Earlier, gaming was limited to board games and handheld video games. The growing popularity of PCs and electronic devices aided by the increased internet penetration has led to the development and commercialization of games. Consumers are now heavily dependent on interactive entertainment such as video games. Video games are electronic games that require a video interface for human interaction. Video devices may vary depending on the game. These devices/screens include TVs, PC monitors, and mobile displays. Depending on the type of screen, the market is segmented by type of device.
Publisher’s analysts forecast the global gaming market to grow at a CAGR of 6.42% during the period 2016-2020.
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Covered in this report
The report covers the present scenario and the growth prospects of the global gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from consumers spending on playing games.
The market is divided into the following segments based on geography:
– Americas
– APAC
– EMEA
Publisher’s report, Global Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
Key vendors
– Activision Blizzard
– Electronic Arts
– Microsoft Studios
– Sony
– Tencent
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Other prominent vendors
– Apple
– Changyou
– DeNA
– Disney
– Facebook
– Google
– GREE
– GungHo Entertainment
– King Digital Entertainment
– Konami
– Namco Bandai
– NCSOFT
– NetEase
– Nexon
– Nintendo
– Sega
– Square Enix
– Take-Two Interactive
– Telltale Games
– Ubisoft Entertainment
– Zynga
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Table of Contents:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Market research methodology
PART 04: Introduction
PART 05: Market description
PART 06: Market segmentation by gaming type
PART 07: Market segmentation by type of gamers
PART 08: Geographical segmentation
PART 09: Key leading countries
PART 10: Buying criterion
PART 11: Market drivers
PART 12: Impact of drivers
PART 13: Market challenges
PART 14: Impact of drivers and challenges
PART 15: Market trends
PART 16: Vendor landscape
PART 17: Appendix
PART 18: Explore Publisher
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