Home » Business, Computers & Software, Gaming » Global Gaming Market Size, Share, Trends, Analysis, Statistics And Demand Forecast 2014-2021 – By Acute Market Reports
“Acute Market Reports”
Acute Market Reports has announced the addition of “Global Gaming Market Software, Hardware, Smart Phones, Computers, Animation regional analysis, Share, Global Trends, Opportunities, Segmentation and Forecast 2014-2021” Market Research Report to their Database.

The online global gaming market is moving ahead rapidly with constant innovations. Multi-players, role-playing games, and different genres of games are in great demand.

According to estimates, almost 60% of the population in the U.S. has access to games and nearly 50% households own at least one gaming console. While U.S. and Europe are currently the largest markets, Asia Pacific is the largest market led by China, Japan, and India accounts for 38.70% of market share in 2013 and will continue to dominate the global gaming market throughout the forecasted period growing at a CAGR of 6.7%(2014-2021) Primary motivators for the rapid growth of this market include greater penetration of mobile phones and internet. The gaming industry is largely dependent on internet and with intense internet penetration across the globe, this industry is set to record tremendous revenue growth

Companies profiled include:

1. Aardman Animations Ltd
2. Activision Blizzard
3. Capcom Co Ltd
4. DQ Entertainment
5. Electronic Arts
6. GungHo Entertainment
7. Kingcom
8. The Lego Group
9. Microsoft Corporation
10. Microsoft Corporation
11. Rockstar Games
12. Sega Sammy Holdings
13. Sony Corporation
14. Tencent Holdings Limited
15. Ubisoft Entertainment
16. Zynga Inc

This Acute Market Reports covers:

1. Historical data
2. Revenue forecasts, growth rates and CAGR upto 2021
3. Industry Analysis
4. Competitive Analysis
5. Key geographic growth data
6. Deep profiles top competitive companies

Browse Full Report With TOC at:
http://www.acutemarketreports.com/report/global-gaming-market


Table of Contents

Chap 1. Executive Summary
Chap 2. Market Overview
2.1. Key Buying Criteria
2.1.1. Price
2.1.2. Portability
2.1.3. Purpose
2.1.4. Genre
2.1.5. Recommendation

Chap 3. Strategic Analysis of Gaming Market Worldwide (Key Findings)
3.1. Android gaming leading the worldwide market
3.2. Adult female gamers are leading the market
3.3. Smartphone Games
3.4. Windows is Fastest Growing Platform in Mobile Gaming Market
3.5. Game developers are targeting Developing Regions
3.6. Virtual Reality Revolution to break out
3.7. Mergers & Acquisitions (M&As) Fuelling Growth in the Industry

Chap 4. Market Determinants
4.1. Key Motivators
4.1.1. Freemium Games to cater wider range of audiences
4.1.2. Rising Internet penetration drives the online gaming market
4.1.3. Expanding Customer Base tapping various developments in the industry
4.1.4. Growing number of smartphone users unleashing new market opportunities
4.1.5. Movies marketed through gaming and animation
4.1.6. Technological Developments to enhance customer experience & distribution
4.1.6.1. Cloud Computing – Gaming as a Service
4.1.6.2. Virtual Reality in Gaming
4.1.7. New Emerging Areas in Gaming Market
4.1.7.1. Health Games
4.1.7.2. Learning Games
4.2. Restraints in Gaming Market
4.2.1. Violent gaming features
4.2.2. Health Concerns
4.2.3. Social Consequences
4.2.4. Threat of Piracy
4.3. Challenges
4.3.1. Easy Entry Fuelling Competition in the Industry
4.3.2. Core gamers criticizing freemium model


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Chap 5. Competitive Intelligence

5.1. Market Share Analysis
5.2. Key Market Strategies
5.3. Targeting Wider Customer Segments
5.4. Focusing on existing titles and their sequels
5.5. In-house development of software titles
5.6. Leverage emerging technologies, platforms, and digitally delivered content
5.7. Product Release Schedule

Chap 6. Global Gaming Market Segmentation by Platform
6.1. Console
6.1.1. Global Console Games Market by Type
6.1.2. Global Console Games Market by Geography
6.1.3. Console Players targeting Developing Regions
6.2. PC Gaming
6.2.1. Global PC Games Market by Geography
6.2.2. Global PC Games Market by Operating System
6.3. Mobile Games (IOS, Windows, Android, Java, & Others)
6.3.1. Global Mobile Games Market by Geography
6.3.2. Global Mobile Games Market by OS Platform
6.4. Tablet Games
6.4.1. Global Tablet Gaming Market by Geography
6.4.2. Global Tablet Games Market by OS Platform
6.5. Web Games
6.5.1. Web Games Market by Geography
6.5.2. Social media to boost the growth of Web games

Chap 7. Gaming Market Segmentation by Demography
7.1. Global Gaming Market By Age Group
7.1.1. Under 18
7.1.2. 18 to 35 years
7.1.3. 35 years and above
7.2. By Gender
7.2.1. Male Gamers
7.2.2. Female Gamers


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http://www.acutemarketreports.com/request-free-sample/48525


Chap 8. Regional Analysis

8.1. North America
8.1.1. The U.S.
8.1.2. Canada
8.2. Europe
8.2.1. Germany
8.2.2. France
8.2.3. U.K.
8.3. Asia
8.3.1. China
8.3.2. India
8.4. RoW

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