Monday, 15 May 2017

Global Online Gaming Market 2017 Industry Size, Research, Trends, Review & Analysis to 2019


About Online Gaming 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.

TechNavio's 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.

TechNavio's report, 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?

                                                                                                                
Table of Contents         
  1. Executive Summary
    02. List of Abbreviations
    03. Scope of the Report
        03.1 Market Overview
        03.2 Product Offerings
    04. Market Research Methodology
        04.1 Market Research Process
        04.2 Research Methodology
    05. Introduction
    06. 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
    07. 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
    08. Geographical Segmentation
        08.1 Global Online Gaming Market by Geographical Segmentation 2014
    09. 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
    17. Vendor Landscape
        17.1 Competitive Scenario
          17.1.1 Key News
          17.1.2 Mergers and Acquisitions
        17.2 Other Prominent Vendors
    18. Key Vendor Analysis
        18.1 Activision Blizzard 
    18.1.1 Key Facts
          18.1.2 Business Overview
          18.1.3 Business Segmentation by Revenue 2013
          18.1.4 Product Segmentation
          18.1.5 Business Strategy
          18.1.6 Recent Developments
          18.1.7 SWOT Analysis
    18.2 EA Games       18.2.1 Key Facts
          18.2.2 Business Overview
          18.2.3 Product Segmentation
          18.2.4 Business Strategy
          18.2.5 SWOT Analysis
        18.3 Giant Interactive       18.3.1 Key Facts
          18.3.2 Business Overview
          18.3.3 Product Segmentation
          18.3.4 Business Segmentation by Revenue 2013
          18.3.5 Business Segmentation by Revenue 2012 and 2013
          18.3.6 Business Strategy
          18.3.7 Recent Developments
          18.3.8 SWOT Analysis
        18.4 GungHo Online       18.4.1 Key Facts
          18.4.2 Business Overview
          18.4.3 Business Segmentation
          18.4.4 Business Strategy
          18.4.5 Recent Developments
          18.4.6 SWOT Analysis
        18.5 King Digital Entertainment       18.5.1 Key Facts
          18.5.2 Business Overview
          18.5.3 Business Segmentation
          18.5.4 Business Segmentation by Revenue 2012 and 2013
          18.5.5 Geographical Segmentation by Revenue 2013
          18.5.6 Business Strategy
          18.5.7 Recent Developments
          18.5.8 SWOT Analysis
        18.6 Microsoft       18.6.1 Key Facts
          18.6.2 Business Overview
          18.6.3 Business Segmentation by Revenue 2013
          18.6.4 Business Segmentation by Revenue 2012 and 2013
          18.6.5 Geographical Segmentation by Revenue 2013
          18.6.6 Business Strategy
          18.6.7 Recent Developments
          18.6.8 SWOT Analysis
        18.7 NCSOFT       18.7.1 Key Facts
          18.7.2 Business Overview
          18.7.3 Product Segmentation
          18.7.4 Geographical Segmentation by Revenue 2013
          18.7.5 Recent Developments
          18.7.6 SWOT Analysis
        18.8 Sony       18.8.1 Key Facts
          18.8.2 Business Overview
          18.8.3 Business Segmentation by Revenue
          18.8.4 Business Segmentation by Revenue
          18.8.5 Geographical Segmentation by Revenue
          18.8.6 Business Strategy
          18.8.7 Recent Developments
          18.8.8 SWOT Analysis
        18.9 Take-Two Interactive Software       18.9.1 Key Facts
          18.9.2 Business Overview
          18.9.3 Business Segmentation by Revenue 2014
          18.9.4 Business Segmentation by Revenue 2013 and 2014
          18.9.5 Geographical Segmentation by Revenue 2014
          18.9.6 Business Strategy
          18.9.7 Recent Developments
          18.9.8 SWOT Analysis
        18.10 Tencent       18.10.1 Key Facts
          18.10.2 Business Overview
          18.10.3 Business Segmentation by Revenue 2013
          18.10.4 Business Segmentation by Revenue 2012 and 2013
          18.10.5 Geographical Segmentation by Revenue 2013
          18.10.6 Business Strategy
          18.10.7 Recent Developments
          18.10.8 SWOT Analysis
        18.11 Zynga       18.11.1 Key Facts
          18.11.2 Business Overview
          18.11.3 Business Segmentation by Revenue 2013
          18.11.4 Business Segmentation by Revenue 2012 and 2013
          18.11.5 Geographical Segmentation by Revenue 2013
          18.11.6 Business Strategy
          18.11.7 Recent Developments
          18.11.8 SWOT Analysis
    19. Other Reports in this Series
Continued…….

                                                                                                                                            
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NORAH TRENT

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sales@wiseguyreports.com
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