Global Gaming Industry Benefits from Ceaseless Penetration of Mobile Phones


Brooklyn, NY -- (SBWIRE) -- 03/05/2018 -- QYResearchReports has added a new report, titled "Global Gaming Market Size, Status and Forecast 2025." The report provides valuable insights into how the gaming industry evolved from its earliest form owned and distributed as boxed copies to its present digital format.

The dawn of the broadband era brought a revolution in the gaming world, allowing developers to distribute games digitally and curtailing manufacturing and distribution costs from their budgets. The result is an industry that operates in a radically different way than how it operated a decade ago. And the change is experienced at every level. For instance, console manufacturing involved one architecture for the lifespan of the machine, which at the most could have an altered form-factor or HDD size, or addition of new peripherals, but rarely involved repairing processing capacity.

However, with new capacities, both Microsoft and Sony are set to announce mid-lifecycle upgrades to their machines. The much talked about PlayStation 4 Neo should add GPU and CPU power to cope with virtual reality and 4K screens. This may bring an end to the seven year lifecycle.

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Depending upon product, the gaming market is segmented into console, mobile, and computer. The report analyzes each segment in detail and estimates which segment would generate greater demand in the coming years. This would enable market stakeholders to invest in the lucrative segments for business gains. Depending upon application, the gaming market can be split into online and offline.

The U.S., EU, China, India, Japan, and Southeast Asia are the key regional gaming markets that have been studied in this report. The U.S. holds prominence, among all, accounting for the world's largest number of employees in the gaming industry. This is also because U.S. is home to some leading gaming companies such as Activision Blizzard, Electronic Arts, and Take-Two Interactive. ZeniMax Media is the world's largest privately held video game company.

Revenue-wise, China is the leading regional gaming market. China is the gamer capital of the world on the basis of market size. A notable contributor to China's gaming industry is Apple's mobile app store in China.

India is another key market for gaming. The mobile revolution in India revolutionized the electronic and gaming industry, which was previously out of reach of majority Indian consumers. The limited reach of mobile gaming was due to high cost of consoles, lack of affordability of high performance smartphones, and insufficient micropayment infrastructure. However, with the ceaseless adoption of smartphones worth a billion dollar industry, the gaming industry has received a fillip.

Read Complete Table of Content of the Report at: https://www.qyresearchreports.com/report/global-gaming-market-sizestatus-and-forecast-2025.htm/toc

The report studies the global gaming market from a competitive standpoint. It identifies key companies and profiles them for their distinguishing business attributes. Microsoft Corporation, Rovio Entertainment Corporation, Valve Corporation, Bluestack Systems Inc., Sega, Nintendo Co. Ltd., NVIDIA Corporation, PlayJam Ltd., Sony Corporation, and Tencent Holdings Ltd. Are to name prominent companies operating in the worldwide gaming market.

Table of Contents

Global Gaming Market Size, Status and Forecast 2025
1 Industry Overview of Gaming
1.1 Gaming Market Overview
1.1.1 Gaming Product Scope
1.1.2 Market Status and Outlook
1.2 Global Gaming Market Size and Analysis by Regions (2013-2018)
1.2.1 United States
1.2.2 EU
1.2.3 Japan
1.2.4 China
1.2.5 India
1.2.6 Southeast Asia
1.3 Gaming Market by Type
1.3.1 Console
1.3.2 Mobile
1.3.3 Computer

2 Global Gaming Competition Analysis by Players
2.1 Gaming Market Size (Value) by Players (2013-2018)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future

3 Company (Top Players) Profiles
3.1 Microsoft Corporation
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Gaming Revenue (Million USD) (2013-2018)
3.1.5 Recent Developments
3.2 Nintendo Co., Ltd.
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Gaming Revenue (Million USD) (2013-2018)
3.2.5 Recent Developments

4 Global Gaming Market Size by Type and Application (2013-2018)
4.1 Global Gaming Market Size by Type (2013-2018)
4.2 Global Gaming Market Size by Application (2013-2018)
4.3 Potential Application of Gaming in Future
4.4 Top Consumer/End Users of Gaming

5 United States Gaming Development Status and Outlook
5.1 United States Gaming Market Size (2013-2018)
5.2 United States Gaming Market Size and Market Share by Players (2013-2018)
5.3 United States Gaming Market Size by Application (2013-2018)

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