Digital Media Net - Your Gateway To Digital media Creation. News and information on Digital Video, VR, Animation, Visual Effects, Mac Based media. Post Production, CAD, Sound and Music
DUBLIN–(BUSINESS WIRE)–The “Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026” report has been added to ResearchAndMarkets.com’s offering.
According to this report the global gaming market reached a value of US$ 167.9 Billion in 2020. Looking forward, the publisher expects the global gaming market to reach a value of US$ 287.1 Billion by 2026, exhibiting a CAGR of 9.24% during 2021-2026.
Gaming, also known as video games or electronic games, refers to a computer application which is played with a certain set of rules. It involves mental or physical stimulation that provides entertainment and relaxation to the player or the spectators. Gaming is a powerful tool that can help children in developing certain life skills and can also aid the educators in seeking ways to supplement classroom teaching. The gaming sector has been revolutionized with the advent of advanced graphical engines and information technology.
The increasing proliferation of mobile phones and easy availability of games on the internet along with innovations in both hardware and software are expected to have a positive impact on the growth of the global gaming market. In addition, the growing adoption of mobile and browser games which offer free-to-play business models is another trend that is gaining traction in the gaming market.
Further, with the rising popularity of e-sports, multiplayer video game competition between professional and amateur players, the gaming market is witnessing an accelerated growth worldwide. Some of the other factors propelling the gaming market are empowering nature of games; availability of different genres, such as strategy, action, simulation, etc.; and a shift from physical games to online games.
Companies Mentioned
Key Questions Answered in This Report:
Key Topics Covered:
1 Preface
2 Scope and Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Gaming Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Price Analysis
5.5 Market Breakup by Device Type
5.6 Market Breakup by Platform
5.7 Market Breakup by Revenue Type
5.8 Market Breakup by Type
5.9 Market Breakup by Age Group
5.10 Market Breakup by Region
5.11 Market Forecast
5.12 SWOT Analysis
5.13 Value Chain Analysis
5.14 Porters Five Forces Analysis
6 Market Breakup by Device Type
6.1 Consoles
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Mobiles and Tablets
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 Computers
6.3.1 Market Trends
6.3.2 Market Forecast
7 Market Breakup by Platform
7.1 Online
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Offline
7.2.1 Market Trends
7.2.2 Market Forecast
8 Market Breakup by Revenue Type
8.1 In-Game Purchase
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Game Purchase
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Advertising
8.3.1 Market Trends
8.3.2 Market Forecast
9 Market Breakup by Type
9.1 Adventure/Role Playing Games
9.1.1 Market Trends
9.1.2 Market Forecast
9.2 Puzzles
9.2.1 Market Trends
9.2.2 Market Forecast
9.3 Social Games
9.3.1 Market Trends
9.3.2 Market Forecast
9.4 Strategy
9.4.1 Market Trends
9.4.2 Market Forecast
9.5 Simulation
9.5.1 Market Trends
9.5.2 Market Forecast
9.6 Others
9.6.1 Market Trends
9.6.2 Market Forecast
10 Market Breakup by Age Group
10.1 Adult
10.1.1 Market Trends
10.1.2 Market Forecast
10.2 Children
10.2.1 Market Trends
10.2.2 Market Forecast
11 Market Breakup by Region
11.1 Asia Pacific
11.2 North America
11.3 Europe
11.4 Middle East and Africa
11.5 Latin America
12 Competitive Landscape
12.1 Market Structure
12.2 Key Players
12.3 Profiles of Key Players
For more information about this report visit https://www.researchandmarkets.com/r/rsrc43
Contacts
ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
VANCOUVER, BC, Nov. 4, 2024 /PRNewswire/ -- In October 2024, Wondershare proudly launched SelfyzAI 3.0,…
The acquisition marks 20 corporate carve-outs, including ten platform investments, all supported by Monomoy’s deep…
SHENZHEN, China, Nov. 4, 2024 /PRNewswire/ -- Since the Reform and Opening-up in China, global…
JAKARTA, Indonesia, Nov. 3, 2024 /PRNewswire/ -- In a world where technology and AI shapes…
NEW PROMOTIONAL VIDEOS AND TEASER BUILDS EXCITEMENT AS THE BATTLE FOR BLUE LOCKS SURVIVAL BEGINS…
BEIJING, Nov. 1, 2024 /PRNewswire/ -- WiMi Hologram Cloud Inc. (NASDAQ: WIMI) ("WiMi" or the…