Video Games Market Research Reports & Industry Analysis
Video Games Industry Research & Market Reports
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Game-Based Learning Market Size By Provider (Content, Services), By Deployment Model (Cloud, On-Premise), By Application (Academic [K-12, Higher Education, Vocational Training], Corporate [SMEs, Large Enterprises], Government), COVID-19 Impact Analysis, Regional Outlook, Growth Potential, Competitive Market Share & Forecast, 2022 - 2028
... Share & Forecast, 2022 - 2028 The game-based learning market is slated to gain notable traction by 2028 on account of widespread adoption of digital learning solutions across key regions. In addition, the rapidly growing ... Read More
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Indoor Entertainment Center Market Size By Activity (AR & VR Gaming Zones, Bowling Alleys, Video Game Arcades, Children's Entertainment & Edutainment Area, Trampoline Parks, Indoor Physical Sports Activities, Adventure Activities, Restaurants & Movie Theaters), By Age Group (Below 12, 13 - 20, 21 - 25, Over 25), By Area Size (Upto 5,000 Sq. Ft, 5001 - 40000 Sq. Ft, 40000 - 100000 Sq. Ft, 100001 Sq. Ft - 10 Acres, Above 10 Acres), COVID-19 Impact Analysis, Regional Outlook, Growth Potential, Competitive Market Share & Forecast, 2022 - 2028
... Age Group (Below 12, 13 - 20, 21 - 25, Over 25), By Area Size (Upto 5,000 Sq. Ft, 5001 - 40000 Sq. Ft, 40000 - 100000 Sq. Ft, 100001 Sq. Ft - 10 Acres, ... Read More
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2022 Global: Gamification - Innovative Markets Forecast (2028) report
... Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2017 to 2028 using regression analysis in our modeling. ... Read More
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Middle East and Africa Ad Fraud Detection Tools Market Forecast to 2028 - COVID-19 Impact and Regional Analysis By Type (Website and Mobile) and End User (E Commerce, Travel, Finance, Gaming, and Others)
... fraud detection tools market in the MEA is expected to grow from US$ 15.96 million in 2021 to US$ 44.54 million by 2028; it is estimated to grow at a CAGR of 15.8% from 2021 ... Read More
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2022 Global: Esports - Innovative Markets Forecast (2028) report
... Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2017 to 2028 using regression analysis in our modeling. ... Read More
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Augmented Reality and Virtual Reality Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Technology (Augmented Reality and Virtual Reality), Component (Semiconductor Components, Sensors, and Others), and End-User Industry (Entertainment, Educational, Industrial, Medical, Real Estate & Architecture, Retail, Aerospace & Defense, and Others)
... Real Estate & Architecture, Retail, Aerospace & Defense, and Others) The augmented reality and virtual reality market is expected to grow from US$ 27.96 billion in 2021 to US$ 252.16 billion by 2028; it is ... Read More
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Video Game Software Market Covering Browser Games; PC Games; Smart Phone/Tablet Games; Console Games; Global Summary 2021: Covid 19 Impact and Recovery
... $168.79 billion in 2020 at a CAGR of 10.49%. The global video game software market is expected to grow from $168.79 billion in 2020 to $277.96 billion in 2025 at a CAGR of 10.49%. Video ... Read More
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North America Ad Fraud Detection Tools Market Forecast to 2028 - COVID-19 Impact and Regional Analysis By Type (Website and Mobile) and End User (E Commerce, Travel, Finance, Gaming, and Others)
... tools market in North America is expected to grow from US$ 88.74 million in 2021 to US$ 257.53 million by 2028; it is estimated to grow at a CAGR of 16.4% from 2021 to 2028. ... Read More
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Asia Pacific Ad Fraud Detection Tools Market Forecast to 2028 - COVID-19 Impact and Regional Analysis By Type (Website and Mobile) and End User (E Commerce, Travel, Finance, Gaming, and Others)
... tools market in APAC is expected to grow from US$ 68.27 million in 2021 to US$ 218.50 million by 2028; it is estimated to grow at a CAGR of 18.1% from 2021 to 2028. The ... Read More
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Europe Ad Fraud Detection Tools Market Forecast to 2028 - COVID-19 Impact and Regional Analysis By Type (Website and Mobile) and End User (E Commerce, Travel, Finance, Gaming, and Others)
... market in Europe is expected to grow from US$ 71.36 million in 2021 to US$ 217.83 million by 2028; it is estimated to grow at a CAGR of 17.3% from 2021 to 2028. With the ... Read More
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South America Ad Fraud Detection Tools Market Forecast to 2028 - COVID-19 Impact and Regional Analysis By Type (Website and Mobile) and End User (E Commerce, Travel, Finance, Gaming, and Others)
... tools market in SAM is expected to grow from US$ 8.59 million in 2021 to US$ 24.48 million by 2028; it is estimated to grow at a CAGR of 16.1% from 2021 to 2028. Ad ... Read More
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Metaverse in the Apparel Industry - Analysing Trends, Opportunities and Strategies for Success
... biggest talking points in the apparel industry at present. The report includes insight and analysis on the key trends emerging for apparel brands in the metaverse, alongside UK consumer survey data showcasing consumer sentiment surrounding ... 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
... and Entertainment, and Others), and Region: Global Opportunity Analysis and Industry Forecast, 2021–2030 Serious game is a game-based initiative that has been designed for purposes such as training and education, which are other than pure ... Read More
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Live Streaming Market By Component (Platform, Services), Offering Model (B2B, B2C), Streaming Type (Audio, Video, Game), Vertical (Media & Entertainment, Education, Sports & Gaming, Government, Fitness), and Region - Global Forecast To 2028
... report titled “Live Streaming Market By Component (Platform, Services), Offering Model (B2B, B2C), Streaming Type (Audio, Video, Game), Vertical (Media & Entertainment, Education, Sports & Gaming, Government, Fitness), and Region – Global Forecast To 2028” ... Read More
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Analysis of the Global Cloud Gaming Market
... 2022-2025, with the base year being 2021. Cloud gaming enables users to play videogames without the need of downloading the full software or having access to the latest hardware, and it is present across a ... Read More
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Metaverse Market Size, Share & Trends Analysis Report By Product, By Platform, By Technology (Blockchain, Virtual Reality (VR) & Augmented Reality (AR), Mixed Reality (MR)), By Offering, By Application, By End Use, By Region, And Segment Forecasts, 2022 - 2030
... a CAGR of 39.4% over the forecast period, owing to increasing demand from end-use industries, which prominently include media and entertainment, education, and aerospace and defense is anticipated to propel the industry growth over the ... Read More
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Mobile Gaming Market - Global Outlook & Forecast 2021-2026
... multiplayer games, and live streaming of mobile games boosts the global mobile gaming market. The ongoing mergers, acquisitions & partnerships by the vendors in the mobile games market is enabling vendors to expand their games ... 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
... 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 ... 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
... The global home entertainment devices market size was valued at $264,655.3 million in 2020, and is projected to reach $545,147.9 million by 2031, registering a CAGR of 6.2% from 2022 to 2031. Home entertainment devices ... Read More
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2022 Global Forecast for Esports (2023-2028 Outlook)-High Tech & Emerging Markets Report
... market is expected to increase from USD xx billion in 2022 to USD xx billion by 2028, at a CAGR of xx% from 2023 to 2028. Estimates on equipment or material sales (product shipments value) ... Read More
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2022 Global Forecast for Gamification (2023-2028 Outlook)-High Tech & Emerging Markets Report
... market is expected to increase from USD xx billion in 2022 to USD xx billion by 2028, at a CAGR of xx% from 2023 to 2028. Estimates on equipment or material sales (product shipments value) ... Read More
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Middle East Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)
... recent outbreak of COVID-19, the gaming market in the region is expected to witness significant growth, owing to an increased usage of online gaming services. Various gaming vendors in the market studied are expected to ... Read More
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Virtual Rehabilitation Market - Global Outlook & Forecast 2022-2027
... to grow at a CAGR of 22.43% during the period 2022–2027. Virtual rehabilitation makes it easy for the patient to interact with cognitive rehabilitation activities with the Exergame exercises, which improve executive function in older ... Read More
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Asia/Pacific (Excluding Japan) Virtual Reality Gaming Market, 2021
... reality (VR) gaming in APEJ and provides a projection on the future trends of the virtual reality gaming market, in consideration of various assumptions. "After being stagnant for quite some time, the virtual reality gaming ... Read More
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Global Gaming Peripheral Market to 2027
... as gamepads, gaming headsets, joystick, virtual reality devices, and keyboard mouse. Gaming peripherals help to improve gaming experience while playing video games. Market Drivers Rise in technological advancements in video gaming peripheral is the key ... Read More