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., and 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.
The article cited AMA's "Global Digital Gaming Market Study" explored substantial growth in North America and of 15.8%. According to the report, The Upsurge in Internet Penetration among Developing and Developed Countries
is one of the primary growth factors for the market. Rising Dependency on Smartphone
is also expected to contribute significantly to the Digital Gaming market. Overall, applications of Digital Gaming, and the growing awareness of them, is what makes this segment of the industry important to its overall growth. The Gaming Platform, such as Android, is boosting the Digital Gaming 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 Tablet, is boosting the Digital Gaming 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 Gaming Subscription Model, such as Premium, is boosting the Digital Gaming 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 Gaming Audience, such as Social Gamers, is boosting the Digital Gaming 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 Digital Gaming market identified that the demand is rising in many different parts of the world as "Introduction of Tech Devices, such as VR Headsets
". Furthermore, some recent industry insights like "On 25th March 2019, Sony has confirmed that it will indeed stop retailers like GameStop from selling digital download codes for PlayStation 4 games starting April 1st, 2019. Sony confirmed that it isn’t just GameStop being cut out of the download code business, but all retailers." 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 Digital Gaming 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 2021 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 Digital Gaming 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 Digital Gaming market size is calculated using market estimation process, the Digital Gaming 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 Digital Gaming market size has been validated using both top-down and bottom-up approaches.