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Research focused on the Worldwide Gaming market – global industry demand, growth, prize and business forecast of 2021

Monday, November 28, 2016 23:33
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(Before It's News)

About Gaming

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.

Get Free Sample Copy Of report At: http://www.researchbeam.com/global-gaming-2016-2020-market

Research Beam analysts forecast the global gaming market to grow at a CAGR of 6.42% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from consumers spending on playing games.

The market is divided into the following segments based on geography:

• Americas

• APAC

• EMEA

Market challenge

• Concerns associated with piracy

• For a full, detailed list, view our report

Market trend

• Increased penetration of VR headsets

• For a full, detailed list, view our report

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?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

Enquire About Report At: http://www.researchbeam.com/global-gaming-2016-2020-market/enquire-about-report

Table Of Contents:

PART 01: Executive summary

• Highlights

PART 02: Scope of the report

• Market overview

• Base year

• Vendor segmentation

• Summation errors

• Top vendor offerings

PART 03: Market research methodology

• Research methodology

• Economic indicators

PART 04: Introduction

• Key market highlights

PART 05: Market landscape

• Market overview

• Value chain

• Market size and forecast

• Five forces analysis

PART 06: Market segmentation by gaming type

• Global gaming market by gaming type

• Global gaming market by TV consoles

• Global gaming market by MMO

• Global gaming market by smartphones

• Global gaming market by tablets

• Global gaming market by boxed PCs

• Global gaming market by online games

• Global gaming market by handheld gaming consoles

PART 07: Market segmentation by type of gamers

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