Friday, May 20th, 2016

About the Online Gaming Market 

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). 

Technavio’s analysts forecast the Global Online Gaming Market to grow at a CAGR of 11.72% during the period 2016-2020. 

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Covered in this report 
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: 
• Europe 
• North America 
• ROW 

Technavio's report, 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. 


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Key vendors 
• Activision Blizzard 
• Electronic Arts 
• Giant Interactive 
• GungHo Online 
• Microsoft 
• Riot Games 
• Smilegate 
• Sony 
• Take-Two Interactive Software 
• Valve 
• Wargaming 
• Zynga

Other prominent vendors 
• 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 
• 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 
• 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? 

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Table of content

PART 01: Executive summary 
• Highlights 
PART 02: Scope of the report 
• Market overview 
• Base year 
• Vendor segmentation 
• Top-vendor offerings 
PART 03: Market research methodology 
• Research methodology 
• Economic indicators 
PART 04: Introduction 
• Key market highlights 
PART 05: Industry Overview 
• Life cycle of global online gaming market 
• Online games value chain 
PART 06: Market landscape 
• Market size and forecast 
• Global online gaming market by genre 
• Five forces analysis 
PART 07: Market segmentation by type 
• Comparison of global online gaming market by type 
• Global casual gaming market 
• Global MMO gaming market 
• Global digital console gaming market 
PART 08: Buying criteria 
PART 09: Geographical Segmentation 

• Comparison of global online gaming market by geography 
• Online gaming market in APAC 
• Online gaming market in Europe 
• Online gaming market in North America 
• Online gaming market in ROW 
PART 10: Global online gaming market by age group 
• Global online gaming market by age group 
PART 11: Market attractiveness 
• Market attractiveness by type 
• Market attractiveness by geography 
PART 12: Key leading countries 
• China 
• US 
• Japan 
• South Korea 
PART 13: Relationship between online gaming and entertainment industry 
PART 14: Market drivers 

• Increase in popularity of F2P online games 
• Availability of better gaming infrastructure 
• Increase in number of mobile devices 
PART 15: Impact of drivers 
PART 16: Market challenges 

• Increase in cybercrime via online gaming 
• Impact of online gaming on physical activity 
• Rise in game development costs 
PART 17: Impact of drivers and challenges 
PART 18: Market trends 

• Increase in popularity of online gaming among women 
• Market consolidation 
• Rise in pirated versions of online games 
• Increase in demand for E-sports 
PART 19: Vendor landscape 
• Competitive scenario 
• Key vendors 
• Other prominent vendors 
PART 20: Appendix 
• List of abbreviations 
PART 21: Explore Technavio 

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