Online Gaming 2017 Global Market Expected to Grow at CAGR 11.95% and Forecast to 2021

“\”Online Gaming Market\””
The analysts forecast the Global Online Gaming Market to grow at a CAGR of 11.95 percent over the period 2014-2019.

 

Global Online Gaming Market

Description

WiseGuyReports.Com adds” Global Online Gaming Market 2015-2019 “Research To Its Database.

Electronic systems used to play video games are known as platforms. These platforms include TVs, consoles, mobile devices, and PCs. A wide variety of games are available for different gaming platforms. Online gaming facilitates multiple players worldwide to connect and play against each other. Online Games constitute a key segment of video games. They include casual single-player games, multi-player games, community-based games, and MMO games.

The analysts forecast the Global Online Gaming Market to grow at a CAGR of 11.95 percent over the period 2014-2019.

Covered in this Report 
This report covers the present scenario and the growth prospects of the Global Online Gaming market for the period 2015-2019. To calculate the market size, the report considers consumer spending on online games. It, however, does not consider the spending on hardware used to enable online gaming. The market has been segmented into MMO Games and Social or Casual Games.

 

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The Global Online Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. It also covers the market landscape and lists growth prospects. The report includes a discussion of the key vendors operating in this market.

Key Regions 
• Americas 
• APAC 
• EMEA

Key Vendors 
• Activision Blizzard 
• EA Games 
• Giant Interactive Group 
• GungHo Online Entertainment 
• King Digital Entertainment 
• Microsoft 
• NCSOFT 
• Sony 
• Take-Two Interactive Software 
• Tencent Holdings 
• Zynga

Other Prominent Vendors 
• 4A Games 
• 5th Cell Media 
• Access Games 
• ACE Team 
• Active Gaming Media 
• Aeria Games and Entertainment 
• Anino Games 
• Ankama Games 
• Asobo Studio 
• Behavior Interactive 
• Bungie 
• CCP 
• Cellufun 
• Changyou.com 
• CipSoft 
• CrowdStar 
• Cryptic Studios 
• Digital Chocolate 
• Disney Interactive 
• eGames 
• GameHouse 
• Gamelion 
• Gameloft 
• Glu Games 
• gPotato 
• HandyGames 
• India Games 
• Infinity Ward 
• Jagex Games Studio 
• Joymax 
• Kabam 
• Kiloo ApS 
• Level-5 
• MercurySteam Entertainment 
• Minh Chau 
• Mitchell 
• Namco Bandai Games 
• NetEase 
• Nexon 
• Oberon Media 
• OGPlanet 
• Peak Games 
• Perfect World 
• Playdom 
• Punch Entertainment 
• Redboss 
• Rockstar North 
• Rocksteady Studios 
• Rovio Entertainment 
• Sega 
• Shanda Interactive Entertainment 
• Social Point 
• Softnyx 
• Square Enix 
• Supercell Oy 
• SYBO Games 
• Syn Sophia 
• The Lego Group 
• TinyCo 
• Turbine 
• Visual Concepts 
• Warner Bros. Interactive Entertainment 
• Wooga

Market Driver 
• Growing Use of Smartphones and Tablets 
• For a full, detailed list, view our report

Market Challenge 
• Issues Related to Piracy of Gaming Software 
• For a full, detailed list, view our report

Market Trend 
• Increase in Online Content and Digital Distribution 
• For a full, detailed list, view our report

Key Questions Answered in this Report 
• What will the market size be in 2019 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?

 

Report Details @ https://www.wiseguyreports.com/reports/38615-global-online-gaming-market-2015-2019

 

Table of Contents -Major Key Points

  1. Executive Summary 
  2. List of Abbreviations
  3. Scope of the Report 
    03.1 Market Overview 
        03.2 Product Offerings 
  4. Market Research Methodology 
    04.1 Market Research Process 
        04.2 Research Methodology 
  5. Introduction 
  6. Market Landscape 
    06.1 Market Snapshot 
        06.2 Value Chain 
        06.3 Market Overview 
        06.4 Market Size and Forecast 
        06.5 Five Forces Analysis 
  7. Market Segmentation by Application 
    07.1 Global Online Gaming Market by Type 2014-2019 
        07.2 Global MMO Gaming Market 
          07.2.1 Market Size and Forecast 
        07.3 Global Social/Casual Gaming Market 
          07.3.1 Market Size and Forecast 
  8. Geographical Segmentation 
    08.1 Global Online Gaming Market by Geographical Segmentation 2014 
  9. Key Leading Countries 
    09.1 US 
          09.1.1 Economic Overview 
          09.1.2 Economic Indicators 
          09.1.3 Online Gaming Market in US 
        09.2 China 
          09.2.1 Economic Overview 
          09.2.2 Inflation in China 
          09.2.3 Online Gaming Market in China 
        09.3 Japan 
          09.3.1 Economic Overview 
          09.3.2 Inflation in Japan 
          09.3.3 Online Gaming Market in US 
  10. Buying Criteria 
  11. Market Growth Drivers 
  12. Drivers and their Impact 
  13. Market Challenges 
  14. Impact of Drivers and Challenges 
  15. Market Trends 
  16. Trends and their Impact 

 ………..CONTINUED

 

 

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