Global Online Gaming market to grow at a CAGR of 11.95 percent 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.
The Report listed the following companies as the key players in the Global Online Gaming Market: 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.
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. 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.
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 study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
For more information:
- http://www.marketresearchstore.com/report/global-online-gaming-market-2015-2019-6510#src=whatech
First seen at: http://www.whatech.com/market-research-reports/press-release/consumer/47895-discover-the-global-online-gaming-market-2015-2019