Dallas,TX (PRWEB) March 14, 2015
An increase in online content and digital distribution enables vendors to reach out to their customers globally, as it removes the need for physical discs. The digital distribution of games and online gaming services will become a prominent part of the Global Online Gaming market in the coming years, boosting the market growth.
Analysts forecast the Global Online Gaming market to grow at a CAGR of 11.95% over the period 2014-2019. According to the report, the growth of the market is supported by the increased use of smartphones and tablets to play games. This has led game developers to come up with different business revenue models. With advances such as an increase in display size and other hardware specifications, several online gaming vendors are entering the mobile platform.
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.
Global Online Gaming Market 2015-2019 report recognizes the following companies as the key players: Activision Blizzard Inc., Electronic Arts Inc., Giant Interactive Group Inc., GungHo Online Entertainment Inc., King Digital Entertainment plc, Microsoft Corp., NCSOFT Corp., Sony Corp., Take-Two Interactive Software Inc., Tencent Holdings Ltd. and Zynga Inc.
Other Prominent Vendors in the market are: 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 and Wooga
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Further, the report states that piracy issues are the major challenges being faced by this market. Gamers use P2P clients such as BitTorrent to download pirated copy of games. Piracy exists on a large scale with pirate servers offering licensed games and fee-based games for free because of the availability of high-speed internet and channels enabling piracy to take place.
The 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.
Other Related Reports –
Global Digital Game Market 2014-2018
The majority of software games cater to the hardware platforms developed by three major companies: Sony, Microsoft, and Nintendo. These companies have developed platforms such as Xbox 360, PlayStation 3, and Wii U. These are multifunctional gaming consoles that not only support various games, but also enable gamers to watch videos, listen to music, browse the internet, and download videos. The success of the Video Game business is directly proportional to the acceptance of these platforms.
Analysts forecast the Global Digital Game market to grow at a CAGR of 21.96 percent over the period 2013-2018.
Global Social Gaming Market 2014-2018
Social gaming refers to the playing of online games on social media platforms, network sites, or within social media applications. It involves playing games with family and friends. Nowadays, most of the games have some social features included in them, which has led to an increase in the number of end-users. Social games gained popularity when the social networking site, Facebook, and the popular game, Farmville, by Zynga Inc. collaborated in 2009. Following the success of Farmville on Facebook, social gaming became increasingly popular around the world. There are many drivers and positive trends influencing the growth of the Global Social Gaming market, which is expected to witness steady growth during the forecast period.
Analysts forecast the Global Social Gaming market will grow at a CAGR of 17.81% over the period 2013-2018.
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