Description:
The analysts forecast the global gaming market to grow at a CAGR of 6.94% during the period 2018-2022.
This report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. The report explains the market with a detailed forecast of its revenue. To calculate the market size, the report considers the revenue generated from the gaming types that include casual and professional gaming.
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Covered in this report
The report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.
The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA
The report, Global Gaming Market 2018-2022, 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
• NetEase
• Sony
• Tencent
Market driver
• Growing adoption of AR/VR gaming
• For a full, detailed list, view our report
Market challenge
• High cost of latest game applications
• For a full, detailed list, view our report
Market trend
• Emergence of free-to-play gaming for console platform
• For a full, detailed list, view our report
Key questions answered in this report
• What will the market size be in 2022 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?
Report Details @ https://www.wiseguyreports.com/reports/2997540-global-gaming-market-2018-2022
Table Of Contents – Major Key Points
PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
PART 03: RESEARCH METHODOLOGY
PART 04: MARKET LANDSCAPE
• Market ecosystem
• Market characteristics
• Market segmentation analysis
PART 05: MARKET SIZING
• Market definition
• Market sizing 2017
• Market size and forecast 2017-2022
PART 06: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition
PART 07: MARKET SEGMENTATION BY DEVICE
• Segmentation by device
• Comparison by device
• Console gaming – Market size and forecast 2017-2022
• Mobile gaming – Market size and forecast 2017-2022
• PC gaming – Market size and forecast 2017-2022
• Market opportunity by device
PART 08: MARKET SEGMENTATION BY PLATFORM
• Segmentation by platform
• Comparison by platform
• Online gaming – Market size and forecast 2017-2022
• Offline gaming – Market size and forecast 2017-2022
• Market opportunity by platform
PART 09: MARKET SEGMENTATION BY TYPE
• Segmentation by type
• Comparison by type
• Casual gaming – Market size and forecast 2017-2022
• Professional gaming – Market size and forecast 2017-2022
• Market opportunity by type
PART 10: CUSTOMER LANDSCAPE
PART 11: BUYING CRITERIA
• Buying criteria of gaming
PART 12: REGIONAL LANDSCAPE
• Geographical segmentation
• Regional comparison
• APAC – Market size and forecast 2017-2022
• Americas – Market size and forecast 2017-2022
• EMEA – Market size and forecast 2017-2022
• Key leading countries
• Market opportunity
PART 13: DECISION FRAMEWORK
PART 14: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges
PART 15: MARKET TRENDS
PART 16: VENDOR LANDSCAPE
• Overview
• Landscape disruption
• Competitive scenario
Continue……
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