumer electronics such as PCs, mobile devices, and gaming consoles have led to the development and commercialization of the gaming industry. The availability of a number of gaming peripherals such as gaming keyboards, consoles, and controllers also enhances the interactive experience for gaming enthusiasts.
The latest trend gaining momentum in the market is Emergence of cloud gaming. Cloud services like Netflix, Pandora, Spotify, and YouTube have become the predominant modes of video and music streaming to TVs, PCs, and tablets. Large cloud-managed libraries of content allow users to stream this content at a time and place of their convenience. Cloud gaming technology similarly enables users to stream video games from the web. Grid computing is used to stream the content to the gamers' devices using wired or wireless broadband connections.
- Activision Blizzard
- Electronic Arts
- Sony Interactive Entertainment
- Ubisoft Entertainment
Other prominent vendors
- BANDAI NAMCO Entertainment
- GungHo Online Entertainment
- King Digital Entertainment (King)
- SQUARE ENIX
- Take-Two Interactive Software
- Warner Bros. Entertainment
Key Topics Covered:
Part 01: Executive Summary
Part 02: Scope Of The Report
Part 03: Research Methodology
Part 04: Introduction
Part 05: Market Landscape
Part 06: Market Segmentation By Gaming Platform
Part 07: Market Segmentation By Mode Of Gaming
Part 08: Market Segmentation By Type Of Gaming
Part 09: Geographical Segmentation
Part 10: Key Leading Countries
Part 11: Decision Framework
Part 12: Drivers And Challenges
Part 13: Market Trends
Part 14: Vendor Landscape
Part 15: Appendix
For more information about this report visit https://www.researchandmarkets.com/research/d94wth/global_gaming