CHICAGO, August 14, 2015 /PRNewswire/ --
MMO games and social or casual games are the online gaming market segments considered as part of consumer spending to calculate market size, while spending on hardware used to enable online gaming is not considered for this research report.
Complete report on online gaming market spread across 139 pages, analyzing 11 key companies and supported with 49 data exhibits is now available at http://www.rnrmarketresearch.com/global-online-gaming-market-2015-2019-market-report.html .
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 market vendors are entering the mobile platform.
Further, this 2015 online gaming market report states that piracy issues are the major challenges being faced by this industry. Gamers use P2P clients such as BitTorrent to download pirated copy 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. Activision Blizzard Inc., Electronic Arts Inc., Giant Interactive Group Inc., GungHo Online Entertainment Inc., King Digital Entertainment plc, Microsoft Corp., NCSOFT Corp., Sony Corp., Take-Two Interactive Software Inc., Tencent Holdings Ltd. and Zynga Inc. are the major companies discussed in this research.
Other prominent online gaming market players simply mentioned in the report include 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, 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 and Wooga. Order a copy of Global Online Gaming Market 2015-2019 research report at http://www.rnrmarketresearch.com/contacts/purchase?rname=310401 .
The second research titled Global Online Gaming Industry 2015 Market Research Report is spread across 191 pages, supported with 205 tables and figures as well as profiles 14 companies, Apply, YouTube, Facebook, Google, King, Amazon, GungHo Online, Qzone, Goodgame Studios, Supercell, Zynga, Nintendo, Activision and Machine Zone. The report provides a basic overview of the industry including definitions, classifications, applications and industry chain structure. The online gaming market analysis is provided for the international markets including development trends, competitive landscape analysis, and key regions development status.
Development policies and plans are discussed for the online gaming market along with manufacturing processes and cost structures are also analyzed. This report also states import/export consumption, supply and demand Figures, cost, price, revenue and gross margins. The report focuses on global major leading online gaming market players providing information such as company profiles, product picture and specification, capacity, production, price, cost, revenue and contact information. Upstream raw materials and equipment and downstream demand analysis is also carried out. The online gaming market development trends and marketing channels are analyzed. Finally the feasibility of new investment projects are assessed and overall research conclusions offered.
With 205 tables and figures to support the online gaming market analysis, this 2015 research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market. A partial list of tables and figures provided in this online gaming market research includes:
Figure Global Sales Market Share of Online Gaming by Product Types in 2014
Figure Global Sales Market Share of Online Gaming by Applications in 2014
Figure Industry Chain Structure of Online Gaming
Table Global Major Online Gaming Manufacturers
Figure Price Comparison of Global Online Gaming Key Manufacturers in 2015 (USD/Unit)
Table Global Sales of Online Gaming by Regions (US, EU, China, Japan, etc.) 2010-2015 (K Units)
Table Global Revenue of Online Gaming by Regions (US, EU, China, Japan, etc.) 2010-2015 (M USD)
Table Sale Price of Online Gaming by Regions (US, EU, China, Japan, etc.) 2010-2015 (USD/Unit)
Table Traders or Distributors of Online Gaming with Contact Information
Figure China Capacity (K Units), Production (K Units) and Growth Rate of Online Gaming 2015-2020
Figure China Capacity Utilization Rate of Online Gaming 2015-2020
Figure Global Production Market Share of Major Online Gaming Manufacturers in 2015
Table Major Suppliers of Online Gaming with Contact Information
Table Key Consumers of Online Gaming with Contact Information
Figure Supply Chain Relationship Analysis of Online Gaming
Table New Project SWOT Analysis of Online Gaming
Table New Project Investment Feasibility Analysis of Online Gaming
Table Part of Interviews
Comprehensive table of contents and more on Global Online Gaming Industry 2015 Market Research Report is available at http://www.rnrmarketresearch.com/global-online-gaming-industry-2015-market-research-report-market-report.html .
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