Category: Video Games
Video Games market research reports by Allied Market Research
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Non-Fungible Tokens Market By Offering (Business Strategy Formulation, NFT Creation and Management, NFT Platform-Marketplace), By Application (Collectibles, Utilities, Art, Gaming, Metaverse, Others), By End User (Personal, Commercial): Global Opportunity Analysis and Industry Forecast, 2023-2032
Non-Fungible Tokens Market By Offering (Business Strategy Formulation, NFT Creation and Management, NFT Platform-Marketplace), By Application (Collectibles, Utilities, Art, Gaming, Metaverse, Others), By End User (Personal, Commercial): Global Opportunity Analysis and Industry Forecast, 2023-2032 Th ... Read More
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Video Game Market By Device (Smartphones, PC, Consoles), By Age Group (Generation Z, Generation Y, Generation X), By Platform Type (Offline, Online): Global Opportunity Analysis and Industry Forecast, 2023-2032
Video Game Market By Device (Smartphones, PC, Consoles), By Age Group (Generation Z, Generation Y, Generation X), By Platform Type (Offline, Online): Global Opportunity Analysis and Industry Forecast, 2023-2032 The video game market was valued at $231.4 billion in 2022 and is expected to reach $446. ... Read More
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Wireless Anc Headphone Market By Price (Below USD 150, USD 151 TO USD 250, Above USD 251), By Application (Gaming, Virtual Reality, Music and Entertainment, Others (Fitness, Sports)), By Distribution Channel (Online, Offline): Global Opportunity Analysis and Industry Forecast, 2021-2031
Wireless Anc Headphone Market By Price (Below USD 150, USD 151 TO USD 250, Above USD 251), By Application (Gaming, Virtual Reality, Music and Entertainment, Others (Fitness, Sports)), By Distribution Channel (Online, Offline): Global Opportunity Analysis and Industry Forecast, 2021-2031 The global w ... Read More
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Game-Based Learning Market By Component (Solution, Services), By Deployment Model (On Premise, Cloud), By Game Type (AR VR games, AI based games, Location based games, Assessment and evaluation games, Training, knowledge and skill based games, Language learning games, Others), By Industry Vertical (Consumer, Education, Government, Enterprises): Global Opportunity Analysis and Industry Forecast, 2021-2031
Game-Based Learning Market By Component (Solution, Services), By Deployment Model (On Premise, Cloud), By Game Type (AR VR games, AI based games, Location based games, Assessment and evaluation games, Training, knowledge and skill based games, Language learning games, Others), By Industry Vertical ( ... Read More
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Wireless Headphone Market By Price Point (Economic, Premium, Ultra Premium), By Technology (Bluetooth, Infrared (IR), Radiofrequency (RF), Kleer), By Headphone Type (Over-ear, On-ear, In-ear), By Distribution Channel (Supermarket/Hypermarket, Independent Retail Stores, E-commerce, Others), By Category (Branded, Private Label), By Application (Entertainment, Gaming, Fitness, Virtual Reality, Others), By Device Application (Smartphones, Laptops, Desktop, Others), By End User (Commercial, Consumer, Others), By Functionality (With Microphone, Without Microphone), By End User Generation (Gen Z, Millennials, Gen X, Boomers), By Ingress Protection (Protection from solid objects, Protection from water, Combined): Global Opportunity Analysis and Industry Forecast, 2021-2031
Wireless Headphone Market By Price Point (Economic, Premium, Ultra Premium), By Technology (Bluetooth, Infrared (IR), Radiofrequency (RF), Kleer), By Headphone Type (Over-ear, On-ear, In-ear), By Distribution Channel (Supermarket/Hypermarket, Independent Retail Stores, E-commerce, Others), By Catego ... Read More
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Subscription-based Gaming Market By Device Type (Smartphone, Console, PC, Others), By Game Type (Action, Shooting, Sports, Adventure, Fighting, Role-playing, Racing, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031
Subscription-based Gaming Market By Device Type (Smartphone, Console, PC, Others), By Game Type (Action, Shooting, Sports, Adventure, Fighting, Role-playing, Racing, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031 A subscription-based model is one of the revenue models that has ... Read More
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In-Game Advertising Market By Type (Static Ads, Dynamic Ads, Advergaming), By Device Type (PC/Laptop, Smartphone/Tablet): Global Opportunity Analysis and Industry Forecast, 2021-2030
In-Game Advertising Market By Type (Static Ads, Dynamic Ads, Advergaming), By Device Type (PC/Laptop, Smartphone/Tablet): Global Opportunity Analysis and Industry Forecast, 2021-2030 The global in-game advertising market was valued at $6,816.6 million in 2021 and is projected to reach $17,591.6 mill ... Read More
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Metaverse Market By Component (Hardware, Software, Service), By Technology (Blockchain, Virtual Reality and Augmented Reality, Mixed Reality, Others), By Application (Gaming, Online Shopping, Content Creation and Social Media, Events and Conference, Digital Marketing, Testing and Inspection, Others), By Industry Vertical (BFSI, Retail, Media and Entertainment, Education, Aerospace and Defense, Automotive, Others): Global Opportunity Analysis and Industry Forecast, 2020-2030
Metaverse Market By Component (Hardware, Software, Service), By Technology (Blockchain, Virtual Reality and Augmented Reality, Mixed Reality, Others), By Application (Gaming, Online Shopping, Content Creation and Social Media, Events and Conference, Digital Marketing, Testing and Inspection, Others) ... Read More
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Serious Games Market by Gaming Platform (Smartphone, Console, PC, and Others), Application (Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, and Others), Industry Vertical (Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment, and Others), and Region: Global Opportunity Analysis and Industry Forecast, 2021–2030
Serious Games Market by Gaming Platform (Smartphone, Console, PC, and Others), Application (Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, and Others), Industry Vertical (Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertai ... Read More
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Family/Indoor Entertainment Centers Market by Activity Area (Arcade Studios, AR & VR Gaming Zones, Physical Play Activities, Skill/Competition Games, and Others), Facility Size (Up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 Acres, 10 to 30 Acres, and Over 30 Acres), Revenue Source (Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement, and Others), Type (Children Entertainment Centers (CECs), Children Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs), and Location-based VR Entertainment Centers (LBECs)), and Visitor Demographics (Families with Children (0-8), Families with Children (9-12), Teenagers (13-19), Young Adults (19-25), and Adults (Ages 25+)): Global Opportunity Analysis and Industry Forecast, 2021-2030
Family/Indoor Entertainment Centers Market by Activity Area (Arcade Studios, AR & VR Gaming Zones, Physical Play Activities, Skill/Competition Games, and Others), Facility Size (Up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 Acres, 10 to 30 ... Read More
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Home Entertainment Devices Market by Type (Audio Equipment, Video Devices, and Gaming Consoles), Mode of Connectivity Type (Wired Devices and Wireless Devices), and Distribution Channel (Offline and Online): Global Opportunity Analysis and Industry Forecast, 2022–2031
Home Entertainment Devices Market by Type (Audio Equipment, Video Devices, and Gaming Consoles), Mode of Connectivity Type (Wired Devices and Wireless Devices), and Distribution Channel (Offline and Online): Global Opportunity Analysis and Industry Forecast, 2022–2031 The global home entertainment d ... Read More