The Entertainment Software Ratings Board (ESRB) applied for approval of proposed modifications to its COPPA safe harbor program. The FTC’s COPPA Rule requires, among other things, that operators of commercial websites and online services directed to children under the age of 13, or general audience websites and online services that knowingly collect personal information from children under 13, must obtain parental consent before collecting, using, or disclosing any personal information from children under the age of 13
The article cited AMA's "Global Video Games Market Study" explored CAGR of %. According to the report, Adoption of Video Games in the Vertical of Academia, As It Facilitates Cognitive Growth and Skill Development
is one of the primary growth factors for the market. Development in the Technology of Gaming Hardware and Software Are Anticipated To Accelerate the Market
is also expected to contribute significantly to the Video Games market. Overall, Education
applications of Video Games, and the growing awareness of them, is what makes this segment of the industry important to its overall growth. The Outlook, such as Online, is boosting the Video Games market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
AMAs Analyst on the Global Video Games market identified that the demand is rising in many different parts of the world as "Developments in User Interface of Smart Phone, Laptops and Personal Computers
". Furthermore, some recent industry insights like "Electronic Arts Inc. pays homage to Wayne Gretzky with the announce and launch of the EA SPORTS NHL 19 ‘99 Edition’, available worldwide for a limited time as a digital download on the PlayStation 4 and Xbox One" is constantly making the industry dynamic.
The report provides an in-depth analysis and forecast about the industry covering the following key features: o Industry outlook including current and future market trends, drivers, restraints, and emerging technologies o Analyses the Global Video Games market according to Type, Application, and regions o Analyzes the top 10 players in terms of market reach, business strategy, and business focus o Provides stakeholders insights and key drivers & trends of the market
**The market is valued based on weighted average selling price (WASP) and includes any applicable taxes on manufacturers. All currency conversions used in the creation of this report have been calculated using constant annual average 2018 currency rates.
Market Size Estimation In market engineering method, both top-down and bottom-up approaches have been used, along with various data triangulation process, to predict and validate the market size of the Video Games market and other related sub-markets covered in the study.
o Key & emerging players in the market have been observed through secondary research. o The industrys supply chain and overall market size, in terms of value, have been derived through primary and secondary research processes. o All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.
Data Triangulation The overall Video Games market size is calculated using market estimation process, the Video Games market was further split into various segments and sub-segments. To complete the overall market engineering and arriving at the exact statistics for all segments and sub-segments, the market breakdown and data triangulation procedures have been utilized, wherever applicable. The data have been triangulated by studying various influencing factors and trends identified from both demand and supply sides of various applications involved in the study. Along with this, the Global Video Games market size has been validated using both top-down and bottom-up approaches.