What is Digital Gaming?
Rising Dependency on Smartphones will help to boost global digital gaming market. Digital games are designed for play with digital electronic device such as a computer, videogame console, mobile device or interactive television. It is interactive platform one or more players intended to offer a virtual environment and user-controlled experience for entertainment as well as educational purpose. Additionally, it enables users to experience immersive and digital form of games based out of real life and imaginary situations. Key digital game providers focus on development of advanced products to facilitate the trend of online gaming.
Attributes | Details |
---|
Study Period | 2017-2027 |
Base Year | 2021 |
High Growth Market | Asia- Pacific |
Largest Market | North America |
Unit | Value (USD Million) |
Key Companies Profiled | Microsoft Corporation (United States), Sony Corporation (Japan), Nintendo (Japan), Activision Blizzard (United States), Behavior Interactive (Canada), Electronic Arts (United States), Take Two Interactive (United States), Ubisoft (France), Zynga (United States), Tencent (China) and GungHo Online (China) |
CAGR | 15.8% |
The study covers a detailed analysis segmented by key business segments i.e. and major geographies. Research Analyst at AMA predicts that United States Vendors will contribute to the maximum growth of Global Digital Gaming market throughout the predicted period.
The competition is expected to become even more intense in the years to come due to the entry of several new players in the market. To help clients improve their revenue shares in the market, this research study provides an in-depth analysis of the markets competitive landscape and offers information on the products offered by various leading companies. Additionally, this Digital Gaming market report suggests strategies that Vendors can follow and highlights key areas they should focus on, in order to take maximum benefits of growth opportunities.
The report offers several leading Vendors, some of them are Microsoft Corporation (United States), Sony Corporation (Japan), Nintendo (Japan), Activision Blizzard (United States), Behavior Interactive (Canada), Electronic Arts (United States), Take Two Interactive (United States), Ubisoft (France), Zynga (United States), Tencent (China) and GungHo Online (China).
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.
Influencing Trend:
The Upsurge in Internet Penetration among Developing and Developed Countries and Growing Disposable Income and Technology Innovation
Market Growth Drivers:
Rising Dependency on Smartphone and Fuelling Number of Gamers around the World
Challenges:
Strict Regulatory Policies
Restraints:
Increasing Concern about High Level of Piracy Situations and Slow Internet Speeds
Opportunities:
Introduction of Tech Devices, such as VR Headsets and Huge Adoption among Emerging Countries
Key highlights of the Global Digital Gaming market Study:
CAGR of the market during the forecast period 2021-2027
In-depth information on growth factors that will accelerate the Digital Gaming market in next few years.
Detailed Insights on futuristic trends and changing consumer behavior
Forecast of the Global Digital Gaming market size and its contribution to the parent market by type, application and by country.
A broad view of customer demand
Uncover markets competitive landscape and in-depth information on various Vendors
Comprehensive information about factors that will challenge the growth of Digital Gaming Vendors
Transformation and Important Triggers:
Business transformation has taken hold across the broad corporate landscape due to the confluence of several important triggers, including:
A tipping point in globalization
A major slowdown in Western economies
Significant shifts in technology and cost structure
The challenges of regulatory compliance
New forms of competition developing
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Digital Gaming market.
In order to reach an exhaustive list of functional and relevant players, various industry classification standards are closely followed such as NAICS, ICB, and SIC to penetrate deep into important geographies by players, and a thorough validation test is conducted to reach the most relevant players for survey in Digital Gaming market.
In order to make a priority list sorting is done based on revenue generated based on the latest reporting, using paid databases such as Factiva, Bloomberg, etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment> by targeting key target audience that includes Manufactures, Distributors and Suppliers, Government and Private Research Institutes, Government Regulatory Bodies and Others.
This helps us to gather the data for the players revenue, operating cycle and expense, profit along with product or service growth, etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that include Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, Annual reports, press releases, etc.