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Gaming market to grow at a CAGR of 6.42% during the period 2016-2020

 



(IT-NEWSWIRE.COM, March 10, 2018 ) Earlier, gaming was limited to board games and handheld video games. The growing popularity of PCs and electronic devices aided by the increased internet penetration has led to the development and commercialization of games. Consumers are now heavily dependent on interactive entertainment such as video games. Video games are electronic games that require a video interface for human interaction. Video devices may vary depending on the game. These devices/screens include TVs, PC monitors, and mobile displays. Depending on the type of screen, the market is segmented by type of device.

Publisher's analysts forecast the global gaming market to grow at a CAGR of 6.42% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from consumers spending on playing games.

The market is divided into the following segments based on geography:

- Americas

- APAC

- EMEA

FREE | Request Sample Copy is Available at: http://www.reportsweb.com/inquiry&RW0001409139/sample

Publisher's report, Global 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

- Microsoft Studios

- Sony

- Tencent

Other prominent vendors

- Apple

- Changyou

- DeNA

- Disney

- Facebook

- Google

Inquire before Buying at: http://www.reportsweb.com/inquiry&RW0001409139/sample

Market driver

- Growth in global e-sports market

- For a full, detailed list, view our report

Market challenge

- Concerns associated with piracy

- For a full, detailed list, view our report

Market trend

- Increased penetration of VR headsets

- For a full, detailed list, view our report

Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Market Research Methodology

PART 04: Introduction

PART 05: Market landscape

PART 06: Geographical segmentation

PART 07: Market drivers

Complete Report is Available at: http://www.reportsweb.com/global-gaming-market-2016-2020

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