- March 31, 2015
- Posted by: Wevio
- Category: Market Research & Analysis, Wevio Blog
About Online Gaming:
Electronic systems used to play video games are known as platforms. These platforms include TVs, consoles, mobile devices and PCs. A wide variety of games are available for different gaming platforms. Online gaming facilitates multiple players worldwide to connect and play against each other. Online Games constitute a key segment of video games. They include casual single-player games, multi-player games, community-based games and MMO games.
Online Gaming Trends Overview:
An increase in online content and digital distribution enables vendors to reach out to their customers globally, as it removes the need for physical discs. The digital distribution of games and online gaming services will become a prominent part of the Global Online Gaming market in the coming years, boosting the market growth.
According to the report, the growth of the market is supported by the increased use of smartphones and tablets to play games. This has led game developers to come up with different business revenue models. With advances such as an increase in display size and other hardware specifications, several online gaming vendors are entering the mobile platform. Major Challenges: piracy issues are the major challenges being faced by this market. Gamers use P2P clients such as BitTorrent to download pirated copies of games. Piracy exists on a large scale with pirate servers offering licensed games and fee-based games for free because of the availability of high-speed Internet and channels enabling piracy to take place.
Online gaming or gambling is when you wager something of value, usually money, on the outcome of an event or game using the Internet. Online gaming includes activities such as poker, casinos (where people can play traditional casino games, like roulette or blackjack, but online), sports betting, bingo and lotteries. Of these, casino games and sports betting make up the largest share of the market. The market volume of online gaming was forecasted to reach 41.4 billion U.S. dollars in 2015, tripling in size since 2005.
Key Regions:
- Americas
- APAC
- EMEA
Key Vendors:
- Activision Blizzard
- EA Games
- Giant Interactive Group
- GungHo Online Entertainment
- King Digital Entertainment
- Microsoft
- NCSOFT
- Sony
- Take-Two Interactive Software
- Tencent Holdings
- Zynga
Other Prominent Vendors:
- 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
- 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
- Rockstar North
- Rocksteady Studios
- Rovio Entertainment
- Sega
- Shanda Interactive Entertainment
- Social Point
- Softnyx
- Square Enix
- Supercell Oy
- SYBO Games
- Syn Sophia
- The Lego Group
- TinyCo
- Turbine
- Visual Concepts
- Warner Bros. Interactive Entertainment
- Wooga
Global Market Driver or Influencing Factors
- Growing Use of Smartphones and Tablets
Global Market Challenge
- Issues Related to Piracy of Gaming Software
Global Market Trend
- Increase in Online Content and Digital Distribution
Key Questions need to be answered with more detailed:
- What will the market size be in 2019 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?
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