Video Games Market Research Reports & Industry Analysis
Video Games Industry Research & Market Reports
-
India Gaming Accessories Market Research Report Forecast to 2030
... other media categories in embracing the structural, behavioral, and economic shifts that have transformed the industry. However, this is rapidly changing, and the opportunities for game publishers and other advertisers who quickly embrace these changes ... Read More
-
Video Games in India
... fundamental shift in consumer behaviour, wherein there is a growing willingness to pay for high-quality gaming experiences. This shift has mainly been brought about by improvements in the payments infrastructure, such as Unified Payments Interface ... Read More
-
Global Gaming Peripherals Market Report and Forecast 2023-2028
... by the rising demand for advanced gaming accessories and the burgeoning applications of gaming peripherals in the rapidly growing gaming industry, the market is projected to further grow at a CAGR of 10.3% between 2023 ... Read More
-
Asia-Pacific (APAC) Anime Market Summary, Competitive Analysis and Forecast to 2027
... The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market. Key Highlights Bearings are mechanical elements that reduce friction between moving elements and limit ... Read More
-
South America Anime Market Summary, Competitive Analysis and Forecast to 2027
... and ports, sutureless closing devices and sutureless vascular connectors. It provides applicators for sutureless heart valve prostheses and repair rings, loading devices for sutureless heart valve prostheses, valve dilators and cutters, and standardized hole makers ... Read More
-
North America Anime Market Summary, Competitive Analysis and Forecast to 2027
... hydraulic equipment, onboard flight management systems, flight control systems and cockpit display systems. Shimadzu offers products to various industries such as healthcare (hospitals and clinics), pharmaceutical, chemical, aeronautic, food and beverages, education, construction and other ... Read More
-
Europe Anime Market Summary, Competitive Analysis and Forecast to 2027
... forecast to 2027). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market. Key Highlights Bioplastics are a type of plastic material derived from ... Read More
-
Middle East and Africa (MEA) Anime Market Summary, Competitive Analysis and Forecast to 2027
... recurrence monitoring. Its products include maxBRCA, maxHBOC, QB56 are developed for the treatment of breast cancer and ovarian cancer. MammaType, EndoPredict, MammaTyper, CercaTest ERBB2 are developed for the treatment of breast cancer. FOXCARD- Fudan Subtyping ... Read More
-
Anime Market Summary, Competitive Analysis and Forecast to 2027
... contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market. Key Highlights Bioplastics are a type of plastic material derived from renewable sources such as plants, agricultural ... Read More
-
Metaverse in Insurance - Thematic Intelligence
... technologies can help solve them. Market size and growth forecasts for the metaverse are also provided, along with case studies showing use cases for the metaverse across the insurance industry. The metaverse is a virtual ... Read More
-
Gamification Market by Type (Structural, Content), Offering, Organization Size, Deployment Mode, Application (HRM, CRM, Customer Engagement), End-use Industry (BFSI, Retail & E-commerce, Education & Research) and Geography—Global Forecast to 2030
... an in-depth analysis of gamification market across five major geographies and emphasizes on the current market trends, market sizes, market shares, recent developments, and forecasts till 2030. The global gamification market is projected to reach ... Read More
-
Japan Television Market Overview, 2028
... have a dedicated space, or TV room, where family members gather to watch their favourite shows together. Japanese consumers value an immersive viewing experience, and larger screens contribute to that. A larger screen size allows ... Read More
-
Enterprise and Industrial Metaverse — Beginning to Take Shape and Enable Business and Operational Transformation
... relevant use cases across industries, and the role of service providers in adding value to metaverse services. Moreover, this document also highlights how the metaverse plays a significant role in enterprises' sustainability initiatives. The enterprise ... Read More
-
Creator Economy Games Meet the Future of CX: What Happens When "Superfans" Become Paid Cocreators?
... Fortnite. More specially, it contrasts how the creator economies of Roblox Corp.'s Roblox Studio, Microsoft and Mojang's Minecraft Marketplace, and Epic Games' UEFN are designed, and it distills from them five principles or foundational elements ... Read More
-
Virtual Reality Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028
... reach US$ 136.8 Billion by 2028, exhibiting a growth rate (CAGR) of 29% during 2023-2028. The increasing professional gamers, rising number of gaming zones, and the growing popularity of 360-degree videos represent some of the ... Read More
-
Global All-in-one VR Gaming Headset Market Growth 2023-2029
... to grow at a CAGR of 15.5% from 2023 to 2029. United States market for All-in-one VR Gaming Headset is estimated to increase from US$ million in 2022 to US$ million by 2029, at a ... Read More
-
Europe AV Cable Market Forecast to 2030 - Regional Analysis by Type [SDI Coaxial Cables and (BNC) Connectors, Fiber Optical Cables and Connectors, HDMI and IP Cables, Patchbays, Audio Cables] and Industry Vertical (Sports and Live Events, Museum and Attractions, Retail, Healthcare, Hospitality, Education, Broadcast, and Others)
... Live Events, Museum and Attractions, Retail, Healthcare, Hospitality, Education, Broadcast, and Others) The Europe AV Cable market size is projected to grow from US$ 8.1 billion in 2022 and is projected to reach US$ 15.0 ... Read More
-
Video Game, DVD and Recorded Music Retailing in Australia - Industry Market Research Report
... retailers diverted demand away from traditional retailers, contributing to a steady erosion in industry-wide turnover. These trends have shifted the structure of the industry, as many large-scale retailers that traditionally dominated the industry have either ... Read More
-
Metaverse in Energy - Thematic Intelligence
... now. As metaverse technologies develop, and as energy operations expand, the potential impact of the metaverse on the energy sector will grow. The metaverse is an important theme for the energy sector because technologies such ... Read More
-
Anime Merchandising Market Size, Share & Trends Analysis Report By Product (Figurine, Clothing, Books, Posters), By Distribution Channel (Online, Offline), And Segment Forecasts, 2023 - 2030
... merchandising market size is expected to reach USD 18.63 billion by 2030, growing at a compound annual growth rate (CAGR) of 9.4% from 2023 to 2030, based on a recent report by Grand View Research, ... Read More
-
Computer Graphics Market Forecasts to 2028 – Global Analysis By Component (Hardware and Software), Service (Consulting, Training and Support and Integration), Application, End user and By Geography
... Market is accounted for $196.57 million in 2022 and is expected to reach $348.26 million by 2028 growing at a CAGR of 10% during the forecast period. Computer graphics produces images and artistic pictures with ... Read More
-
Global Metaverse Market Assessment, By Component [Hardware, Software, Services], By Technology [Blockchain, Virtual Reality & Augmented Reality, Artificial Intelligence (AI), Internet of Things (IoT), Others], By Application [Digital Marketing, Gaming, E-Commerce, Events, Others], By End-user [Retail, Healthcare, Manufacturing, IT and Telecommunication, Media and Entertainment, Banking, Financial Services, and Insurance, Others], By Region, Opportunities and Forecast, 2016-2030F
... [Retail, Healthcare, Manufacturing, IT and Telecommunication, Media and Entertainment, Banking, Financial Services, and Insurance, Others], By Region, Opportunities and Forecast, 2016-2030F Global Metaverse Market size was valued at USD 62.19 billion in 2022 which is ... Read More
-
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
... at $231.4 billion in 2022 and is expected to reach $446.5 billion by 2032 registering a CAGR of 6.5%. Video games are electronic games that involve interaction with a user interface, typically through a controller ... Read More
-
Video Games in South Korea
... relying on the saturated domestic market. Therefore, they are focusing on developing console games, which continued to outperform computer games in 2022, while accounting for a large portion of the global games market. The rapid ... Read More
-
Video Games in the United Arab Emirates
... impact of pandemic-induced home seclusion continued to drive sales of video game consoles and software during 2022, especially Sony's PlayStation 5 and Microsoft's Xbox Series. Sales and interest in the new Nintendo Switch OLED 2022 ... Read More