Online Gaming Market Scope
Online gaming, also known as e-game playing over the various form of computer network, particularly over the internet. It can range from simple text-based environments to games incorporating with complex graphics. The expansion of online gaming is reflecting due to the increasing popularity of the internet in emerging economies and its widespread use and connectivity, in the form of digital copies. The very market has millions of players and generated billions of dollars across the world through online environments.
According to AMA, the Global Online Gaming market is expected to see growth rate of 11.1%
Research Analyst at AMA estimates that United States Players will contribute to the maximum growth of Global Online Gaming market throughout the predicted period.
Activision Blizzard Inc. (United States), Electronic Arts Inc. (United States), Giant Interactive Group Inc. (China), GungHo Online Entertainment Inc. (Japan), Microsoft Corp (United States), NCSOFT Corporation (South Korea), Sony Corporation (Japan), Take-Two Interactive Software Inc (United States), Tencent Holdings Ltd (China) and Zynga Inc (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research are Arkadium (United States), Ubisoft Entertainment SA (France) and Konami Holdings Corporation (Japan).
About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from total available market.
Segmentation Overview
The study have segmented the market of Global Online Gaming market by Type (Smartphones Online Gaming, Tablets Online Gaming and Others), by Application (Single Players, Multi-Players and Others) and Region with country level break-up.
On the basis of geography, the market of Online Gaming 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).
Market Leaders and their expansionary development strategies
In September 2018, Zynga Poker and the world poker tour announced multi-year partnership deal in game with renowned poker tournament series. The World Poker Tour, into the digital realm of Zynga Poker, the world’s largest free-to-play poker game. and In December 2018, Zynga announced it has entered into an agreement to acquire Helsinki-based mobile game studio, Small Giant Games (Small Giant), creator of the hit franchise Empires & Puzzles. Moreover, acquisition expected to close effective as of January, 2019.
In August 2018, Zynga Inc., a leading social gamed developer, announced multi-year agreement with Disney to develop a new free-to-play mobile Star Wars™ Game.
Market Trend
- Surging penetration of online gaming across the social media platform
- Technological advancements across the online gaming industry
Market Drivers
- Availability of high speed internet connectivity, efficient hardware compatibility in both developing and developed economies
- Rise in sophisticated gaming techniques and increased consumer disposable income in emerging countries
- Increasing in numbers of smartphone and smart devices
Opportunities
- The rising popularity of e-sports, multiplayer video game competition between professional and amateur players
Restraints
- Threat from open sources and lack of data protection
Challenges
- Various countries government regulations banning online gambling may pose a threat
- Impact of online gaming on physical activity