Description
According to the
statistics available, the total global
population in the year 2013 was 6.40 billion out of which 2.40 billion had
access to the internet (online users) and 1.20 billion users are active gamers.
Thus, these statistics clearly shows how much scope of growth is there for
the digital gaming market space. Today, the gamers are preferring freemium
model as it gives them freedom to play games for free, and play on the latest
gaming versions and ease of playing the game from any of the game devices such
as smartphones, smart TVs, tablets, pcs and game consoles.
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Today, gaming
platforms such as iOS and android are one of the popular gaming platform. The
gamers prefer puzzles, casual, action and sports games on these platform.
League of Legends, Counter strike, crossfire and candy crush are some of the
popular digital games. Presently, more than 32% of the people in the age group
of 18-35 years spend on an average 22 hours in a week on playing games. To attract
the gamers and to maximize their gaming reach, the gaming platform providers
provides attractive virtual gifts to the gamer in order to move into next level
by inviting more people to the game.
Companies are
supporting freemium model due to the increase demand from the gaming audience.
In near future, lot many innovations such as virtual gaming will be seen in the
digital gaming space and also, the games will be of low cost and high
resolution with improved graphics. Thus, improving the gamer’s overall gaming
experience.
The Global Digital gaming market is expected
to grow at a CAGR of 17.2%during the period of 2015-2020, respectively. The
gaming platform is estimated to grow at a CAGR of 22.9% followed by gaming
devices which is estimated to grow at a CAGR of 21.2% during the forecasted
period 2015-2020.
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The growing digital
gaming demand from the social, casual and core gamers, increase penetration of
the portable gaming devices such as smartphones and tablets and preference for
paymium and freemium subscription models are supporting the growth of the
digital gaming market especially in the emerging markets of Asia Pacific,
Middle East and Africa (MEA). Despite, certain factors like piracy, games
utilizing lot of space and traditional systems not capable of supporting the
AAA games may still impact the growth of the digital gaming market.
The Digital Gaming
market is one of the rapidly growing market across the globe. The Digital Gaming market is expected to
grow at a CAGR of 17.2% during the period of 2015-2020.The growth of gaming
market is due to an increasing demand for the freemium subscription model and
is expected to grow at a CAGR of 20.3% during the period of 2015-2020. The
market is growing due to increasing in the use of smartphones and tablets for
gaming. In addition, the growing audience of gaming especially youngsters is
fostering the demand for the market.
One of the major trend
in the market seen is integration of virtual technologies into the gaming.
Nowadays, vendors are coming up the mobile gaming applications integrated with
virtual technologies that will help the customer in offering easy controls.
Moreover, Apple's new product was launched with the concept of virtual
technologies that attracted all gadgets lovers to use it. However, the internet
bandwidth and increasing government policies in some countries is impacting the
growth of the market.
The Digital Gaming
market is analysed in six regions - North America, Western Europe, Central
Eastern Europe, Middle East & Africa, Latin America and Asia-Pacific. The
Middle East & Africa (MEA) region is one of the emerging regions for the
digital gaming market growth resulting in huge business investments from most
of the players. MEA's digital gaming market is expected to grow at a CAGR of
25.4% during the period of 2015 to 2020. The vendors present in US are trying
to capture the market for gaming in APAC as there is less competition present
and there is an increase in the young population in countries such as Vietnam
and India. Some of the players present in the market are Microsoft, Nintendo,
Samsung, and Sony.
This study covers and
analyses "Digital Gaming market" globally. Bringing out the complete
key insights of this industry, this report aims to provide an opportunity for
players to understand the latest trends, current market scenario, government
initiative and technologies related to the market. In addition, helps the
venture capitalist in understanding the companies better and take informed
decisions.
United States
Canada
UK
Germany
France
China
Japan
South Korea
Gaming Audience
Social Gamers
Serious Gamers
Core Gamers
Devices
Featured Phones and
Smartphones
Tablets
PC
Laptops
Console Units
Gaming Platform:
Flash
iOS
Android
Social Network
Sony Corporation
Microsoft Corporation
Nintendo Co., Ltd.
Samsung Electronics Co
Ltd
LG Electronics Inc.
Zynga Inc.
Electronic Arts Inc.
(EA)
King Digital
Entertainment Plc
Sega Games Co. Ltd
NVidia Corporation
Google Inc
Amazon.com, Inc.
International Business
Machines Corp
Apple Inc
Facebook Inc
APAR GAMES
Zatun
Kabam
Rolocule
Tapinator, Inc
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Key Points in Table
of Contents
1 Industry Outlook
1.1 Industry Overview
1.2 Industry Trends
1.3 Pest Analysis
2 Report Outline
2.1 Report Scope
2.2 Report Summary
2.3 Research
Methodology
2.4 Report Assumptions
3 Market Snapshot
3.1 Total Addressable
Market (TAM)
3.2 Segmented
Addressable Market (SAM)
3.3 Parent/Related
Markets
3.3.1 Smartphones and
Tablets Gaming Market
3.3.2 Cloud Gaming
Market
3.3.3 Online Gaming
Market
4 Market Outlook
4.1 Market Overview
4.2 Market Trends
& Impact
4.3 Market
Segmentation
4.4 Technology Roadmap
4.5 Porter 5 (Five)
Forces
5 Market Characteristics
5.1 Ecosystem
5.2 Market Dynamics
5.2.1 Drivers
5.2.1.1 Increase in
Gaming Audience
5.2.1.2 Retail Games
5.2.1.3 Low Cost Games
5.2.2 Restraints
5.2.2.1 Growing Piracy
5.2.2.2 Utilizes lot
of Space in the System
5.2.2.3 Traditional
Systems not Capable of Supporting Heavy Games
5.2.3 Opportunities
5.2.3.1 For Game
Publishers and Developers
5.2.3.2 Upcoming
Technology Friendly Gaming Devices
5.2.3.3 Cloud Gaming
5.2.4 DRO - Impact
Analysis
5.2.5 Key stakeholders
6 Gaming Audience: Market Size & Analysis
6.1 Overview
6.1.1 Market Size and
Analysis
6.2 Social Gamers
6.2.1 By Market Size
and Analysis
6.3 Serious Gamers
6.3.1 Market Size and
Analysis
6.4 Core Gamers
6.4.1 Market Size and
Analysis
7 Devices: Market Size & Analysis
7.1 Overview
7.1.1 Market Size and
Analysis
7.2 Featured Phones
and Smartphones
7.2.1 Market Size
& Analysis
7.3 Tablets
7.3.1 Market Size
& Analysis by Tablets
7.4 PC
7.4.1 Market Size
& Analysis by PC
7.5 Laptops
7.5.1 Market Size
& Analysis by Laptops
7.6 Console Units
7.6.1 Market Size
& Analysis by Console Units
7.7 Vendor Profiles
7.7.1 Sony Corporation
7.7.1.1 Overview
7.7.1.2 Financial
Health
7.7.1.3 Business Units
7.7.1.3.1 Overall
7.7.1.3.2 Market
Specific
7.7.1.4 SWOT Analysis
7.7.1.5 Key Business
Priorities
7.7.1.6 Business
Strategy & View
7.7.2 Microsoft
Corporation
7.7.2.1 Overview
7.7.2.2 Financial
Health
7.7.2.3 Business Units
7.7.2.3.1 Overall
7.7.2.3.2 Market
Specific
7.7.2.4 SWOT Analysis
7.7.2.5 Key Business
Priorities
7.7.2.6 Business
Strategy & Views
7.7.3 Nintendo Co.,
Ltd.
7.7.3.1 Overview
7.7.3.2 Financial
Health
7.7.3.3 Business Units
7.7.3.3.1 Overall
7.7.3.3.2 Market
Specific
7.7.3.4 SWOT Analysis
7.7.3.5 Key Business
Priorities
7.7.3.6 Business
Strategy & View
7.7.4 Samsung
Electronics Co Ltd
7.7.4.1 Overview
7.7.4.2 Financial
Health
7.7.4.3 Business Units
7.7.4.3.1 Overall
7.7.4.3.2 Market
Specific
7.7.4.4 SWOT Analysis
7.7.4.5 Key Business
Priorities
7.7.4.6 Business
Strategy & View
7.7.5 LG Electronics
Inc.
7.7.5.1 Overview
7.7.5.2 Financial
Health
7.7.5.3 Business Units
7.7.5.3.1 Overall
7.7.5.3.2 Market
Specific
7.7.5.4 SWOT Analysis
7.7.5.5 Key Business
Priorities
7.7.5.6 Business
Strategy & View
8 Gaming Platform: Market Size & Analysis
8.1 Overview
8.1.1 Market Size
& Analysis
8.2 Flash
8.2.1 Market Size
& Analysis
8.3 iOS
8.3.1 Drivers of iOS
Platform
8.3.2 Market Size
& Analysis
8.4 Android
8.4.1 Drivers of
Android Platform
8.4.2 Gaming Audience
Spend Time on Android Phone
8.4.3 Market Size
& Analysis
8.5 Social Network
8.5.1 Drivers of
Social Network Gaming Platform
8.5.2 Market Size
& Analysis
8.6 Vendor Profiles
8.6.1 Zynga Inc.
8.6.1.1 Overview
8.6.1.2 Financial
Health
8.6.1.3 Business Units
8.6.1.3.1 Overall
8.6.1.3.2 Market
Specific
8.6.1.4 SWOT Analysis
8.6.1.5 Key Business
Priorities
8.6.1.6 Business
Strategy & Views
8.6.2 Electronic Arts
Inc. (EA)
8.6.2.1 Overview
8.6.2.2 Financial
Health
8.6.2.3 Business Units
8.6.2.3.1 Market
Specific
8.6.2.4 SWOT Analysis
8.6.2.5 Key Business
Priorities
8.6.2.6 Business
Strategy & Views
8.6.3 King Digital
Entertainment Plc
8.6.3.1 Overview
8.6.3.2 Financial
Health
8.6.3.3 Business Units
8.6.3.3.1 Market
Specific
8.6.3.4 SWOT Analysis
8.6.3.5 Key Business
Priorities
8.6.3.6 Business
Strategy & Views
8.6.4 Sega Games Co.
Ltd
8.6.4.1 Overview
8.6.4.2 Financial
Health
8.6.4.3 Business Units
8.6.4.3.1 Market
Specific
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