The State of Sikkim is the only state in India which has enacted a law for online gaming and sports betting. ‘The Sikkim Online Gaming (Regulation) Act, 2008’ was passed on June 28, 2008 with an object of controlling and regulating online gaming through electronic or non-electronic formats, and to impose a tax on such games, in the State of Sikkim. The Sikkim Online Gaming (Regulation) Rules, 2009, were subsequently passed on March 4, 2009.
According to the report, Adoption of Video Games in the Vertical of Academia is one of the primary growth factors for the market. Advancements in the Technology of Gaming Hardware and Software
is also expected to contribute significantly to the Casual Game market growth. Overall, Education
applications of Casual Game, 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 Casual Game market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.The Device, such as Game Console, is boosting the Casual Game 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 Casual Game market identified that the demand is rising in many different parts of the world as "Improvements in User Interface of Smart Phone, Laptops and Personal Computers
".
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 Casual Game 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 Casual Game 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 Casual Game market size is calculated using market estimation process, the Casual Game 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 Casual Game market size has been validated using both top-down and bottom-up approaches.