Category: Video Games
Global Video Games
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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
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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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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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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
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Digital Education Market with COVID-19 Impact by End User (Academic Institutions and Enterprise and Public Sector), Learning Type (Self-paced Online Education and Instructor-led Online Education), Course Type and Region - Global Forecast to 2026
... Global Digital Education Market size to grow from USD 11.5 billion in 2021 to USD 46.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 32.3% during the forecast period. One of the ... Read More
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Global Brand Licensing Market Size, Status and Forecast 2022-2028
... 275,936 million in 2021, at a CAGR of 4.30% during 2022-2028. Fully considering the economic change by this health crisis, Apparels accounting for 17.44% of the Brand Licensing global market in 2021, is projected to ... Read More
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Global Gaming Monitor Market Insights, Forecast to 2028
... billion in 2022 and is forecast to a readjusted size of US$ 23.6 billion by 2028 with a CAGR of 12.50% during the review period. Fully considering the economic change by this health crisis, 144Hz ... Read More
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Global Esports Market Forecast 2022-2030
... & sponsorship, prize money, and live streaming of esports events. MARKET INSIGHTS eSports entails organized competitive video gaming. The teams compete in tournaments for a cash prize. Also, it is followed by hordes of fans ... Read More
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Plunkett's Entertainment, Movie, Publishing & Media Industry Almanac 2022: Entertainment, Movie, Publishing & Media Industry Market Research, Statistics, Trends and Leading Companies
... analysis, market data and competitive intelligence Market forecasts and Industry Statistics Industry Associations and Professional Societies List In-Depth Profiles of hundreds of leading companies Industry Glossary Link to our 5-minute video overview of this industry ... Read More
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Game-Based Learning Market with COVID-19 Impact, by Component (Solution and Services), Game Type, Deployment Mode (On-premises and Cloud), End User (Education, Governments, Consumers, and Enterprises) and Region - Global Forecast to 2026
... market size is expected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9% during the forecast period. Game-based learning market is ... Read More
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Global Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)
... 314.40 billion by 2027, registering a CAGR of 9.64% over 2022-2027. Due to nationwide lockdown, people stay home, and some turn to game platforms to pass the time. These platforms attract hundreds and thousands of ... Read More
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Global Virtual Reality In Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)
... forecast period (2021 - 2026). VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises. Numerous players are emerging in this market ... Read More
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2022 Global Forecast for Cloud Gaming (2023-2028 Outlook)-High Tech & Emerging Markets Report
... global 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 ... Read More
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Over-The-Top Devices And Services Market By Content (VoIP, Text & Images, And Video), By Revenue Source (AVOD, SVOD, And TVOD), By Streaming Platform (Mobile Devices, Computers, Smart TVs And Set Tops, And Gaming Consoles): Global Industry Perspective, Comprehensive Analysis And Forecast, 2020 – 2030
... Industry Perspective, Comprehensive Analysis And Forecast, 2020 – 2030 Market Overview Fatpos Global has released a report titled Over-The-Top Devices And Services Market - Analysis of Market Size, Share & Trends for 2014 - 2020 ... Read More
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3D and 4D Technology Market with COVID-19 Impact Analysis by Solution Type (3D Output Devices, 3D and 4D Input Devices), End-use Application (3D and 4D Gaming), Vertical (Entertainment, Consumer Electronics), Geography - Global Forecast to 2030
... 2030 Market Overview Fatpos Global has released a report titled 3D and 4D Technology Market - Analysis of Market Size, Share & Trends for 2014 - 2020 and Forecasts to 2031. According to a study ... Read More