Global Online Gaming Market 2015-2019 With Activision Blizzard, EA, Giant Interactive, GungHo Online, King Digital, Microsoft, NCSOFT, Sony, Take-Two Interactive Software, Tencent & Zynga Dominating
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Global Online Gaming Market 2015-2019 With Activision Blizzard, EA, Giant Interactive, GungHo Online, King Digital, Microsoft, NCSOFT, Sony, Take-Two Interactive Software, Tencent & Zynga Dominating

DUBLIN, March 26, 2015 — (PRNewswire) —

Research and Markets ( http://www.researchandmarkets.com/research/lx4nqx/global_online) has announced the addition of the "Global Online Gaming Market 2015-2019" report to their offering.

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

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.

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.

An increase in online content and digital distribution enables vendors to reach out to their customers globally, as it removes the need for physical discs. The digital distribution of games and online gaming services will become a prominent part of the Global Online Gaming market in the coming years, boosting the market growth.

According to the report, the growth of the market is supported by the increased use of smartphones and tablets to play games. This has led game developers to come up with different business revenue models. With advances such as an increase in display size and other hardware specifications, several online gaming vendors are entering the mobile platform.

Further, the report states that piracy issues are the major challenges being faced by this market. Gamers use P2P clients such as BitTorrent to download pirated copy of games. Piracy exists on a large scale with pirate servers offering licensed games and fee-based games for free because of the availability of high-speed internet and channels enabling piracy to take place.

Key Vendors 


Key Topics Covered: 

  1. Executive Summary
  2. List of Abbreviations
  3. Scope of the Report
  4. Market Research Methodology
  5. Introduction
  6. Market Landscape
  7. Market Segmentation by Application
  8. Geographical Segmentation
  9. Key Leading Countries
  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
  17. Vendor Landscape
  18. Key Vendor Analysis

For more information visit http://www.researchandmarkets.com/research/lx4nqx/global_online

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