What is Video Games Music?
The video games music is the soundtrack or background music used in video games to provide enhanced video gaming experience. The video games music is extremely important as it is in any film music, the popularity of video games music is rising among the fans according to the various genre. The music in the video games sets the environment, mood, build emotions according to the theme or story of the game, it actually enhances the process of delivering a story of the particular video game effectively. With some games, one can play with the sounds off, but obviously it will not give that immersive experience as it will give when the sound is on. So video games music developers ensure that they provide a soundtrack that can create a captivating atmosphere to make the player stay. With the changing environment, people are shifting towards video gaming and are consuming it more, be it teenagers or adults, and as the music industry and virtual reality are entering in the gaming industry, it is expected to rise during the coming years.
The market study is broken down by Type (Reactive Music, Adaptive Music {Horizontal re-sequencing, Vertical re-sequencing}, Fully Interactive Music, Looping Music {Linear Loops, Dynamic Loops}, Linear Music and Generative Music) and major geographies with country level break-up.
Analysts at AMA Research estimates that Vendors from United States will contribute to the maximum growth of Global Video Games Music market throughout the predicted period. Established and emerging Vendors should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
Music Gateway Ltd. (United Kingdom), Dynamedion GbR. (Germany), Audio Network Limited (United Kingdom), Hexany Audio (United States), Recording Connection (United States), Big Hit Entertainment Co., Ltd. (South Korea), SoundBetter, Inc (United States), Moonwalk Audio (United States), NetEase, Inc. (China), Sony Electronics Inc. (United States), Blizzard Entertainment, Inc. (Activision Blizzard, Inc.) (United States), Ubisoft Entertainment (France), Electronic Arts Inc. (United States) and Tencent (China) are some of the key players that are part of study coverage.
Segmentation Overview
AdvanceMarketAnalytics has segmented the market of Global Video Games Music market by Type, Application and Region.
On the basis of geography, the market of Video Games Music 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 Platform, the sub-segment i.e. Gaming Console will boost the Video Games Music market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Deployment, the sub-segment i.e. Cloud-based will boost the Video Games Music market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Service, the sub-segment i.e. Sound Design will boost the Video Games Music market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by End User, the sub-segment i.e. Teenagers will boost the Video Games Music market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
On 19th August 2019, Big Hit Entertainment, the agency behind K-pop stars BTS, has acquired Seoul-based music game company Superb. Superb will retain its management team and maintain its unique color and independence as a game company. Through the acquisition, Big Hit expands its reach into music-based game development and services. Superb will capitalize on the entertainment company’s music and intellectual property to create games.
Market Trend
- Artificial Intelligence is Being Introduced in the Video Games Music
- Music Industry is Entering Into Video Gaming with Advanced Technology
Market Drivers
- Growing Gaming Industry Across the World
- Demand for Providing Engaging Soundtracks in Video Games to Motivate Players and to Set the Mood According to the Theme of Video Games
Opportunities
- Emerging Virtual Reality Gaming in Video Games Music Market
- Rising Digitalisation Around the Globe will Boost the Video Games Music Market
Restraints
- Addiction to Gaming Might be the Problem to Health
Challenges
- Surging Number of Entrants in the Video Games Music Market Leading to Higher Competition
Key Target Audience
Video Games Developers, Music Developers, Video Games Music Industry Associations, Research and Development Institutes, Potential Investors, Regulatory Bodies and Others
About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have the better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand companys positioning regarding market value, volume and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc. and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and after getting appointee list; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey etc.