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Gaming Market 2020, COVID-19 OUTBREAK and Global Countries Data, Flourish with an Impressive CAGR of 9.54% in the Forecast year, Predicts Market Research Future According to Current Market Situation & Historical Data, Market Size & Growth

360 Research Reports Adds "GAMING - GLOBAL TRENDS, ESTIMATES AND FORECASTS, 2020" Global Gaming Market 2020 Size, industry analysis and forecast, competition landscape and growth opportunity. This research report categorizes the global Gaming Services market by companies, region, type and end-use industry.

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Jul 07, 2020 (The Expresswire) -- "Final Report will add the analysis of the impact of COVID-19 on this industry."

Global "Gaming Market" 2020 report is a capable and inside and out research report on the world's major economic situations, producers with best statistical data points, definition, expert conclusions and the most recent improvements over the globe. The Report likewise figure the market size, Sales, Price, Revenue, Gross Margin and Market Share, cost structure and development rate. The report considers the income produced from the deals of This Report and advancements by different application fragments.

TO UNDERSTAND HOW COVID-19 IMPACT IS COVERED IN THIS REPORT - REQUEST SAMPLE

Global Gaming Market: About this market

Gaming market analysis considers sales from both casual gaming and professional gaming types. Our analysis also considers the sales of gaming in APAC, Europe, North America, South America, and MEA. In 2020, the casual gaming segment had a significant market share, and this trend is expected to continue over the forecast period. Factors such as the increasing adoption of mobile gaming will play a significant role in the casual gaming segment to maintain its market position. Also, our global gaming market report looks at factors such as the growing adoption of AR and VR games, the rising popularity of e-sports, and integration of blockchain technology. However, regulation over loot box, increasing risk of cybercrime through online gaming, and change in government regulations on net neutrality may hamper the growth of the gaming industry over the forecast period.

Gaming Market Top Player Analysis:

  • Activision Blizzard Inc.

  • Bandai Namco Entertainment Inc.

  • CyberAgent Inc.

  • Electronic Arts Inc.

  • GungHo Online Entertainment Inc.

  • Microsoft Corp.

  • NetEase Inc.

  • Sony Corp.

  • Tencent Holdings Ltd.

  • and The Walt Disney Co.

Request a sample copy of Gaming Market Report @ https://www.360researchreports.com/enquiry/request-sample/14762597

The Gaming Market report presents the worldwide Gaming market size (value, production and consumption), splits the breakdown (data status 2015-2020), by manufacturers, region, type and application.

This study also analyzes the market status, market share, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

Global Gaming Market: Overview

  • Integration of blockchain technology

  • The integration of blockchain technology in gaming solution enables players to trade in-game virtual assets through contracts with other competing players and allows peer-to-peer transactions that can be accessed by anyone in the blockchain. The integration of blockchain technology also provides decentralized asset exchange, verifiable scarcity of virtual objects, fast and secure payment networks, and can enable game service providers or game developers to monetize their gaming services. Thus, it is expected that the integration of blockchain technology will lead to the expansion of the global gaming market at a CAGR of over 10% during the forecast period.

  • Growth in the free-to-play model

  • Free-to-play model, also called a freemium model, provides an opportunity for gaming service providers to promote their games. This model allows users to play games in exchange for virtual goods and currencies. In some instances, users spend real money to purchase virtual products, such as coins, magic wands, houses, guns, and swords, in video games. The free-to-play model aims to convert free users to premium paid users by limiting the access up to a certain game level. Gaming service providers can monetize their services by providing access to many freemium games via social media and mobile platforms. This helps game service providers to increase their revenues, which will drive the growth of the global gaming market.

  • For the detailed list of factors that will drive the global gaming market during the forecast period 2020-2023, click here.

Competitive Landscape

  • With the presence of a few major players, the global gaming market is concentrated. Technavio’s robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of a few leading gaming manufacturers, that include Activision Blizzard Inc., Bandai Namco Entertainment Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co.

  • Also, the gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

Enquire before purchasing this report @ https://www.360researchreports.com/enquiry/pre-order-enquiry/14762597

Target Audience:

  • Gaming Equipment and Technology Providers

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