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Gaming Market

  • Virtual Reality in Gaming Market in APAC 2015-2019

    Jul 2015

    By Technavio

    Semiconductors

    58 Pages

    About Virtual reality in Gaming Market The term virtual reality means ""closer to reality."" In technical terms, it can be described as a three-dimensional, computer generated environment, which gives users an option to engage with the virtual world. The emergence of major VR gaming hardware manufacturing vendors in the market has given a new lease of life to the market. Technavio's analysts...

    USD 2500View Report
  • Assessment of the Gesture Recognition Market for Gaming Consoles 2015-2019

    Jul 2015

    By Technavio

    Semiconductors

    40 Pages

    s required between individuals and devices. For instance, Microsoft has developed Kinect that can be used for Xbox gaming consoles. The device would ideally contain a chip with gesture recognition software to detect the gestures by users. Gesture recognition technology when combined with voice recognition, facial recognition, eye-tracking, and other related technologies provide a very powerful...

    USD 2000View Report
  • Virtual Reality (VR) in Global Gaming Market 2015-2019

    Jul 2015

    By Technavio

    Semiconductors

    60 Pages

    About Virtual Reality in Gaming Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is...

    USD 2500View Report
  • Casino Gaming Market in the UK 2015-2019

    Jul 2015

    By Technavio

    ICT

    51 Pages

    About Casino Gaming A modern casino comprises hotels, restaurants, shopping malls, and various other attractions. It is an indoor amusement zone. The majority of the revenue is generated from gambling. Gambling is illegal in many parts of the globe, thus casinos are limited to certain regions. However, with its growing popularity and contribution to revenue in the form of taxes, several...

    USD 2500View Report
  • Attitudes toward Gaming - US - June 2015

    Jun 2015

    By Mintel

    Lifestyle

    0 Pages

    The video game market is poised for impressive growth as the younger generations become adults and gain increased spending power. The major challenge for many gaming brands moving forward will be in meeting the diverse needs of their target audiences and maintaining engagement among new and even more diverse generations of gamers.

    USD 3996View Report
  • Casino Gaming Market in Macau 2015-2019

    Jun 2015

    By Technavio

    Media

    63 Pages

    About Casino Gaming A casino hosts various types of gambling activities. Today, they house hotels, restaurants, shopping malls, and various other tourist attractions, and can be described as indoor amusement zones. However, the majority of revenue generated is from gambling activities. Gambling is illegal in many parts of the world, which explains the concentration of casinos...

    USD 2500View Report
  • Global Gaming Mouse Industry 2015 Market Research Report

    Jun 2015

    By QYResearch

    Equipment

    150 Pages

    The Global Gaming Mouse Industry Report 2015 is a professional and in-depth study on the current state of the gaming mouse industry. The report provides a basic overview of the industry including definitions, classifications, applications and industry chain structure. The gaming mouse market analysis is provided for the international markets including development trends, competitive...

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  • Consumer Electronics (Television, Handheld Devices, Personal Computers, Cameras and Camcorders, Audio/Video Devices, Personal Care Products, Gaming Consoles) Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2014 - 2022

    May 2015

    By Transparency

    Semiconductors

    106 Pages

    The global consumer electronics market is classified on the basis of product type into televisions, handheld devices, personal computers (laptops, desktops), cameras and camcorders, audio/video devices (portable MP3 players, set-top-box, music systems, accessories), personal care products (shavers, hair dryers), and gaming consoles. Handheld devices product segment includes various...

    USD 4795View Report
  • Social Gaming Market in the US 2015-2019

    May 2015

    By Technavio

    Media

    64 Pages

    About Social Gaming Social gaming refers to playing online games on social media platforms, networking sites, or social media applications. It was born as a result of the collaboration between the social networking site, Facebook, and the popular game, Farmville, which was developed by Zynga in 2009. Following the success of Farmville on Facebook, social gaming became...

    USD 2500View Report
  • Global Cloud Gaming Market 2015-2019

    Apr 2015

    By Technavio

    ICT

    67 Pages

    About Cloud Gaming In cloud gaming, the games reside in a vendor's server. These games can be accessed through a pre-installed client program from any internet-connected device. These cloud games utilize streaming technology and gamers can access a game from any geographical location. Vendors provide cloud games as web-based subscription services or on a pay-per-use subscription basis. Cloud...

    USD 2500View Report
  • Global Mobile Gaming Market 2015-2019

    Apr 2015

    By Technavio

    Media

    111 Pages

    About Mobile Games Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications that are pre-installed or downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device's platform...

    USD 3000View Report
  • Global Online Gaming Market 2015-2019

    Mar 2015

    By Technavio

    ICT

    139 Pages

    About Online Gaming Electronic systems used to play video games are known as platforms. These platforms include TVs, consoles, mobile devices, and PCs. A wide variety of games are available for different gaming platforms. Online gaming facilitates multiple players worldwide to connect and play against each other. Online Games constitute a key segment of video games. They include...

    USD 3000View Report
  • Global Mobile Gaming 2014 - 2019

    Feb 2015

    By Global Wireless Research

    ICT

    95 Pages

    Report Audience  Mobile Cellular Carriers Cloud Services Companies Wireless Device Manufacturers Wireless Infrastructure Providers Mobile Gaming and Entertainment Companies Commerce, Content and Application Providers Report Overview Mobile and wireless games represent an entertainment application that is typically played on a...

    USD 2000View Report
  • Serious Gaming

    Dec 2014

    By IDate

    ICT

    53 Pages

    State of play, challenges and market prospects This is IDATE's fourth report dealing with the Serious Games sector. IDATE chose to focus its analysis on a specific segment of SG: human resources management. This was chosen mainly because this type of SG is currently the most widespread among businesses. IDATE measured SG's distribution level in the economy by focusing...

    USD 1553View Report
  • Online Gaming and Betting - UK - October 2014

    Oct 2014

    By Mintel

    Lifestyle

    97 Pages

    Political and public pressure for new restrictions on television gambling ads comes at an opportune moment for an industry looking to wean itself off free money promotions and move to more sophisticated marketing strategies around brand, product and experience.

    USD 2835View Report
  • Gamers and Gaming - US - September 2014

    Sep 2014

    By Mintel

    Lifestyle

    221 Pages

    The majority of US adults now play video games on at least one platform, and the majority of gamers play on at least two. The shift toward digital distribution, comparatively new monetization strategies, such as the free-to-play model, and supplemental premium content, however, have made long-term engagement a critical component of a game’s profitability.

    USD 3996View Report
  • PC Gaming - UK - July 2014

    Jul 2014

    By Mintel

    ICT

    163 Pages

    Of the 18 billion hours played on Steam games, more than half was taken by just six games. Some 37% of games have never been played at all, whilst 17% of all purchased games have been played for less than one hour.  This hyper-fragmentation of attention, where consumers are interested in games for only as long as it takes to buy them, before moving on, is a problem for games...

    USD 2835View Report
  • Virtual Reality in Gaming Market (By Component - Software, Hardware; By Type of Gaming Console from Different Manufacturers - Microsoft Xbox, Apple Mac, Sony PlayStation, Personal computer, Nintendo Wii) - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019

    Jul 2014

    By Transparency

    ICT

    64 Pages

    The research report on virtual reality in gaming market provides detailed industry analysis and helps in understanding the driving forces behind the popularity of virtual reality games in the global market. Virtual reality provides a simulated environment created with the help of hardware and software, which the user experiences as a real environment. Virtual reality in gaming refers to the...

    USD 4795View Report
  • Global and China Gaming Peripheral Industry 2014 Market Research Report

    May 2014

    By QYResearch

    ICT

    163 Pages

    The report firstly introduced Gaming Peripheral basic information included Gaming Peripheral definition Gaming Peripheral  classification application industry chain structure industry overview; international market analysis, China domestic market analysis, Macroeconomic environment and economic situation analysis and influence, Military Infrared (EO/IR) Systemss industry policy and...

    USD 2200View Report
  • Global and China Mobile Gaming Industry 2014 Market Research Report

    May 2014

    By QYResearch

    Media

    163 Pages

    The report firstly introduced Mobile Gaming basic information included Mobile Gaming definition Mobile Gaming  classification application industry chain structure industry overview; international market analysis, China domestic market analysis, Macroeconomic environment and economic situation analysis and influence, Military Infrared (EO/IR) Systemss industry policy and plan, Mobile...

    USD 2200View Report
  • Global and China Set-Top Box Gaming Industry 2014 Market Research Report

    May 2014

    By QYResearch

    ICT

    163 Pages

    The report firstly introduced Set-Top Box Gaming basic information included Set-Top Box Gaming definition Set-Top Box Gaming  classification application industry chain structure industry overview; international market analysis, China domestic market analysis, Macroeconomic environment and economic situation analysis and influence, Military Infrared (EO/IR) Systemss industry policy...

    USD 2200View Report
  • Smartphone and Tablet Gaming - UK - April 2014

    Apr 2014

    By Mintel

    Telecommunications

    161 Pages

    data strongly imply that in recent years, smartphone usage was exceptionally high for many activities – including gaming – not because consumers instinctively enjoyed carrying out the activities on their phones, but because the small-screened devices were – in the absence of tablets – the best available option for portable computing.

    USD 2835View Report
  • Growing Opportunity: Chinas Online Gaming Market 2014

    Mar 2014

    By Smart Research Insights

    Industry Profile

    30 Pages

    Executive Summary The Chinese PC online gaming market has witnessed explosive growth from USD 10 million in 2001 to USD 9.7 billion in 2012. The market was predicted to reach USD 11.9 billion dollar by the end of 2013. The advancement in 4G and increased use by Chinese youth has contributed to the fast growth of this market. While strategy war games dominated the market till...

  • Global and China Online Gaming Industry 2014 Market Research Report

    Feb 2014

    By QYResearch

    Media

    163 Pages

    The report firstly introduced Online Gaming basic information included Online Gaming definition classification application industry chain structure industry overview; international market analysis, China domestic market analysis, Macroeconomic environment and economic situation analysis and influence, Online Gaming industry policy and plan, Online Gaming product specification,...

    USD 2200View Report
  • Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019

    Feb 2014

    By Transparency

    Media

    80 Pages

    Social games are gaining popularity and witnessing increased demand across different application sectors such as web, smartphones, tablets and phablets among others. The demand for these games is expected to see robust growth in the forecasted period. This is due to the free availability of the games and increase in sale of smartphones. Social gaming market is expected to emerge as a...

    USD 4795View Report
  • Betting & Gaming (Nordic) - Industry Report

    Jan 2014

    By Plimsoll Publishing Ltd.

    Media

    340 Pages

    Plimsoll Publishing’s Betting & Gaming (Nordic) Analysis provides a detailed overview of the Betting & Gaming (Nordic) market and delivers a comprehensive individual analysis on the top 130 companies, including AKTIEBOLAGET TRAV OCH GALOPP, IDROTTENS BINGO I GÖTEBORG AB and ÅLANDS PENNINGAUTOMATFÖRENING.  This report (compiled in English...

    USD 1050View Report
  • Global Gaming Software Market 2012-2016

    Nov 2013

    By Technavio

    Media

    64 Pages

    TechNavio's analysts forecast the Global Game Software market to grow at a CAGR of 10.04 percent over the period 2012-2016. One of the key factors contributing to this market growth is the innovation in audio-visual devices .The Global Game Software market has also been witnessing the increasing number of hardware platforms. However, the shifting of consumers to alternative gaming...

    USD 2500View Report
  • Mobile Gaming - US - October 2013

    Nov 2013

    By Mintel

    Media

    195 Pages

    The mobile gaming sector is new, widespread, and growing. Non-traditional demographics have taken to mobile gaming. App store listings and gaining good reviews at app stores are critical, and game makers exploring the optimum way to monetize of their product must keep in mind the increased likelihood of download if the game is free and the already proven in-game spend model.

    USD 3995View Report
  • Social Gaming Market in the US 2012-2016

    Nov 2013

    By Technavio

    ICT

    56 Pages

    TechNavio's analysts forecast the Social Gaming market in the US to grow at a CAGR of 24.06 percent over the period 2012-2016. One of the key factors contributing to this market growth is the growing number of social gaming players. The Social Gaming market in the US has also been witnessing the development of social gaming analytics. However, the growing presence of alternative gaming...

    USD 2500View Report
  • Online Gaming and Betting - UK - October 2013

    Oct 2013

    By Mintel

    Media

    156 Pages

    Sportsbook and smartphone gambling remain the main drivers of the online gaming and betting market, but the rapid pace of growth seen in each segment means the industry is already having to think about where they go in the long term. This may mean questioning the platform neutrality that has helped establish mobile.

    USD 3995View Report