World Video Game Market , Drivers, Strategies, Products And Competitive Landscape
“The Report World Video Game Markets provides information on pricing, market analysis, shares, forecast, and company profiles for key industry participants. – MarketResearchReports.biz”
Trends, analyses and in-depth market outlook
The Global Video Game Market (including equipment) will grow from 74.5 billion EUR in 2016 to 107.6 billion EUR in 2020 (+9.6 % per year on average).
This study follows the development of key indicators for the sector over the next five years and delivers an appraisal of key segments:
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It also takes a look at the core trends shaping the sector: industry concentration that is redrawing the market, technological innovations such as virtual reality that are opening up new segments, changes in user habits with the development of multi-screen games, e-Sport, etc.
Table of Content
1.1. Market Overview
1.2. Traditional gaming segments outpaced by competition in games online and on mobile platforms
1.3. Asia-Pacific, the untouchable leader in the video game market
1.4. Over 70% of the revenue from the video game market in 2016 is from dematerialized distribution and online payment practices
1.5. Smart toys are gaining prominence in the toy segment
1.6. Video games and connected TVs, waiting for a natural convergence
- Home consoles: successfully winning back players
2.1. Home consoles: successfully winning back players…
2.2. But this segment will undergo a cyclic decrease by 2017-2018
2.3. Revenue generated by the sale of games for home consoles will peak in 2018
2.4. In 2020, for home consoles, over 40% of the revenue generated by the sale of software will come from dematerialized sales
- Handheld consoles: rethink the gamer experience to renew interest
3.1. Sales of handheld consoles are highly impacted by the popularization of smartphones and tablets
3.2. The value of the handheld console market has experienced a net decline since 2012
3.3. Sales of games for handheld consoles showed substantial growth
- Mobile gaming: a steady and widespread dynamic
4.1. The success of tablets is energizing and popularizing game playing
4.2. Tablet games, a quickly growing market
4.3. Over a billion smartphone gamers by 2019
4.4. Smartphone games confirm their dominant share of the sector
4.5. Mobile games, segment leader in the video game market
- Computer games: the online era
5.1. The PC game market is segmented into several large families
5.2. The number of players of online computer game continues to grow
5.3. The online computer game market will reach 20 billion EUR in 2020
5.4. For the Free2Play segment, social game enthusiasts remained more numerous than MMO players…
5.5. but the MMO market will assert its value!
5.6. Market share in volume of tablets, smartphones, and handheld consoles
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