At the beginning, games were restricted to board games and associated video games. The introduction and popularity of PCs and electronic devices and the rise of the internet has led to the development and commercialization of gaming. Consumers are now yearning for interactive entertainment in the form of games. Games now have different genres and offer different user experiences across a wide variety of platforms.
The analysts forecast the Global Games market to grow at a CAGR of 9.19 percent over the period 2013-2018.
The Global Games market can be segmented into seven divisions: TV/Console, MMO, Mobile, Casual/Social, PC/MAC, Handheld, and Tablet.
The report, the Global Games Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC, North America, Western Europe, Latin America, Eastern Europe, and the MEA region; it also covers the Global Games market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
One of the major trends in this market is the increased number of platforms such as mobile platforms, social network gaming, handheld games, and online games on the PC.
According to the report, one of the major drivers of market growth is the emergence of mobile games because of the rapid adoption of smartphones and tablets with internet.
Further, the report states that one key inhibitor of market growth is the piracy of games because pirate servers are offering licensed, fee-based games for free.
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.
Key Topics Covered:
01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
04. Market Research Methodology
06. Global Games Market: An Overview
07. Market Landscape
08. Market Segmentation by Product
09. Geographical Segmentation
10. Key Leading Countries
11. Buying Criteria
12. Market Growth Drivers
13. Drivers and their Impact
14. Market Challenges
15. Impact of Drivers and Challenges
16. Market Trends
17. Trends and their Impact
18. Vendor Landscape
19. Key Vendor Analysis
20. Other Prominent Vendors
- Activision Blizzar
- Electronic Arts
- GungHo Entertainment
- Namco Bandai
- Square Enix
- Take-Two Interactive
- Tencent Holdings
For more information visit http://www.researchandmarkets.com/research/p766vz/global_games
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SOURCE Research and Markets
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