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Global Online Gaming Market 2015-2019
Publication Date Mar 2015
Publisher Infiniti Research Ltd
Product Type Report
Pages 135
Single User License help $ 3000.00
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About Online Gaming
Electronic systems used to play video games are known as platforms. These platforms include TVs, consoles, mobile devices, and PCs. A wide variety of games are available for different gaming platforms. Online gaming facilitates multiple players worldwide to connect and play against each other. Online Games constitute a key segment of video games. They include casual single-player games, multi-player games, community-based games, and MMO games.

TechNavio's analysts forecast the Global Online Gaming market to grow at a CAGR of 11.95 percent over the period 2014-2019.

Covered in this Report
This report covers the present scenario and the growth prospects of the Global Online Gaming market for the period 2015-2019. To calculate the market size, the report considers consumer spending on online games. It, however, does not consider the spending on hardware used to enable online gaming. The market has been segmented into MMO Games and Social or Casual Games.

TechNavio's report, Global Online Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. It also covers the market landscape and lists growth prospects. The report includes a discussion of the key vendors operating in this market.

Key Regions
• Americas
• APAC
• EMEA

Key Vendors
• Activision Blizzard
• EA Games
• Giant Interactive Group
• GungHo Online Entertainment
• King Digital Entertainment
• Microsoft
• NCSOFT
• Sony
• Take-Two Interactive Software
• Tencent Holdings
• Zynga

Other Prominent Vendors
 • 4A Games
• 5th Cell Media
• Access Games
• ACE Team
• Active Gaming Media
• Aeria Games and Entertainment
• Anino Games
• Ankama Games
• Asobo Studio
• Behavior Interactive
• Bungie
• CCP
• Cellufun
• Changyou.com
• CipSoft
• CrowdStar
• Cryptic Studios
• Digital Chocolate
• Disney Interactive
• eGames
• GameHouse
• Gamelion
• Gameloft
• Glu Games
• gPotato
• HandyGames
• India Games
• Infinity Ward
• Jagex Games Studio
• Joymax
• Kabam
• Kiloo ApS
• Level-5
• MercurySteam Entertainment
• Minh Chau
• Mitchell
• Namco Bandai Games
• NetEase
• Nexon
• Oberon Media
• OGPlanet
• Peak Games
• Perfect World
• Playdom
• Punch Entertainment
• Redboss
• Rockstar North
• Rocksteady Studios
• Rovio Entertainment
• Sega
• Shanda Interactive Entertainment
• Social Point
• Softnyx
• Square Enix
• Supercell Oy
• SYBO Games
• Syn Sophia
• The Lego Group
• TinyCo
• Turbine
• Visual Concepts
• Warner Bros. Interactive Entertainment
• Wooga

Market Driver
• Growing Use of Smartphones and Tablets
• For a full, detailed list, view our report

Market Challenge
• Issues Related to Piracy of Gaming Software
• For a full, detailed list, view our report

Market Trend
• Increase in Online Content and Digital Distribution
• For a full, detailed list, view our report

Key Questions Answered in this Report
• What will the market size be in 2019 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

03.1 Market Overview

03.2 Product Offerings

04. Market Research Methodology

04.1 Market Research Process

04.2 Research Methodology

05. Introduction

06. Market Landscape

06.1 Market Snapshot

06.2 Value Chain

06.3 Market Overview

06.4 Market Size and Forecast

06.5 Five Forces Analysis

07. Market Segmentation by Application

07.1 Global Online Gaming Market by Type 2014-2019

07.2 Global MMO Gaming Market

07.2.1 Market Size and Forecast

07.3 Global Social/Casual Gaming Market

07.3.1 Market Size and Forecast

08. Geographical Segmentation

08.1 Global Online Gaming Market by Geographical Segmentation 2014

09. Key Leading Countries

09.1 US

09.1.1 Economic Overview

09.1.2 Economic Indicators

09.1.3 Online Gaming Market in US

09.2 China

09.2.1 Economic Overview

09.2.2 Inflation in China

09.2.3 Online Gaming Market in China

09.3 Japan

09.3.1 Economic Overview

09.3.2 Inflation in Japan

09.3.3 Online Gaming Market in US

10. Buying Criteria

11. Market Growth Drivers

12. Drivers and their Impact

13. Market Challenges

14. Impact of Drivers and Challenges

15. Market Trends

16. Trends and their Impact

17. Vendor Landscape

17.1 Competitive Scenario

17.1.1 Key News

17.1.2 Mergers and Acquisitions

17.2 Other Prominent Vendors

18. Key Vendor Analysis

18.1 Activision Blizzard

18.1.1 Key Facts

18.1.2 Business Overview

18.1.3 Business Segmentation by Revenue 2013

18.1.4 Product Segmentation

18.1.5 Business Strategy

18.1.6 Recent Developments

18.1.7 SWOT Analysis

18.2 EA Games

18.2.1 Key Facts

18.2.2 Business Overview

18.2.3 Product Segmentation

18.2.4 Business Strategy

18.2.5 SWOT Analysis

18.3 Giant Interactive

18.3.1 Key Facts

18.3.2 Business Overview

18.3.3 Product Segmentation

18.3.4 Business Segmentation by Revenue 2013

18.3.5 Business Segmentation by Revenue 2012 and 2013

18.3.6 Business Strategy

18.3.7 Recent Developments

18.3.8 SWOT Analysis

18.4 GungHo Online

18.4.1 Key Facts

18.4.2 Business Overview

18.4.3 Business Segmentation

18.4.4 Business Strategy

18.4.5 Recent Developments

18.4.6 SWOT Analysis

18.5 King Digital Entertainment

18.5.1 Key Facts

18.5.2 Business Overview

18.5.3 Business Segmentation

18.5.4 Business Segmentation by Revenue 2012 and 2013

18.5.5 Geographical Segmentation by Revenue 2013

18.5.6 Business Strategy

18.5.7 Recent Developments

18.5.8 SWOT Analysis

18.6 Microsoft

18.6.1 Key Facts

18.6.2 Business Overview

18.6.3 Business Segmentation by Revenue 2013

18.6.4 Business Segmentation by Revenue 2012 and 2013

18.6.5 Geographical Segmentation by Revenue 2013

18.6.6 Business Strategy

18.6.7 Recent Developments

18.6.8 SWOT Analysis

18.7 NCSOFT

18.7.1 Key Facts

18.7.2 Business Overview

18.7.3 Product Segmentation

18.7.4 Geographical Segmentation by Revenue 2013

18.7.5 Recent Developments

18.7.6 SWOT Analysis

18.8 Sony

18.8.1 Key Facts

18.8.2 Business Overview

18.8.3 Business Segmentation by Revenue

18.8.4 Business Segmentation by Revenue

18.8.5 Geographical Segmentation by Revenue

18.8.6 Business Strategy

18.8.7 Recent Developments

18.8.8 SWOT Analysis

18.9 Take-Two Interactive Software

18.9.1 Key Facts

18.9.2 Business Overview

18.9.3 Business Segmentation by Revenue 2014

18.9.4 Business Segmentation by Revenue 2013 and 2014

18.9.5 Geographical Segmentation by Revenue 2014

18.9.6 Business Strategy

18.9.7 Recent Developments

18.9.8 SWOT Analysis

18.10 Tencent

18.10.1 Key Facts

18.10.2 Business Overview

18.10.3 Business Segmentation by Revenue 2013

18.10.4 Business Segmentation by Revenue 2012 and 2013

18.10.5 Geographical Segmentation by Revenue 2013

18.10.6 Business Strategy

18.10.7 Recent Developments

18.10.8 SWOT Analysis

18.11 Zynga

18.11.1 Key Facts

18.11.2 Business Overview

18.11.3 Business Segmentation by Revenue 2013

18.11.4 Business Segmentation by Revenue 2012 and 2013

18.11.5 Geographical Segmentation by Revenue 2013

18.11.6 Business Strategy

18.11.7 Recent Developments

18.11.8 SWOT Analysis

19. Other Reports in this Series


List of Exhibits:
Exhibit 1: Market Research Methodology
Exhibit 2: Value Chain of the Global Online Gaming Market
Exhibit 3: Global Online Gaming Market: Types
Exhibit 4: Global Online Gaming Market 2014-2019 (US$ billion)
Exhibit 5: Global Online Gaming Market by Type 2014-2019 (US$ billion)
Exhibit 6: Global Online Gaming Market by Type 2014-2019
Exhibit 7: Global MMO Gaming Market 2014-2019 (US$ billion)
Exhibit 8: Global Social/Casual Gaming Market 2014-2019 (US$ billion)
Exhibit 9: Global Online Gaming Market by Geographical Segmentation 2014
Exhibit 10: US GDP Growth Rate 2008-2013 (US$ billion)
Exhibit 11: Contribution of Various Sectors to US GDP 2013
Exhibit 12: US GDP per Capita 2008-2013 (US$)
Exhibit 13: Male-Female Gamers Ratio in US (2011-2013)
Exhibit 14: Percentage of Gamers in US by Age Group (2011-2013)
Exhibit 15: US Video Games Revenue Split by Genres (2011-2013)
Exhibit 16: US Online Games Revenue Split by Genres (2011-2013)
Exhibit 17: US Mobile Games Revenue Split by Genres (2011-2013)
Exhibit 18: Per Capita GDP Growth Rate in China 2008-2013 (US$ billion)
Exhibit 19: Saving Rate in China as GDP Percentage 2008-2013
Exhibit 20: CPI Inflation in China 2008-2013
Exhibit 21: Per Capita GDP Growth Rate in Japan 2008-2013 (US$ billion)
Exhibit 22: CPI Inflation in Japan 2008-2013
Exhibit 23: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 24: Activision Blizzard: Product Segmentation
Exhibit 25: EA Games: Product Segmentation
Exhibit 26: Giant Interactive: Product Segmentation
Exhibit 27: Giant Interactive: Business Segmentation by Revenue 2013
Exhibit 28: Giant Interactive: Business Segmentation by Revenue  2012 and 2013 (US$ million)
Exhibit 29: GungHo Online : Business Segmentation 2013
Exhibit 30: King: Business Segmentation 2013
Exhibit 31: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 32: King: Geographical Segmentation by Revenue 2013
Exhibit 33: Microsoft: Business Segmentation by Revenue 2013
Exhibit 34: Microsoft: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
Exhibit 35: Microsoft: Geographical Segmentation by Revenue 2013
Exhibit 36: NCSOFT: Product Segmentation
Exhibit 37: NCSOFT: Geographical Segmentation by Revenue 2013
Exhibit 38: Sony: Business Segmentation by Revenue 2014
Exhibit 39: Sony: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 40: Sony: Geographical Segmentation by Revenue 2014
Exhibit 41: Take-Two Interactive Software: Business Segmentation by Revenue 2014
Exhibit 42: Take-Two Interactive Software: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 43: Take-Two Interactive Software: Geographical Segmentation by Revenue 2014
Exhibit 44: Tencent: Business Segmentation by Revenue 2013
Exhibit 45: Tencent: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 46: Tencent: Geographical Segmentation by Revenue 2013
Exhibit 47: Zynga: Business Segmentation by Revenue 2013
Exhibit 48: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 49: Zynga: Geographical Segmentation by Revenue 2013

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