Monday, May 23rd, 2016 - RnR Market Research

RnRMarketResearch.com add Global Online Gaming Market 2016-2020 latest research report, the analysts forecast Global Online Gaming Market to grow at a CAGR of 11.72% during the period 2016-2020.

According to the online gaming market 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.

Complete report on online gaming market is now available at http://www.rnrmarketresearch.com/global-online-gaming-market-2016-2020-market-report.html  

The global online gaming market analyst said growing trend in the online gaming market is the increased popularity of gaming with women. Socially, the perception is changing about gaming. There is also a demographic shift in the gaming audience. Traditional online gaming market was dominated by male population but with the advent of mobile gaming, number of female audience has increased. Even though male players still dominate some of the gaming's biggest franchises, including League of Legends, Grand Theft Auto, and World of Warcraft, women comprise a growing share of those markets. The stereotyping of gamers as being dominated by male audience no longer holds true. In the US, 50% of the gamers are female.

Global Online Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. This 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.

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This 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 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).

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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.

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.

 

List of Exhibits

Exhibit 01: Product offerings
Exhibit 02: Life cycle of global online gaming market
Exhibit 03: Online games value chain
Exhibit 04: Global online gaming market size and forecast 2015-2020 ($ billions)
Exhibit 05: Global online gaming market by genre 2015
Exhibit 06: Five forces analysis
Exhibit 07: Global online gaming market share by type 2015-2020
Exhibit 08: Global online gaming market by type 2015-2020 ($ billions)
Exhibit 09: Global casual gaming market size and forecast 2015-2020 ($ billions)
Exhibit 10: Top nine global casual games by popularity 2015 (millions of players)
Exhibit 11: Global casual gaming market size and forecast 2015-2020 ($ billions)
Exhibit 12: Global segmentation of MMOs by mode of payment 2015
Exhibit 13: Leading MMO games globally by revenue 2015 ($ millions)
Exhibit 14: Global casual gaming market size and forecast 2015-2020 ($ billions)
Exhibit 15: Leading digital console game globally by revenue 2015 ($ millions)
Exhibit 16: Buying criteria for online gaming market
Exhibit 17: Global online gaming market share by region 2015
Exhibit 18:
Exhibit 19: Global online gaming market by geography 2015-2020 ($ billions)
Exhibit 20: Online gaming market size and forecast in APAC 2015-2020 ($ billions)

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Keywords

Online Gaming Market, Online Gaming Industry, Global Online Gaming Market, Online Gaming Market 2016, Market Research Reports, Online Gaming Market Analysis, Online Gaming Market Trends, Online Gaming Market Forecast, Online Gaming Market Research, Online

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