Video Games Market Research Reports & Industry Analysis
Video Games Industry Research & Market Reports
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Film And Video Global Market Briefing 2022: Ukraine-Russia War Impact
... In terms of per capita consumption, the market was $31.6 and in terms of global GDP, the market was 0.25%. Film And Video was the largest segment within the film and music market accounting for ... Read More
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Worldwide Enterprise Community Software Applications Market Shares, 2021: The First-Party Data and Metaverse Gateway
... a fast-growing market segment of collaborative applications. With 22.5% year-over-year growth in 2021, they empower discussions with the workforce, as well as customers, partners, and vendors. While communities like social presence calls for a more ... Read More
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Worldwide Digital PC and Mac Gaming Forecast, 2022–2026: Subscriptions and CSG Make Headway
... the rest of the world region. The digital PC gaming market includes spending on games that run on Windows, macOS, Linux/GNU, and Chrome OS system and are accessed through online channels; associated gamers are aged ... Read More
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Blockchain, NFTs, Crypto, and Gaming: Much Ado About Something TBD
... five gaming-specific use cases that were featured or touched on at GDC 2022 (i.e., Sky Mavis' Axie Infinity, Wemade's MIR4, WHITE SANDS' White Sands Game, Pixowl's The Sandbox, and Dapper Labs' CryptoKitties) that help clarify ... Read More
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Video Game Software Global Market Briefing 2022: Ukraine-Russia War Impact
... In terms of per capita consumption, the market was $25.5 and in terms of global GDP, the market was 0.20%. Video Game Software was the fourth largest segment within the information technology market accounting for ... Read More
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Global Gaming Laptop Market Research Report 2022 (Status and Outlook)
... Gaming Laptop Market Size was estimated at USD 11480.00 million in 2021 and is projected to reach USD 17148.01 million by 2028, exhibiting a CAGR of 5.90% during the forecast period. Bosson Research’s latest report ... Read More
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Video Games - Thematic Research
... segment, accounting for more than 50% of global gaming software revenues by 2030. The video games industry continues to evolve, driven by changing user demands, new monetization and distribution channels, and technological progress. Today’s industry ... Read More
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Global Game Engine Market – Analysis By Game Type (2D, 3D, Others), Device (PC, Console, Mobile, Others), Application, End User, By Region, By Country (2022 Edition): Market Insights and Forecast with Impact of COVID-19 (2022-2027)
... Executive Summary The Global Game Engine Market was valued at USD 2.77 Billion in the year 2021. The growing popularity of virtual gaming in recent years has resulted in accelerated development of the game engine ... Read More
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Global Virtual Reality Gaming Market Report and Forecast 2022-2027
... Aided by rapid technological advancements, the market is projected to further grow at a CAGR of 29.8% between 2022 and 2027 to reach a value of USD 100.23 billion by 2027. Virtual reality gaming refers ... Read More
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Global Wireless Anc Headphone Market Size study, 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), and Regional Forecasts 2022-2028
... Offline), and Regional Forecasts 2022-2028 Global Wireless Anc Headphone Market is valued approximately USD XX million in 2021 and is anticipated to grow with a healthy growth rate of more than XX % over the ... Read More
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Global Serious Games Market Size study, By Gaming Platform (Smartphone, Console, PC, and Others), By Application (Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, and Others), By End Use Industry (Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment, and Others), and Regional Forecasts 2022-2028
... Aerospace and Defense, Government, Retail, Media and Entertainment, and Others), and Regional Forecasts 2022-2028 Global Serious Games Market is valued approximately USD XX million in 2021 and is anticipated to grow with a healthy growth ... Read More
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The E3 That Wasn't, 2022: New Games Incoming as the Industry Braces for Potential Recession
... its likely impact, as well as inflationary and recessionary concerns, through 2023. "The 4Q22 exclusive games lineup isn't a barn burner. Coupled with inflationary and/or recessionary impacts, we don't expect significant growth in holiday season ... Read More
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Siemens and NVIDIA Partnership to Develop and Scale the Industrial Metaverse
... and increase the use of AI-driven digital twin technology across the entire product life cycle, from design through operation.With this partnership, Siemens is seeking to help customers build photorealistic, physics-based digital twins that simulate real-world ... 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
... Analysis and Industry Forecast, 2021-2031 The global wireless ANC headphone market was valued at $11.67 billion in 2021, and is projected to reach $49.58 billion by 2031, registering a CAGR of 6.67% from 2022 to ... 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
... Language learning games, Others), By Industry Vertical (Consumer, Education, Government, Enterprises): Global Opportunity Analysis and Industry Forecast, 2021-2031 Game-based learning refers to the borrowing of certain gaming principles and applying them to real-life settings to ... 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
... (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 ... Read More
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Social Media in Medical Devices - Thematic Research
... as social media users, people are turning to social media to connect with one another, form communities, and seek information. GlobalData expects that as social media becomes an integral part of people’s lives, it will ... Read More
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Metaverse Meets Business - Creating Value in the Alternative Digital World
... (VR), mixed reality (MR), augmented reality (AR), and blockchain technology to enable businesses and people to find new opportunities for collaboration, asset ownership, entertainment, and social networking, among others. With Facebook's recent rebranding to Meta, ... Read More
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The Metaverse Tech Ecosystem: How and When Human Augmentation Technologies will Support the Metaverse
... of the metaverse technology ecosystem. It details when consumers and enterprises will embrace a metaverse paired with human augmentation techs and highlights the consumer and enterprise use cases that the metaverse can enable. It also ... Read More
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3D Reconstruction Technology Market Forecast 2028
... the end of 2028. 3D reconstruction is the procedure of catching the shape and look of genuine articles in PC vision and PC illustrations. Dynamic or aloof strategies can be utilized to finish this cycle. ... Read More
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Digital Rights Management Market by Component (Solutions and Services), Application (Audio Content, Images, Video Content, Confidential Documents, Software & Games), Deployment Mode, Vertical, Organization Size and Region - Global Forecast to 2027
... rights management market size is projected to grow from USD 4.3 billion in 2022 to USD 7.9 billion by 2027, at a CAGR of 13.0% during the forecast period. The presence of various key players ... Read More
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Consumer Metaverse Market
... offers a comprehensive assessment of the most important market dynamics. After conducting thorough research on the historical and current growth parameters, the growth prospects of the market are obtained with maximum precision. Market Segmentation The ... Read More
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Global Keyboard Market with Focus on Gaming Keyboards (by Type, Connectivity & Region): Insights & Forecast with Potential Impact of COVID-19 (2022-2026)
... at a CAGR of 4.52%, over the period 2022-2026. The factors such as upsurge in prevalence of gamers, expanding urbanization, escalating popularity of E-sports, increasing adoption of PCs and peripherals in the education sector and ... Read More
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Wireless Earphone Market Intelligence Report - Global Forecast to 2027
... the forecast period. Market Statistics: The report provides market sizing and forecast across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange ... Read More
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Global Toys And Games Market: Analysis By Product (Video Game Consoles, Dolls, Games and Puzzles, Outdoor and Sports Toys, Preschool Toys & Others), By Distribution Channel (Offline & Online), By End User (0-8 Age, 9-15 Age and 15 & Above Age), By Region, Size and Trends with Impact of COVID-19 and Forecast up to 2026
... Age and 15 & Above Age), By Region, Size and Trends with Impact of COVID-19 and Forecast up to 2026 The global toys and games market was valued at US$305.57 billion in 2021, and is ... Read More