Global Online Gaming Market Propelled by Growing Popularity of Online Free-to-Play Games

ALBANY, NY, May 30, 2016: MarketResearchReports.biz has added a new market research report to its massive database on the global media industry. The latest report, titled “Global Online Gaming Market 2016-2020,” offers a coverage of all the scenarios that govern the overall growth rate of the global online gaming market. The report provides a calculative analysis of the global online gaming market in terms of its expected market size in the near future. To achieve this, analysts have considered sales revenues and revenues generated from segments such as social games, digital consoles, and massively multiplayer online games. The report does not include the hardware purchased to play these games but rather focuses on only the sales and distribution of the game titles themselves.

According to the report, the global online gaming market is progressing at a CAGR of 11.7% within a forecast period of 2016 to 2020. This growth has been achieved through several drivers. The key driver of the global online gaming market is the rapidly increasing popularity of free-to-play, or F2P, games around the world. These games provide free access to the users while earning revenues through sales of in-game customizations, merchandise, and sales of locked game content. F2P games allow users to first play the game and then make a decision on whether they want to spend money to progress or not. Giving users control over their preferences has helped such games gain massive popularity in the recent past.

However, the global online gaming market is still being restrained by one of the oldest challenges it has faced – the increased level of physical inactivity of the gamers. The high rate of obesity and chronic diseases, coupled with long hours invested by gamers without any physical activity, is considerably crippling the overall growth of the global online gaming market.

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The report also remarks on one of the current trends in the global online gaming market. This involves the growth of the user base through an increasing number of female gamers. While games – both online and offline – were previously sought after by a predominantly male audience, current statistics show a much higher involvement of a female audience as well.

The report’s region-specific perspective on the global online gaming market includes the four major segments of North America, Europe, the Asia Pacific, and the Rest of the World.

The report evaluates the competitive landscape of the global online gaming market by providing details on the key players. The list of top companies in the global online gaming market includes Zynga, Wargaming, Valve, Take-Two Interactive Software, Sony, Smilegate, Riot Games, NCSOFT, Microsoft, GungHo Online, Giant Interactive, Electronic Arts, and Activision Blizzard.

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