Global Gaming Marketplace Canvassed by Occams in Comprehensive Report Published at MarketPublishers.com
London, UK (PRWEB) January 09, 2015 -- Over the past few years computer animation has developed from being merely a range of static pictures to 3-D computer graphics. The gaming industry is an area that has evolved at a progressive pace in the recent past; strongly relying on animation, the industry is aimed at entertaining users in the form of video games.
Network games, role-playing games and various genres have resulted in the increase in the number of people utilising these games. Increased popularity of games with users can entirely change the revenues of game companies.
The market’s grow is being driven by the enormous creativity potential and cutting-edge techniques, as well as government incentives, greater penetration levels of mobile phones and broadband internet. The US and Europe are presently the largest markets, whilst the APAC market, led by China, India and Japan, is growing most rapidly and is likely to grab nearly 35% of the global market by the end of 2015.
Comprehensive study “Global Gaming Market Software, Hardware, Smart Phones, Computers, Animation)-Analysis, competitive landscape, Strategy, Overview, Size, regional analysis, Share, Global Trends, Opportunities, Segmentation and Forecast 2014-2020” elaborated by Occams Business Research (Occams) is now available at MarketPublishers.com.
Report Details:
Global Gaming Market Software, Hardware, Smart Phones, Computers, Animation)-Analysis, competitive landscape, Strategy, Overview, Size, regional analysis, Share, Global Trends, Opportunities, Segmentation and Forecast 2014-2020
Published: November, 2014
Pages: 70
Price: US$ 7,000.00
http://marketpublishers.com/report/software/video_games/global-gaming-market-software-hardware-smart-phones-computers-animation-analysis-competitive-landscape-strategy-overview-size-regional-analysis.html
The report provides an in-depth analysis of the global gaming market space. It reviews key components of gaming, discusses the challenges in the gaming market, identifies the key drivers for the sector as well as limiters of the growth, opportunities, examines the competitive landscape. The study also presents an in-depth analysis of the market for associated segments and major trends, provides market segmentation by platform and demography, gives an analysis of the market across key regions, and offers granular forecasts of the worldwide gaming market from 2014 to 2020. Comprehensive profiles of the top game companies are included in the report as well.
Companies discussed include: Aardman Animations Ltd., Sony, Capcom Co. Ltd., Activision Blizzard Inc., The Wall Disney Company, Crest Animation Studios, Microsoft Corporation, DQ Entertainment, DreamWorks Animation SKG Inc., Nintendo, Tencent, Lego Group, and Time Warner.
Report Scope:
• Definition of the global gaming market.
• Major components of gaming.
• Key challenges to the growth of the gaming market.
• Leading drivers of the growth of market.
• Factors restraining the growth of the sector.
• Lucrative market opportunities.
• Competitive scenario analysis.
• Detailed analysis of the market for related segments and trends.
• Market segmentation by platform and by demography.
• Strategic analysis of the world’s gaming market from 2014 to 2020.
• Regional market analysis.
• Top vendors’ profiles.
More comprehensive market research reports by the publisher can be found at Occams page.
Natalia Aster, The Market Publishers, Ltd, http://marketpublishers.com/, +44 2081446009, [email protected]
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