Global Online Gaming Market to Grow at a CAGR of 11.72% During the Period 2016 - 2020; Finds New Report

Market Research Reports, Inc. has announced the addition of “Global Online Gaming Market 2016 - 2020” research report to their website www.MarketResearchReports.com

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Lewes, DE -- (SBWire) -- 05/19/2016 --Report forecast the Global Online Gaming Market to grow at a CAGR of 11.72% during the period 2016-2020.

The online gaming market is evolving globally. Broadly, there are two major segments for the purchase and use of online games: physical and digital. However, the physical mode of purchase (i.e., via retail) is gradually losing importance. Because of the increasing popularity of the internet and its widespread use and connectivity, developers and publishers have slowly started selling the games, developed through the internet, in the form of digital copies. Even though sales through the digital mode is still in the early stages, they are growing rapidly, leading to a decline of the matured mode of sale (i.e., via retail).

The report covers the present scenario and the growth prospects of the Global Online Gaming Market for 2016-2020. To calculate the market size, the report considers revenue generated from the sales of various segments of online games like social, massively multiplayer online (MMO), and digital console. The category excludes spending on the hardware used for playing online games.

The market is divided into the following segments based on geography:
- APAC
- Europe
- North America
- ROW

According to the report, a key growth driver is the increased popularity of F2P games. In F2P online games, the players are not charged to join the game. It allows anyone to join the game with an option to buy additional content for an enhanced experience without financial constraint. For instance, in Planetside 2, all the basic options of the game play are free-of-cost for the players. The users are entitled to XP boosts, enhanced characters and vehicles, and instant weapon unlocks for additional money. World of Tanks offers free online games and has garnered professional gaming attention with its $2.5 million prize pool.

Further, the report states that one challenge that could restrict market growth is the impact of online gaming on physical activity. Many youngsters, especially in the 10-25 age group are spending more time playing online instead of being physically active.

Global Online 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 players in the Global Online Gaming Market: Activision Blizzard, Electronic Arts, Giant Interactive, GungHo Online, Microsoft, NCSOFT, Riot Games, Smilegate, Sony, Take-Two Interactive Software, Valve, Wargaming, and Zynga.

Other Prominent Vendors in the market are: King Digital Entertainment, 4A Games, 5th Cell Media, Access Games, ACE Team, Active Gaming Media, Aeria Games and Entertainment, Anino Games, Ankama Games, Asobo Studio, Behavior Interactive, Bungie, CCP, Cellufun, Changyou.com, CipSoft, CrowdStar, Cryptic Studios, Digital Chocolate, Disney Interactive, eGames, GameHouse, Gamelion, Gameloft, Glu Games, gPotato, HandyGames, India Games, Infinity Ward, Jagex Games Studio, Joymax, Kabam, Kiloo ApS, Level-5, MercurySteam Entertainment, Minh Chau, Mitchell, Namco Bandai Games, NetEase, Nexon, Oberon Media, OGPlanet, Peak Games, Perfect World, Playdom, Punch Entertainment, and Redboss.

Market driver
- Increase in popularity of F2P online games
- For a full, detailed list, view our report

Market challenge
- Impact of online gaming on physical activity
- For a full, detailed list, view our report

Market trend
- Increased popularity of gaming with women
- For a full, detailed list, view our report

Key questions answered in this report
- What will the market size be in 2020 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?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

Spanning over 71 pages and 37 Exhibit "Global Online Gaming Market 2016 - 2020" report covers Executive summary, Scope of the report, Market research methodology, Introduction, Market landscape, Industry Overview, Market segmentation by type, Buying criteria, Geographical Segmentation, Global online gaming market by age group, Market attractiveness, Key leading countries, Relationship between online gaming and entertainment industry, Market drivers, Impact of drivers, Market challenges, Impact of drivers and challenges, Market trends, Vendor landscape, Appendix.

For more information Visit at: http://www.marketresearchreports.com/technavio/global-online-gaming-market-2016-2020

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