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Global Gaming Market to at a CAGR of Around 7.63% During the Period 2017-2021; Finds New Report

Market Research Reports, Inc. has announced the addition of “Global Gaming Market 2017 - 2021” research report to their website


Lewes, DE -- (SBWIRE) -- 01/11/2018 -- Report forecast the global gaming market to fall at a CAGR of around (7.63%) during the period 2017-2021.

The gaming industry has achieved immense success worldwide, evolving from board and video games to games that incorporate the most advanced technologies such as 3D simulations, virtual reality (VR), and augmented reality (AR). The use of gaming hardware and software and the popularity of consumer electronics such as PCs, mobile devices, and gaming consoles have led to the development and commercialization of the gaming industry. The availability of a number of gaming peripherals such as gaming keyboards, consoles, and controllers also enhances the interactive experience for gaming enthusiasts.

The report covers the present scenario and the growth prospects of the global gaming market for 2017-2021. To calculate the market size, the report considers the revenue generated from different gaming platforms.

The market is divided into the following segments based on geography:
- Americas

According to the report, one of the major drivers for this market is Rise in smartphone and tablet use. The electronic gadget market is undergoing immense growth primarily in the consumer electronics sector with smartphones and tablets seeing rapid rise in demand. As smartphones and tablets are being upgraded with advanced storage and processing capabilities, they are replacing other gadgets such as digital players, MP3 players, and smart televisions. As of 2016, 1,599 million units of smartphones were sold worldwide. This was 60 million units higher than the number in 2015. Apple iPhone 7, Samsung Galaxy S8, and Google Pixel are among the best smartphones providing HD displays and advanced system-on-chip (SoC) features, which make them ideal for use in gaming.

Further, the report states that one of the major factors hindering the growth of this market is Multi-platform functionality. The gaming industry is becoming increasingly competitive despite being new in the consumer market in relation to several other entertainment industries. The industry has seen substantial growth in the number of publishers over the last few years, most of which are independent and pose significant challenges to established publishers such as Electronic Arts and Nintendo. The increasing competition has led to several games titles flooding the gaming market.

Global Gaming Market 2017-2021, 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 players in the global gaming market: Activision Blizzard, Electronic Arts, Microsoft, Nintendo, Sony Interactive Entertainment, Tencent, and Ubisoft Entertainment.

Other Prominent Vendors in the market are: BANDAI NAMCO Entertainment, ChangYou, DeNA, Disney, Facebook, Google, GungHo Online Entertainment, King Digital Entertainment (King), KONAMI, NCSOFT, NetEase, Nexon, Mixi, SEGA, SQUARE ENIX, Take-Two Interactive Software, Warner Bros. Entertainment, and Zynga.

Market driver
- Rise in smartphone and tablet use
- For a full, detailed list, view our report

Market challenge
- Multi-platform functionality
- For a full, detailed list, view our report

Market trend
- Emergence of cloud gaming
- For a full, detailed list, view our report

Key questions answered in this report
- What will the market size be in 2021 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?

Spanning over 81 pages "Global Gaming Market 2017 - 2021" report covers Executive summary, Introduction, Scope of the report, Research Methodology, Market landscape, Market segmentation by gaming platform, Market segmentation by mode of gaming, Market segmentation by type of gaming, Geographical segmentation, Key leading countries, Decision framework, Drivers and challenges, Market trends, Vendor landscape, Appendix.

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