The Global Connected Game Console Market Between 2015 and 2020

The study demonstrates the market dynamics and trends in all the seven region which influence the current nature and future status of connected game console over the forecast period.

 

Albany, NY -- (SBWIRE) -- 07/24/2017 -- This report aims to provide a comprehensive strategic analysis of the global enterprise mobility market along with the market revenue and growth forecast for the period from 2013 to 2022. Proliferation of mobile devices such as smartphones, tablets and laptops, reduced hardware costs for enterprises, and adoption of enterprise mobility across various industry verticals are some major influencing factors in the enterprise mobility market. Enterprise mobility helps enterprises to interconnect their employees irrespective of their location with the help of tablets, smartphones, cloud computing, managed services, and wireless IP networks.

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This makes enterprises more responsive and flexible. With the ever-present time restraints in the workplace, enterprise mobility proves to be one of the biggest assets for enterprises. Moreover, one more advantage of enterprise mobility is that, instead of purchasing costly new devices and hardware, an enterprise can leverage the devices that employees bring to the workplace, such as tablets and smartphones. Enterprise mobility helps in collection of financial information for large institutes, collecting field data for revenue forecasting, monitoring sales across a number of locations, managing countrywide loyalty programs across retail industry, and managing enterprise-wide logistics and resources. 

This research study on the global enterprise mobility market provides a detailed analysis of how enterprises in different regions across the globe are using enterprise mobility for increased operational speed and efficiency gains and efficient data collection. The report offers an in-depth study of the market drivers, restraints, and growth opportunities. Using these factors, the report identifies various trends expected to impact the market during the forecast period from 2015 to 2022. The report includes a comprehensive coverage of the underlying economic, environmental, and technological factors influencing the enterprise mobility market. It also provides the competitive landscape of key players in the enterprise mobility market in order to highlight the prevalent competition in this market. The report also provides a detailed competitive analysis of the key players in the enterprise mobility market and identifies various business strategies adopted by these leading players. The study explains the penetration of each market segment within various geographies, and how these segments have accelerated the growth of enterprise mobility market. 

Based on devices, the enterprise mobility market is segmented into smartphones, tablets and laptops. Based on software, the market is segmented into mobile device management, mobile application management, enterprise email and content management, telecom expense management and mobile message management. In terms of security solutions, the market is segmented into mobile data security, mobile device security, mobile ID security and network security. On the basis of end-use application, the enterprise mobility market is segmented into manufacturing and automotive, banking, financial services and insurance (BFSI), IT and telecommunication, hospitality and retail, government and education and others. The other segments include consumer, media, life science and healthcare. The report aims to provide a comprehensive, cross-sectional analysis of the enterprise mobility market across major geographies such as North America, Europe, Asia Pacific, the Middle East and Africa, and Latin America. The overall market size enterprise mobility is the summation of the market size of software, devices and security solutions.

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The report includes an overview of market strategies, annual revenues, and the recent developments of key companies operating in the market. The key market participants profiled in this study include MobileIron, SOTI, Inc., Symantec Corporation, Microsoft Corporation, Cisco Systems, Inc., Avaya Inc., Alcatel Lucent S.A., AirWatch LLC, Aruba Inc., Citrix Systems Inc., Meru Networks, Good Technology Inc., iPass Inc., Hewlett Packard Development Company Ltd., IBM Corporation, AT&T Inc., BlackBerry Ltd., Nokia Corporation, Panasonic Corporation, and Cerner Corporation. The report provides a comprehensive analysis of the solutions and services pertaining to enterprise mobility offered by these leading players. Information on the research and development activities, new product launches, and upcoming technologies is also included in the report.

Market Segmentation:

Enterprise Mobility Market Analysis, by Device

Smartphones
Laptops
Tablets 

Enterprise Mobility Market Analysis, by Software Type

Mobile Device Management
Mobile Application Management
Enterprise Email and Content Management
Others

Enterprise Mobility Market Analysis, by Security Solution

Mobile Data Security
Mobile Device Security
Network Security
Mobile ID Security

Enterprise Mobility Market Analysis, by End-use Application

IT and Telecommunication
BFSI
Government and Education 
Hospitality and Retail
Manufacturing and Automotive
Others

Enterprise Mobility Market by Geography

North America
S.
Rest of North America
Europe
EU7
CIS
Rest of Europe
Asia-Pacific
Japan
China
Australasia
Rest of Asia Pacific
Middle East and Africa (MEA)
GCC Countries
North Africa
South Africa
Rest of MEA
Latin America
Brazil
Rest of Latin America

FMI study offers a 5-year forecast for the global connected game console market between 2015 and 2020. The market is expected to register a CAGR of 11.5% during the projected period. The study demonstrates the market dynamics and trends in all the seven region which influence the current nature and future status of connected game console over the forecast period.

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This Future Market Insights report examines the 'Global Connected Game Console Market' for the period 2015 - 2020. The primary objective of the report is to offer updates on the advancements in ICT and embedded systems that have given rise to a futuristic technology: the connected game console, which is significantly transforming consumer gaming experience.

Connected game console is basically a game console which can be connected to the internet thus enhancing its features. Connected game console offer features like downloading games directly from a library source, access a variety of applications, stream various media such as movies, music and videos and play online games. Connected game console can be segmented into connected console and service.

In the next section, FMI covers the connected game console market performance in terms of global connected game console revenue split, since this is detrimental to growth of the connected game console market. This section additionally includes FMI's analyses of the key trends, drivers and restraints from the supply, demand and economy side, which are influencing the connected game console market. Impact analysis of key growth drivers and restraints, based on the weighted average model is included in the connected game console report to better equip and arm clients with crystal clear decision-making insights.

As highlighted earlier, connected game console is an aggregation of connected console (includes standalone console and handheld console) and service (prepaid service and other direct service). All these sub-segments are included in this section to make the study more comprehensive.

The next section of the report highlights connected game console adoption by regions. It provides a market outlook for 2015–2020 and sets the forecast within the context of the connected game console ecosystem. This study discusses the key regional trends contributing to growth of the connected game console market on a worldwide basis, as well as analyses the degree at which global drivers are influencing this market in each region. Key regions assessed in this report include North America, Latin America, Western Europe, Eastern Europe, Asia Pacific excluding Japan (APEJ), Japan as a separate region, Middle East and Africa.

All the above sections, by services or by regions, evaluate the present scenario and the growth prospects of the connected game console market for the period 2015 - 2020. We have considered 2014 as the base year and provide data for the trailing 12 months.  

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To calculate the connected game console market size, we have considered revenue generated from the sale of connected game consoles and adoption of services. The forecast presented here assesses the total revenue by value across the connected game console market. In order to offer an accurate forecast, we started by sizing the current market, which forms the basis of how the connected game console market will develop in the future. Given the characteristics of the market, we triangulated the outcome of three different types of analyses, based on supply side, consumer spending and economic envelope. However, forecasting the market in terms of various connected game console segments, and regions is more a matter of quantifying expectations and identifying opportunities rather than rationalising them after the forecast has been completed.

In addition, it is imperative to note that in an ever-fluctuating global economy, we not only conduct forecasts in terms of CAGR, but also analyse on the basis of key parameters such as year-on-year (Y-o-Y) growth to understand the predictability of the market and to identify the right opportunities across the connected game console market. 

As previously highlighted, the connected game console market is split into a number of sub segment. All the connected game console sub segment in terms of services and regions are analysed in terms of Basis Point Share (BPS) to understand individual segments' relative contributions to market growth. This detailed level of information is important for the identification of various key trends of the connected game console market.   

Also, another key feature of this report is the analysis of all key connected game console segments, sub-segments and regional adoption and revenue forecast in terms of absolute dollar. This is traditionally overlooked while forecasting the market. However, absolute dollar opportunity is critical in assessing the level of opportunity that a provider can look to achieve, as well as to identify potential resources from a sales and delivery perspective in the connected game console market.  

Furthermore, to understand key growth segments in terms of growth & adoption of connected game console across regions, Future Market Insights developed the connected game console Market Attractiveness Index. The resulting index should help providers identify real market opportunities. 

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In the final section of the report, connected game console competitive landscape is included to provide report audiences with a Dashboard view, based on categories of provider in the value chain, presence in connected game console product portfolio and key differentiators. Key categories of providers covered in the report are connected game console providers. This section is primarily designed to provide clients with an objective & detailed comparative assessment of key providers specific to a market segment in the connected game console value chain. Report audiences can gain segment-specific vendor insights to identify and evaluate key competitors based on in-depth assessment of capabilities and success in the connected game console marketplace. Detailed profiles of the providers are also included in the scope of the report to evaluate their long-term and short-term strategies, key offerings and recent developments in the connected game console space. Key competitors covered are Microsoft Corporation, Sony Corporation, Nintendo Co. Ltd and Nvidia Corporation.

Key Segments Covered

By connected game console 
Connected Console
Standalone Console
Handheld Console
Services
Prepaid Service
Other Direct Service

Key Regions/Countries Covered

North America
Latin America
Western Europe
Eastern Europe
Asia-Pacific Excluding Japan (APEJ)
Middle East & Africa

Key Companies

Microsoft Corporation
Sony Corporation
Nintendo Co. Ltd 
NVIDIA Corporation

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