Dublin, March01, 2021(GLOBE NEWSWIRE) — The “Gaming Situs Slot Online Terpercaya Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026″ report has been added to ResearchAndMarkets.com’s offering.
Gaming, also known as video games or electronic games, refers to a computer application which is played with a certain set of rules. It involves mental or Situs Slot Online physical stimulation that provides entertainment and relaxation to the player or the spectators. Gaming is a powerful tool that can help children in developing certain life skills and can also aid the educators in seeking ways to supplement classroom teaching. The gaming sector has been revolutionized with the advent of advanced graphical engines and information technology. According to the latest report, titled “Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026”, the dunia gaming market reached a value of US$ 167.9 Billion in 2020.
The increasing proliferation of mobile phones and easy availability of games on the internet along with innovations in both hardware and perangkat lunak are expected to have a positive impact on the growth of the dunia gaming market. In addition, the growing adoption of mobile and browser games which offer free-to-play business models is another demam isu that is gaining traction in the gaming market.
Further, with the rising popularity of e-sports, multiplayer video game competition between professional and amateur players, the gaming market is witnessing an accelerated growth worldwide. Some of the other factors propelling the gaming market are empowering nature of games; availability of different genres, such as strategy, action, simulation, etc.; and a shift from physical games to online games. Looking forward, the publisher expects the dunia gaming market to reach a value of US$ 287.1 Billion by 2026, exhibiting a CAGR of 9.24% during 2021-2026.
The publisher provides an analysis of the key trends in each sub-segment of the global gaming market, along with forecasts for growth at the dunia, regional and country level from 2021-2026. Our report has categorized the market based on region, device type, platform, revenue type, type, and age class.
Based on the device type, the dunia gaming market has been segmented into consoles, mobiles and tablets, and computers. mobiles and tablets currently account for the largest share followed by consoles and computers.
Based on the platform, the market has been segmented into online and offline. The offline segment currently accounts for a larger share.
Based on the revenue type, the market has been segmented into in-game purchase, game purchase and advertising.
Based on type, the market has been segmented into adventure/role playing games, puzzles, social games, strategy, simulation and others.
Based on the age class, the market has been segmented into adult and children. Adult games currently dominate the dunia gaming market.
Region-wise, Asia Pacific accounts for the largest market share. Other major regions are North America, Europe, Middle East and Africa and Latin America.
The competitive landscape of the market has also been examined with some of the key players being Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision Blizzard, Inc., Google LLC, NetEase Inc., Electronic Arts Inc., Nintendo Co., Ltd.and Bandai Namco Holdings Inc..
This report provides a deep insight into the global gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are rencana to foray into the gaming market in any manner.
Key Questions Answered in This Report:How has the dunia gaming market performed so far and how will it perform in the coming years?What are the key regions in the global gaming market?What has been the impact of COVID-19 on the global gaming market?Which are the device types in the global gaming market?Which are the platforms in the global gaming market?Which are the revenue types in the global gaming market?Which are the popular type in the global gaming market?Which are the age groups in the global gaming market?What are the various stages in the value chain of the dunia gaming market?What are the key driving factors and challenges in the dunia gaming market?What is the structure of the global gaming market and who are the key players?What is the degree of competition in the dunia gaming market?
2 Scope and Methodology2.1 Objectives of the Study2.dua Stakeholders2.3 Data Sourcesdua.tiga.1 Primary Sourcesdua.3.dua Secondary Sourcesdua.4 Market Estimationdua.4.1 Bottom-Up Approach2.4.2 Top-Down Approachdua.5 Forecasting Methodology
4 Introduction4.1 Overview4.dua Key Industry Trends
lima Global Gaming Market5.1 Market Overview5.2 Market Performance5.tiga Impact of COVID-195.4 Price Analysis5.lima Market Breakup by Device Typelima.6 Market Breakup by Platform5.7 Market Breakup by Revenue Typelima.8 Market Breakup by Type5.9 Market Breakup by Age Group5.10 Market Breakup by Regionlima.11 Market Forecastlima.12 SWOT Analysis5.12.1 Overview5.12.2 Strengths5.12.tiga Weaknesseslima.12.4 Opportunitieslima.12.5 Threatslima.13 Value Chain Analysis5.13.1 Overviewlima.13.2 Research and Developmentlima.13.tiga Inputslima.13.4 Products and Services5.13.5 Marketing and Distributionlima.13.6 End Users5.13.7 Post Sales Servicelima.14 Porters Five Forces Analysislima.14.1 Overviewlima.14.2 Bargaining Power of Buyerslima.14.tiga Bargaining Power of Suppliers5.14.4 Degree of Competition5.14.5 Threat of New Entrantslima.14.6 Threat of Substituteslima.14.7 Threats
6 Market Breakup by Device Type6.1 Consoles6.1.1 Market Trends6.1.2 Market Forecast6.dua Mobiles and Tablets6.dua.1 Market Trends6.2.dua Market Forecast6.3 Computers6.3.1 Market Trends6.tiga.2 Market Forecast
7 Market Breakup by Platform7.1 Online7.1.1 Market Trends7.1.2 Market Forecast7.dua Offline7.dua.1 Market Trends7.dua.dua Market Forecast
8 Market Breakup by Revenue Type8.1 In-Game Purchase8.1.1 Market Trends8.1.dua Market Forecast8.dua Game Purchase8.2.1 Market Trends8.dua.2 Market Forecast8.tiga Advertising8.tiga.1 Market Trends8.3.dua Market Forecast
9 Market Breakup by Type9.1 Adventure/Role Playing Games9.1.1 Market Trends9.1.dua Market Forecast9.2 Puzzles9.dua.1 Market Trends9.2.2 Market Forecast9.tiga Social Games9.tiga.1 Market Trends9.tiga.dua Market Forecast9.4 Strategy9.4.1 Market Trends9.4.2 Market Forecast9.lima Simulation9.5.1 Market Trends9.5.dua Market Forecast9.6 Others9.6.1 Market Trends9.6.dua Market Forecast
10 Market Breakup by Age Group10.1 Adult10.1.1 Market Trends10.1.2 Market Forecast10.dua Children10.dua.1 Market Trends10.2.dua Market Forecast
11 Market Breakup by Region11.1 Asia Pacific11.1.1 Market Trends11.1.dua Market Forecast11.dua North America11.2.1 Market Trends11.dua.dua Market Forecast11.3 Europe11.tiga.1 Market Trends11.3.2 Market Forecast11.4 Middle East and Africa11.4.1 Market Trends11.4.dua Market Forecast11.lima Latin America11.lima.1 Market Trends11.5.dua Market Forecast
12 Competitive Landscape12.1 Market Structure12.dua Key Players12.tiga Profiles of Key Players12.tiga.1 Tencent Holdings Limited12.3.2 Sony Corporation12.tiga.3 Microsoft Corporation12.tiga.4 Apple Inc.12.3.5 Activision Blizzard, Inc.12.3.6 Google LLC12.3.7 NetEase Inc.12.3.8 Electronic Arts Inc.12.tiga.9 Nintendo Co., Ltd.12.tiga.10 Bandai Namco Holdings Inc.