This report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. The report explains the market with a detailed forecast of its revenue. To calculate the market size, the report considers the revenue generated from the gaming types that include casual and professional gaming.
Research analysts forecast the global gaming market to grow at a CAGR of 6.94% during the period 2018-2022.
Covered in this report
The report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.
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The market is divided into the following segments based on geography:
Technavio's report, Global Gaming Market 2018-2022, 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.
Technavio recognizes the following companies as the key players in the global gaming market: Activision Blizzard, Electronic Arts, Microsoft, NetEase, Sony, and Tencent.
Commenting on the report, an analyst from Research team said: “One trend in the market is emergence of free-to-play gaming for console platform. Free-to-play business model is the one wherein the game is free to play for the gamers. However, the revenue is generated using in-app purchase which is used to upgrade the games or by ads shown in the game.
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According to the report, one driver in the market is growing adoption of AR/VR gaming. VR and AR technologies are gaining acceptance worldwide. The growing availability of headsets that support the technologies and the option to integrate these technologies in smartphones are key reasons for their rising popularity.
Further, the report states that one challenge in the market is high cost of latest game applications. The R&D cost involved in developing new and improved versions of games is generally very high. This increases the cost of the latest game applications. Hence, vendors sell these games at premium prices to gamers in order to transfer the burden of high cost to them.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
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