Global Online Gaming Market 2016-2020


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Technavio

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About the Online Gaming Market

The online gaming market is evolving globally. Broadly, there are two major segments for the purchase and use of online games: physical and digital. However, the physical mode of purchase (i.e., via retail) is gradually losing importance. Because of the increasing popularity of the internet and its widespread use and connectivity, developers and publishers have slowly started selling the games, developed through the internet, in the form of digital copies. Even though sales through the digital mode is still in the early stages, they are growing rapidly, leading to a decline of the matured mode of sale (i.e., via retail).

Technavios analysts forecast the Global Online Gaming Market to grow at a CAGR of 11.72% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the Global Online Gaming Market for 2016-2020. To calculate the market size, the report considers revenue generated from the sales of various segments of online games like social, massively multiplayer online (MMO), and digital console. The category excludes spending on the hardware used for playing online games.

The market is divided into the following segments based on geography:
APAC
Europe
North America
ROW

Technavio's report, Global Online Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
Activision Blizzard
Electronic Arts
Giant Interactive
GungHo Online
Microsoft
NCSOFT
Riot Games
Smilegate
Sony
Take-Two Interactive Software
Valve
Wargaming
Zynga

Other prominent vendors
King Digital Entertainment
4A Games
5th Cell Media
Access Games
ACE Team
Active Gaming Media
Aeria Games and Entertainment
Anino Games
Ankama Games
Asobo Studio
Behavior Interactive
Bungie
CCP
Cellufun
Changyou.com
CipSoft
CrowdStar
Cryptic Studios
Digital Chocolate
Disney Interactive
eGames
GameHouse
Gamelion
Gameloft
Glu Games
gPotato
HandyGames
India Games
Infinity Ward
Jagex Games Studio
Joymax
Kabam
Kiloo ApS
Level-5
MercurySteam Entertainment
Minh Chau
Mitchell
Namco Bandai Games
NetEase
Nexon
Oberon Media
OGPlanet
Peak Games
Perfect World
Playdom
Punch Entertainment
Redboss

Market driver
Increase in popularity of F2P online games
For a full, detailed list, view our report

Market challenge
Impact of online gaming on physical activity
For a full, detailed list, view our report

Market trend
Increased popularity of gaming with women
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2020 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analysts time when you purchase this market report. Details are provided within the report.


PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
Base year
Vendor segmentation
Top-vendor offerings
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Industry Overview
Life cycle of global online gaming market
Online games value chain
PART 06: Market landscape
Market size and forecast
Global online gaming market by genre
Five forces analysis
PART 07: Market segmentation by type
Comparison of global online gaming market by type
Global casual gaming market
Global MMO gaming market
Global digital console gaming market
PART 08: Buying criteria
PART 09: Geographical Segmentation
Comparison of global online gaming market by geography
Online gaming market in APAC
Online gaming market in Europe
Online gaming market in North America
Online gaming market in ROW
PART 10: Global online gaming market by age group
Global online gaming market by age group
PART 11: Market attractiveness
Market attractiveness by type
Market attractiveness by geography
PART 12: Key leading countries
China
US
Japan
South Korea
PART 13: Relationship between online gaming and entertainment industry
PART 14: Market drivers
Increase in popularity of F2P online games
Availability of better gaming infrastructure
Increase in number of mobile devices
PART 15: Impact of drivers
PART 16: Market challenges
Increase in cybercrime via online gaming
Impact of online gaming on physical activity
Rise in game development costs
PART 17: Impact of drivers and challenges
PART 18: Market trends
Increase in popularity of online gaming among women
Market consolidation
Rise in pirated versions of online games
Increase in demand for E-sports
PART 19: Vendor landscape
Competitive scenario
Key vendors
Other prominent vendors
PART 20: Appendix
List of abbreviations
PART 21: Explore Technavio
List of Exhibits
Exhibit 01: Product offerings
Exhibit 02: Life cycle of global online gaming market
Exhibit 03: Online games value chain
Exhibit 04: Global online gaming market size and forecast 2015-2020 ($ billions)
Exhibit 05: Global online gaming market by genre 2015
Exhibit 06: Five forces analysis
Exhibit 07: Global online gaming market share by type 2015-2020
Exhibit 08: Global online gaming market by type 2015-2020 ($ billions)
Exhibit 09: Global casual gaming market size and forecast 2015-2020 ($ billions)
Exhibit 10: Top nine global casual games by popularity 2015 (millions of players)
Exhibit 11: Global casual gaming market size and forecast 2015-2020 ($ billions)
Exhibit 12: Global segmentation of MMOs by mode of payment 2015
Exhibit 13: Leading MMO games globally by revenue 2015 ($ millions)
Exhibit 14: Global casual gaming market size and forecast 2015-2020 ($ billions)
Exhibit 15: Leading digital console game globally by revenue 2015 ($ millions)
Exhibit 16: Buying criteria for online gaming market
Exhibit 17: Global online gaming market share by region 2015
Exhibit 18:
Exhibit 19: Global online gaming market by geography 2015-2020 ($ billions)
Exhibit 20: Online gaming market size and forecast in APAC 2015-2020 ($ billions)
Exhibit 21: Online gaming market size and forecast in Europe 2015-2020 ($ billions)
Exhibit 22: Online gaming market size and forecast in North America 2015-2020 ($ billions)
Exhibit 23: Online gaming market size and forecast in ROW 2015-2020 ($ billions)
Exhibit 24: Global online gaming market by age group 2012-2016
Exhibit 25: Market attractiveness by end-users
Exhibit 26: Market attractiveness by geography
Exhibit 27: Key leading countries
Exhibit 28: Examples of movies inspired by online games
Exhibit 29: Examples of games inspired by movies
Exhibit 30: Market share of online gaming by payment mode 2011-2015
Exhibit 31: Change in internet prices and subscriptions globally 2011-2015
Exhibit 32: Global broadband use by region 2015 (millions)
Exhibit 33: Global smartphone and tablet shipments 2011-2015 (millions of units)
Exhibit 34: Impact of drivers
Exhibit 35: Impact of drivers and challenges
Exhibit 36: Global online gaming market segmentation by gender 2012-2016
Exhibit 37: Top-five-played E-sports games 2015