Video Games Market Scope
A video game is refer as the computer game, which is designed primarily for the entertainment purposes. A video game console is termed as the electronic machine that is designed to play the video display and a normal games such as a television or computer monitor is the primary feedback device, while the main input device is a controller, and the types of controller are keyboard, mouse, game pad, joystick, paddle, or any other device which are designed for gaming that is able to receive input
The market study is being classified by Type (PC, PlayStation 4, Xbox and Other), by Application (Education, Entertainment, Electronic Sports and Other) and major geographies with country level break-up.
Research Analyst at AMA predicts that Japanese and United States Vendors will contribute to the maximum growth of Global Video Games market throughout the predicted period.
EA (United States), Vivendi (United States), Ubisoft (France), Microsoft (United States), Nintendo (Japan), Sony Interactive Entertainment (Japan), Konami (Japan), Capcom (Japan), Square Enix (Japan), SEGA (Japan) and Bandai Namco (Japan) are some of the key players profiled in the study. Additionally, the Vendors which are also part of the research are Bethesda Softworks (United States), Activision (United States), 2KGames (United States) and Nintendo (Japan).
Segmentation Overview
AdvanceMarketAnalytics has segmented the market of Global Video Games market by Type, Application and Region.
On the basis of geography, the market of Video Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Outlook, the sub-segment i.e. Online will boost the Video Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Market Leaders and their expansionary development strategies
Electronic Arts Inc. announced that it has acquired the cloud gaming technology assets and personnel of a wholly owned subsidiary of GameFly, Inc. Based in Israel, the acquired technology and team members deepen EA’s capabilities and expertise in cloud gaming, and enable the company to continue exploring new ways for players to access and experience games from any device
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
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
Market Trend
- Adoption of Video Games in the Vertical of Academia, As It Facilitates Cognitive Growth and Skill Development
- Emergence of Virtual Reality (VR) Headsets Has Significantly Impacted the Market Owing To the Immersive Gaming Experience They Offer
Market Drivers
- Development in the Technology of Gaming Hardware and Software Are Anticipated To Accelerate the Market
- Certain Advancement of Virtual Reality and Augmented Reality Is Accelerating the Market
Opportunities
- Developments in User Interface of Smart Phone, Laptops and Personal Computers
- Growing Number of Internet or Social Game Players May Further Augment the Market
Restraints
- Rising Online Piracy By Using Torrents And Other Software Is Anticipated To Pose A Threat To Market Expansion
Challenges
- Growing Number of Freely Available Customisation Games May Pose A Challenge to The Market
Key Target Audience
Video Games Developers and manufacturers, Video Games suppliers, Video Games research firm, Regulatory bodies and End users
Customization available in this Study:
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Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**
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