Press release

Global Online Gaming Market Size, Status and Forecast

Global Online Gaming Market Size, Status and Forecast

 

 
This report focuses on the global Online Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Online Gaming development in United States, Europe and China. An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games and massively multiplayer online role-playing games (MMORPG). Owing to an augmented demand for online gaming, developers today are increasingly focusing on providing gamers with a better gaming experience by developing and designing high-end graphics-oriented games. Moreover, the introduction of advanced AV products that can be attached to the gaming consoles like XBOX and PS and an increase in the speed of broadband network to support online gaming are some of the other factors that will aid in the growth of the market. In 2017, the global Online Gaming market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025. The key players covered in this study Blizzard Electronic Arts Giant Interactive Group GungHo Online Entertainment King Digital Entertainment Microsoft NCSOFT Sony Take-Two Interactive Software Tencent Zynga Market segment by Type, the product can be split into Smartphones Online Gaming Tablets Online Gaming Others Market segment by Application, split into Young Adults Adults Mature Adults Seniors Market segment by Regions/Countries, this report covers United States Europe China Japan Southeast Asia India Central & South America The study objectives of this report are: To analyze global Online Gaming status, future forecast, growth opportunity, key market and key players. To present the Online Gaming development in United States, Europe and China. To strategically profile the key players and comprehensively analyze their development plan and strategies. To define, describe and forecast the market by product type, market and key regions.

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Table of Contents:
Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Online Gaming Market Size Growth Rate by Type (2013-2025)
1.4.2 Smartphones Online Gaming
1.4.3 Tablets Online Gaming
1.4.4 Others
1.5 Market by Application
1.5.1 Global Online Gaming Market Share by Application (2013-2025)
1.5.2 Young Adults
1.5.3 Adults
1.5.4 Mature Adults
1.5.5 Seniors
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Online Gaming Market Size
2.2 Online Gaming Growth Trends by Regions
2.2.1 Online Gaming Market Size by Regions (2013-2025)
2.2.2 Online Gaming Market Share by Regions (2013-2018)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

3 Market Share by Key Players
3.1 Online Gaming Market Size by Manufacturers
3.1.1 Global Online Gaming Revenue by Manufacturers (2013-2018)
3.1.2 Global Online Gaming Revenue Market Share by Manufacturers (2013-2018)
3.1.3 Global Online Gaming Market Concentration Ratio (CR5 and HHI)
3.2 Online Gaming Key Players Head office and Area Served
3.3 Key Players Online Gaming Product/Solution/Service
3.4 Date of Enter into Online Gaming Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global Online Gaming Market Size by Type (2013-2018)
4.2 Global Online Gaming Market Size by Application (2013-2018)

5 United States
5.1 United States Online Gaming Market Size (2013-2018)
5.2 Online Gaming Key Players in United States
5.3 United States Online Gaming Market Size by Type
5.4 United States Online Gaming Market Size by Application

6 Europe
6.1 Europe Online Gaming Market Size (2013-2018)
6.2 Online Gaming Key Players in Europe
6.3 Europe Online Gaming Market Size by Type
6.4 Europe Online Gaming Market Size by Application

7 China
7.1 China Online Gaming Market Size (2013-2018)
7.2 Online Gaming Key Players in China
7.3 China Online Gaming Market Size by Type
7.4 China Online Gaming Market Size by Application

8 Japan
8.1 Japan Online Gaming Market Size (2013-2018)
8.2 Online Gaming Key Players in Japan
8.3 Japan Online Gaming Market Size by Type
8.4 Japan Online Gaming Market Size by Application

9 Southeast Asia
9.1 Southeast Asia Online Gaming Market Size (2013-2018)
9.2 Online Gaming Key Players in Southeast Asia
9.3 Southeast Asia Online Gaming Market Size by Type
9.4 Southeast Asia Online Gaming Market Size by Application

10 India
10.1 India Online Gaming Market Size (2013-2018)
10.2 Online Gaming Key Players in India
10.3 India Online Gaming Market Size by Type
10.4 India Online Gaming Market Size by Application

11 Central & South America
11.1 Central & South America Online Gaming Market Size (2013-2018)
11.2 Online Gaming Key Players in Central & South America
11.3 Central & South America Online Gaming Market Size by Type
11.4 Central & South America Online Gaming Market Size by Application

12 International Players Profiles
12.1 Blizzard
12.1.1 Blizzard Company Details
12.1.2 Company Description and Business Overview
12.1.3 Online Gaming Introduction
12.1.4 Blizzard Revenue in Online Gaming Business (2013-2018)
12.1.5 Blizzard Recent Development
12.2 Electronic Arts
12.2.1 Electronic Arts Company Details
12.2.2 Company Description and Business Overview
12.2.3 Online Gaming Introduction
12.2.4 Electronic Arts Revenue in Online Gaming Business (2013-2018)
12.2.5 Electronic Arts Recent Development
12.3 Giant Interactive Group
12.3.1 Giant Interactive Group Company Details
12.3.2 Company Description and Business Overview
12.3.3 Online Gaming Introduction
12.3.4 Giant Interactive Group Revenue in Online Gaming Business (2013-2018)
12.3.5 Giant Interactive Group Recent Development
12.4 GungHo Online Entertainment
12.4.1 GungHo Online Entertainment Company Details
12.4.2 Company Description and Business Overview
12.4.3 Online Gaming Introduction
12.4.4 GungHo Online Entertainment Revenue in Online Gaming Business (2013-2018)
12.4.5 GungHo Online Entertainment Recent Development
12.5 King Digital Entertainment
12.5.1 King Digital Entertainment Company Details
12.5.2 Company Description and Business Overview
12.5.3 Online Gaming Introduction
12.5.4 King Digital Entertainment Revenue in Online Gaming Business (2013-2018)
12.5.5 King Digital Entertainment Recent Development
12.6 Microsoft
12.6.1 Microsoft Company Details
12.6.2 Company Description and Business Overview
12.6.3 Online Gaming Introduction
12.6.4 Microsoft Revenue in Online Gaming Business (2013-2018)
12.6.5 Microsoft Recent Development
12.7 NCSOFT
12.7.1 NCSOFT Company Details
12.7.2 Company Description and Business Overview
12.7.3 Online Gaming Introduction
12.7.4 NCSOFT Revenue in Online Gaming Business (2013-2018)
12.7.5 NCSOFT Recent Development
12.8 Sony
12.8.1 Sony Company Details
12.8.2 Company Description and Business Overview
12.8.3 Online Gaming Introduction
12.8.4 Sony Revenue in Online Gaming Business (2013-2018)
12.8.5 Sony Recent Development
12.9 Take-Two Interactive Software
12.9.1 Take-Two Interactive Software Company Details
12.9.2 Company Description and Business Overview
12.9.3 Online Gaming Introduction
12.9.4 Take-Two Interactive Software Revenue in Online Gaming Business (2013-2018)
12.9.5 Take-Two Interactive Software Recent Development
12.10 Tencent
12.10.1 Tencent Company Details
12.10.2 Company Description and Business Overview
12.10.3 Online Gaming Introduction
12.10.4 Tencent Revenue in Online Gaming Business (2013-2018)
12.10.5 Tencent Recent Development
12.11 Zynga

13 Market Forecast 2018-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2018-2025)
13.10 Market Size Forecast by Application (2018-2025)

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details
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