Published on : Jul 01, 2016
ALBANY, New York, July 01, 2016: ResearchMoz.us has added a new market intelligence compilation pertaining to the ICT industry. The report, titled “World Video Game Markets,” offers an in-depth perspective on the factors that allow this market to grow. The report can thus use the recent and current trends, in tandem with the gaming technologies and titles being developed, to gauge the future of this market.
According to the report, the world video game market is expected to reach EUR 107.6 bn by the end of 2020. It was valued at EUR 74.5 bn in 2016 and is exhibiting a growth rate of +9.6% per year on average.
The report discusses the various possibilities of growth in the world video game market based on the major market segments in it. These are computer games, mobile gaming, handheld consoles, and home consoles. The report studies each segment and chalks out its development map in terms of top influential factors over the coming five-year duration.
Additionally, the report draws focus on the key trends that are developing the way the world video game market will grow in the future. These factors include the developments in the e-Sports segment, the growing trend of users choosing multi-screen games and other such modern innovations, the advent of high level virtual gaming platforms and titles, and the growing concentration of the world video game market in to its redrawing.
Click here to get more info with TOC in a PDF Format: http://www.researchmoz.us/enquiry.php?type=S&repid=736165
The executive summary of the world video game market reveals the overview of the market, including the recent events that have occurred in the market. For instance, the overview includes the changes that the world video game market has experienced in the recent past due to the increasing scope of player competition in online games, and the scope of growth of mobile games and platforms.
This section also includes a brief regional analysis of the world video game market, which reveals Asia Pacific to be the largest region in the market currently. The report also states that nearly 70% of the total revenue generated in the world video game market for 2016, was derived from online payments and dematerialized distribution tactics.
Another sub-segment explained in the report is that of smart toys, which have been gaining popularity among specific demographics. The report also covers the scope of growth in the imminent and inevitable integration of video games with connected TVs.
The report provides major details on each segment of the world video game market, as based on type. The home consoles segment, for instance, is explained as a segment experiencing a major comeback. Player numbers are steadily growing in the home consoles segment. However, the report expects this segment to face cyclic declination patterns between 2017 and 2018. The report also speculates that nearly 40% of the revenue generated from home consoles will come from dematerialized sales.
To order report Call USA – Canada Toll Free: 866-997-4948 or send an email on firstname.lastname@example.org