27 reports

Trends, opportunities and forecast in video game market to 2025 by device type (smartphones, tablets, PCs, consoles, and others), by genre (shooter, action, sports, role-playing, adventure, racing, strategy, and others), by platform type (online and offline), by gamer type (extreme and casual), by age group (age 10-20, age 21-35, age 36-50,...

  • Video Game
  • APAC
  • Europe
  • North America
  • World
  • Smartphone Penetration
  • Internet Subscribers

Categories of video game ever streamed

  • Esports
  • World
  • APAC
  • E-Sports Revenue
  • E-Sports Audience

INCREASE IN SALES IN THE VIDEO GAME INDUSTRY DURING THE CORONAVIRUS (COVID-##) PANDEMIC

  • Video Game
  • Gaming
  • Computer
  • Internet Services
  • Software
  • World
  • China
  • Latin America
  • APAC
  • Smartphone Penetration
  • Internet Penetration

INCREASE IN SALES IN THE VIDEO GAME INDUSTRY DURING THE CORONAVIRUS (COVID-##) PANDEMIC

  • Gaming
  • Mobile Game
  • Mobile Phone
  • Latin America
  • APAC
  • Europe
  • Smartphone Penetration
  • Internet Penetration

Industry Benefiting from eSports and Gameplay Streaming, While Anticipating Next Generation Consoles for Growth Video game systems consist of two sub-categories, consoles and handheld devices.A video game console is a preconfigured, ready-to-play, interactive appliance whose primary purpose when connected to a television...

  • Video Game
  • World
  • APAC

##.## Video game companies based in US are making efforts to ensure uninterrupted video game streaming to users

  • Video Game
  • Europe
  • APAC
  • Smartphone Penetration
  • Internet Subscribers

Japan South Korea Australia Indonesia India Internet Subscribers Internet Penetration Video Game Expenditure Disposable Income Online Retail Sales E-Sports Revenue Broadband Speed PC Game

  • PC Game
  • World
  • APAC
  • China
  • Internet Subscribers
  • Household Consumption Expenditure

KEY FINDINGS Video games are the specialized application that involves an interface or a screen, where independent players can interact in a structured form of play.Nowadays, the total number of gaming companies across the world has reached a point from where they can easily provide wider options for video games on the...

  • Mobile Game
  • Video Game
  • Gaming
  • Social Network
  • Mobile Phone
  • World
  • APAC

United Kingdom England World Northern Europe Gaming PC Game Video Game Software Esports Software Development Video Game Video Game Distribution Gambling

  • Esports
  • World
  • Europe
  • APAC
  • E-Sports Revenue
  • E-Sports Audience

Japan South Korea Indonesia Australia Internet Subscribers Social Media Usage Online Gaming Penetration Internet Penetration Smartphone Penetration Disposable Income Video Game Expenditure Smartphone Adoption Online Game

  • Online Game
  • World
  • APAC
  • Internet Subscribers
  • Social Media Usage

Latin America Video Game Development Video Game Publishing Electronic Component

  • Esports
  • Sports Analytics
  • Sports
  • Stadium
  • Smart City
  • APAC
  • E-Sports Revenue
  • Energy Consumption

Nintendo is a Japanese multinational consumer electronics and video game company.

  • Esports
  • United States
  • APAC
  • Europe
  • North America
  • E-Sports Revenue
  • E-Sports Audience

GameStop Corp (GameStop) is an omnichannel video game retailer in the US. It is the authorized retailer of AT&T and certified product reseller of Apple.

  • Video Game Software
  • APAC
  • World
  • Germany
  • United Kingdom
  • Europe
  • Japan
  • France
  • Consumer Price Index
  • Software Revenue

Video game broadcasting

  • Video Game
  • Gaming
  • Video Game Development
  • Video Game Distribution
  • World
  • APAC
  • E-Sports Revenue
  • Video Game Revenue

Video game streaming services market in the US 2016-2021 ($ millions)

  • Video Game
  • Gaming
  • United States
  • APAC
  • Internet Subscribers
  • Employment Income

It is a Japanese multinational consumer electronics and video game company.

  • Video Game Hardware
  • Television Set
  • APAC
  • Disposable Income
  • E-Sports Revenue

Cross-platform consoles and mobile games will escalate the growth rate in the forecast period; thus more conversion types of video game software will be released.

  • Video Game Software
  • APAC
  • Video Game Revenue
  • Retail Revenue

Released ##+ licensed games that appealed to video game enthusiasts and their loyal consumers across multiple generations.

  • Esports
  • World
  • APAC
  • North America
  • Software Revenue
  • E-Sports Revenue

GameStop Corp (GameStop) is an omnichannel video game retailer in the US. It is the authorized retailer of AT&T and certified product reseller of Apple.

  • Video Game Software
  • APAC
  • Retail Revenue
  • Internet Subscribers

APAC Video Game Software

  • Video Game Software
  • APAC
  • Internet Subscribers
  • Broadband Subscribers

Akamai launched Akamai Media Acceleration, which improves the QoE of OTT video consumers and accelerates video game and other software downloads.

  • Telecom
  • Internet Services
  • Online Game
  • APAC
  • North America
  • Internet Subscribers
  • Mobile Data Traffic

Dependence on video game console manufacturers

  • Online Game
  • World
  • APAC
  • Disposable Income
  • Internet Subscribers

Nintendo is primarily engaged in the development of software and hardware for handheld and home console video game systems.

  • Gaming
  • Mobile Game
  • Mobile Services
  • Online Game
  • Console Game
  • APAC
  • Online Retail Sales
  • Video Game Console Sales

FMI study offers a 5-year forecast for the global connected game console market between 2015 and 2020. The market is expected to register a CAGR of 11.5% during the projected period. The study demonstrates the market dynamics and trends in all the seven region which influence the current nature and future status of connected game console...

  • Video Game Hardware
  • World
  • APAC
  • Household Consumption Expenditure

Technavio expects the global video game market to grow from $## billion in 2014 to reach $## billion by 2019 at a CAGR of ##%.

  • Wireless Technology
  • Auto Parts
  • Electronics
  • Mobile Game
  • APAC
  • Latin America
  • Energy Consumption
  • Mobile Gaming Penetration

GungHo is a Japanese video game company formed in 1998.

  • Online Game
  • Online Advertising
  • E-Commerce
  • Marketing Research
  • APAC
  • Online Retail Sales
  • Smartphone Penetration

##. Asia–Pacific, leading video game market

  • Video Game Hardware
  • Mobile Game
  • Console Game
  • Gaming
  • World
  • APAC
  • Video Game Revenue
  • Software Revenue