Category: Video Games
Global Video Games
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Global Metaverse in Finance Market 2022-2026
... forecast period. Our report on the metaverse market in finance provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors. The report offers ... Read More
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Metaverse Market by Component (Hardware, Software (Extended Reality Software, Gaming Engine, 3D Mapping, Modeling & Reconstruction, Metaverse Platform, Financial Platform), and Professional Services), Vertical and Region - Global Forecast to 2027
... size is projected to grow from USD 61.8 billion in 2022 to USD 426.9 billion by 2027, at a Compound Annual Growth Rate (CAGR) of 47.2% during the forecast period. Major factors that are expected ... Read More
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Global Metaverse Market in Travel and Tourism Industry 2022-2026
... at a CAGR of 26.01% during the forecast period. Our report on the metaverse market in the travel and tourism industry provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as ... Read More
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Digital Map Market Forecasts to 2028 – Global Analysis By Functionality (Computerized, Global Positioning System (GPS) Navigation, Scientific), Mapping Type (Outdoor Mapping, Indoor Mapping, 3D and 4D Metaverse), and By Geography
... the Global Digital Map Market is accounted for $18.80 billion in 2021 and is expected to reach $48.51 billion by 2028 growing at a CAGR of 14.5% during the forecast period. The digital map also ... 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
... 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 platforms are a virtual three-dimensional extension of the internet and social ... Read More
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Global VR Fitness Game Market Research Report 2022
... 113.44 million in 2021, at a CAGR of 38.38% during 2022-2028. Fully considering the economic change by this health crisis, Music Rhythm Game accounting for 39.56% of the VR Fitness Game global market in 2021, ... Read More
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2022 Global: Simulators - 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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Global Subscription-based Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)
... reach USD 14.71 billion by 2027, registering a CAGR of 10.68% over the forecast period 2022 - 2027. Key Highlights Continuous technological advancements in the gaming industry are propelling the industry's growth. Subscription services, which ... Read More
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Global Cloud Gaming Market 2022-2028
... servers that deliver content to whomever is trying to access it. Cloud gaming allows players to stream games to the supported devices (phone, tablet, TV) with a high-speed internet connection. Cloud gaming can be advantageous ... Read More
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Anime Market Size, Share & Trends Analysis Report By Anime Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music), By Region (MEA, Japan), And Segment Forecasts, 2022 - 2030
... anime market size is expected to reach USD 56.39 billion by 2030, growing at a CAGR of 9.7% during the forecast period, according to a new study by Grand View Research, Inc. The growing popularity ... Read More
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Global Metaverse Market Databank
... is expected to be the highest contributor to this market, with $16,160.4 Million in 2020, and is anticipated to reach $22,435.0 Million by 2029, registering a CAGR of 3.75%. Hardware and Software segments collectively expected ... Read More
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Impact of COVID-19 on Digital scent technology Market: By Hardware Device (E-nose, Scent Synthesizer), By Application (Food & Beverage, Military & Defense, Medical, Marketing, Environmental Monitoring, Entertainment, Others), By End-Use Product (Smartphones, Smelling Screens, Music and Video Games, Explosives Detectors, Quality Control Products, Medical Diagnostic Products, Others)And Region – Global Analysis of Market Size, Share & Trends For 2019–2021 And Forecasts To 2031
... and Video Games, Explosives Detectors, Quality Control Products, Medical Diagnostic Products, Others)And Region – Global Analysis of Market Size, Share & Trends For 2019–2021 And Forecasts To 2031 Product Overview The digital scent technology Market ... Read More
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Worldwide Mobile In-App and In-Game Advertising Forecast, 2022–2026
... format. Mobile advertising revenue is additionally broken out by major type, format, and mobile operating system at a global level. Direct mobile game spending and the share of in-game ad revenue that is paid out ... Read More
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Worldwide Mobile and Handheld Gaming Forecast, 2022–2026
... rest of the world (ROW). Device installed bases (IBs), monthly active user (MAU) bases, storefront and operating system (OS) dynamics, average revenue per user (ARPU), mobile game download totals, and direct local game spending and ... Read More
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Global OTT Services Market By Component (Solution And Services); By Device Type (Smartphones, Smart TVs, Laptops/Desktops And Tablets, Gaming Consoles, Set-Top Box And Others); By Content Type (Video, Audio/Voip, Games, Communication And Others) By Revenue Model (Subscription, Advertisement, Hybrid, And Others) By User Type (Personal And Commercial); By End-User (Media & Entertainment, Education & Training, Health & Fitness, IT & Telecom, E-Commerce, BFSI, Government And Others); By Region (North America, Europe, Asia-Pacific, Latin America, Middle East & Africa); Trend Analysis, Competitive Market Share & Forecast, 2018-2028
... Model (Subscription, Advertisement, Hybrid, And Others) By User Type (Personal And Commercial); By End-User (Media & Entertainment, Education & Training, Health & Fitness, IT & Telecom, E-Commerce, BFSI, Government And Others); By Region (North America, ... Read More
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Metaverse, a brave new world? Video gaming as the most advanced option
... address the potential impacts of metaverse on the gaming industry. Our analysis covers various concrete case studies over the video games market, with a focus on their ecosystem, business model, as well as of their ... 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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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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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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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