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Online Gaming Market 2020 Global Industry Trend Analysis 2025 | Ubisoft, Activision Blizzard, Zynga Inc., Microsoft, Betsson AB, Konami, Sega, Sony Corp., Tencent, and Wargaming, Giant Interactive Group, King Digital Entertainment, NCSOFT, GungHo Online E

05-06-2020 02:31 PM CET | IT, New Media & Software

Press release from: Adroit Market Research

The global online gaming market size is poised to reach USD 79 billion by 2025. It is the fastest growing trend in teenagers and the young population globally. The online gaming leverages various advanced software and hardware solutions & systems to provide real-time gaming experience to users that are located at different locations from each other. Moreover, the increase in the penetration of the internet of things (IoT) and the availability of reliable and high-speed networks are driving the demand for online gaming.

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The existing and future online gaming market developments are defined to determine the attractiveness of the market. Key impacting factors highlight the online gaming market opportunities throughout the forecast period. Factors such as increased spending on online games and the growing penetration of smartphones & tablets. In addition, increasing the availability of high speed and reliable network is also one of the key factors fueling the demand for online gaming solutions and services. Moreover, constant improvements in network connectivity are also driving the demand for online gaming. However, online security and growing regulatory compliance standards are the major challenges for the online gaming market. Furthermore, advancements in AR, VR, and XR technologies are estimated to provide key growth opportunities for the online gaming market in forthcoming years.

The global online gaming market has robust competition among the well-established and new emerging players. These market players are targeting potential markets to gain a competitive advantage over the other players by participating in partnerships, mergers, and acquisitions and expanding their businesses.

Browse the complete report @ https://www.adroitmarketresearch.com/industry-reports/online-gaming-market

On the basis of device type, the market is categorized into mobile devices, digital console, computer, and others. The mobile devices segment dominated the overall online gaming which occupied a 34% share in 2019 and is expected to maintain its position over the forecast period 2020 -2025. Moreover, the digital console segment is anticipated to garner the highest CAGR of 12% during the forecast period.

The Asia-Pacific dominated the global online gaming market in 2019 and is expected to dominate the market throughout the forecast period 2020-2025. It is expected to have the largest market revenue with 22 billion in 2019. The growth of this region is mainly accredited to the swelling penetration of smartphones and booming numbers of internet users. In addition, the increasing trend for online gaming among teenagers and youngsters is also one of the prime reasons behind the propelled demand for online gaming in Asia-Pacific.

The major players of the global Online gaming market are Ubisoft, Activision Blizzard, Zynga Inc., Microsoft, Betsson AB, Konami, Sega, Sony Corp., Tencent, and Wargaming. Moreover, the other potential players in the Online gaming market are Giant Interactive Group, King Digital Entertainment, NCSOFT, GungHo Online Entertainment, Take-Two Interactive Software, and others. As of 2019, the online gaming market is consolidated with the existence of recognized domestic and global market players across the globe. In addition, the companies are coming up with new innovative online gaming services and solutions. For instance, in July 2019 Tencent and Qualcomm announced a partnership to collaborate for their upcoming mobile gaming projects. In addition, with this partnership, Qualcomm will power Tencent's upcoming 5G gaming phone.

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Segment Overview of Global Online Gaming Market

Device Type Overview, 2018-2025 (USD Billion)

Mobile Devices

Digital Console

Computer

Others

Gaming Type Overview, 2018-2025 (USD Billion)

Casual Gaming

MMO Gaming

Social Gaming

Age Group Overview, 2018-2025 (USD Billion)

Below 18 Years

19-25 Years

26-35 Years

36-45 Years

Over 46 Years

Regional Overview, 2018-2025 (USD Billion)

North America

U.S.

Canada

Europe

UK

Germany

France

Rest of Europe

Asia Pacific

China

Japan

India

Rest of Asia-Pacific

Middle East and Africa

UAE

South Africa

Middle East and Africa

South America

Brazil

Argentina

Rest of South America

About Us:

Adroit Market Research is an India-based business analytics and consulting company incorporated in 2018. Our target audience is a wide range of corporations, manufacturing companies, product/technology development institutions and industry associations that require understanding of a market's size, key trends, participants and future outlook of an industry. We intend to become our clients' knowledge partner and provide them with valuable market insights to help create opportunities that increase their revenues. We follow a code- Explore, Learn and Transform. At our core, we are curious people who love to identify and understand industry patterns, create an insightful study around our findings and churn out money-making roadmaps.

Contact Info:

Ryan Johnson

Adroit Market Research

3131 McKinney Ave Ste 600,

Dallas, Texas - 75204, U.S.A

Phone No: +19723628199

Email: [email protected]

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