Shopping Cart 0
Cart Subtotal
USD 0

Global Digital Gaming Market, [Gaming Audience (Social Gamers, Serious Gamers, Core Gamers), Gaming Platform (Flash, iOS, Android, Social Network), Gaming Subscription Model (Premium, Paymium, Freemium), Devices, Regions - Trends & Forecast, 2015-2020

Restricted to one authorized user; Open on 1 PC/ mobile / Tablet only.
Print Option: Yes
Copy Option: No
Deliverable Format : PDF Via Email

Single User License
USD 3500

Restricted to one authorized user; Open on 1 PC/ mobile / Tablet only.
Print Option: Yes
Copy Option: No
Deliverable Format : PDF Via Email

Site License
USD 4000

Multiple Users within the Company/ Enterprise
Print Option: Yes
Copy Option: Yes
Deliverable Format : Excel, PDF Via Email

Corporate User License
USD 5000
  • Details
  • Table Of Content
  • Licence Rights
  • Section Purchase
  • Products and Companies

Details

According to the statistics available, the total global population in the year 2013 was 6.40 billion out of which 2.40 billion had access to the internet (online users) and 1.20 billion users are active gamers. Thus, these statistics clearly shows how much scope of growth is there for the digital gaming market space. Today, the gamers are preferring freemium model as it gives them freedom to play games for free, and play on the latest gaming versions and ease of playing the game from any of the game devices such as smartphones, smart TVs, tablets, pcs and game consoles.
 
Today, gaming platforms such as iOS and android are one of the popular gaming platform. The gamers prefer puzzles, casual, action and sports games on these platform. League of Legends, Counter strike, crossfire and candy crush are some of the popular digital games. Presently, more than 32% of the people in the age group of 18-35 years spend on an average 22 hours in a week on playing games. To attract the gamers and to maximize their gaming reach, the gaming platform providers provides attractive virtual gifts to the gamer in order to move into next level by inviting more people to the game.
 
Companies are supporting freemium model due to the increase demand from the gaming audience. In near future, lot many innovations such as virtual gaming will be seen in the digital gaming space and also, the games will be of low cost and high resolution with improved graphics. Thus, improving the gamer's overall gaming experience.
 
The Global Digital gaming market is expected to grow at a CAGR of 17.2%during the period of 2015-2020, respectively. The gaming platform is estimated to grow at a CAGR of 22.9% followed by gaming devices which is estimated to grow at a CAGR of 21.2% during the forecasted period 2015-2020.
READ MORE

Table Of Content

Scope

Table of Contents

1 Industry Outlook

1.1 Industry Overview

1.2 Industry Trends

1.3 Pest Analysis

2 Report Outline

2.1 Report Scope

2.2 Report Summary

2.3 Research Methodology

2.4 Report Assumptions

3 Market Snapshot

3.1 Total Addressable Market (TAM)

3.2 Segmented Addressable Market (SAM)

3.3 Parent/Related Markets

3.3.1 Smartphones and Tablets Gaming Market

3.3.2 Cloud Gaming Market

3.3.3 Online Gaming Market

4 Market Outlook

4.1 Market Overview

4.2 Market Trends & Impact

4.3 Market Segmentation

4.4 Technology Roadmap

4.5 Porter 5 (Five) Forces

5 Market Characteristics

5.1 Ecosystem

5.2 Market Dynamics

5.2.1 Drivers

5.2.1.1 Increase in Gaming Audience

5.2.1.2 Retail Games

5.2.1.3 Low Cost Games

5.2.2 Restraints

5.2.2.1 Growing Piracy

5.2.2.2 Utilizes lot of Space in the System

5.2.2.3 Traditional Systems not Capable of Supporting Heavy Games

5.2.3 Opportunities

5.2.3.1 For Game Publishers and Developers

5.2.3.2 Upcoming Technology Friendly Gaming Devices

5.2.3.3 Cloud Gaming

5.2.4 DRO-Impact Analysis

5.2.5 Key stakeholders

6 Gaming Audience: Market Size & Analysis

6.1 Overview

6.1.1 Market Size and Analysis

6.2 Social Gamers

6.2.1 By Market Size and Analysis

6.3 Serious Gamers

6.3.1 Market Size and Analysis

6.4 Core Gamers

6.4.1 Market Size and Analysis

7 Devices: Market Size & Analysis

7.1 Overview

7.1.1 Market Size and Analysis

7.2 Featured Phones and Smartphones

7.2.1 Market Size & Analysis

7.3 Tablets

7.3.1 Market Size & Analysis by Tablets

7.4 PC

7.4.1 Market Size & Analysis by PC

7.5 Laptops

7.5.1 Market Size & Analysis by Laptops

7.6 Console Units

7.6.1 Market Size & Analysis by Console Units

7.7 Vendor Profiles

7.7.1 Sony Corporation

7.7.1.1 Overview

7.7.1.2 Financial Health

7.7.1.3 Business Units

7.7.1.3.1 Overall

7.7.1.3.2 Market Specific

7.7.1.4 SWOT Analysis

7.7.1.5 Key Business Priorities

7.7.1.6 Business Strategy & View

7.7.2 Microsoft Corporation

7.7.2.1 Overview

7.7.2.2 Financial Health

7.7.2.3 Business Units

7.7.2.3.1 Overall

7.7.2.3.2 Market Specific

7.7.2.4 SWOT Analysis

7.7.2.5 Key Business Priorities

7.7.2.6 Business Strategy & Views

7.7.3 Nintendo Co., Ltd.

7.7.3.1 Overview

7.7.3.2 Financial Health

7.7.3.3 Business Units

7.7.3.3.1 Overall

7.7.3.3.2 Market Specific

7.7.3.4 SWOT Analysis

7.7.3.5 Key Business Priorities

7.7.3.6 Business Strategy & View

7.7.4 Samsung Electronics Co Ltd

7.7.4.1 Overview

7.7.4.2 Financial Health

7.7.4.3 Business Units

7.7.4.3.1 Overall

7.7.4.3.2 Market Specific

7.7.4.4 SWOT Analysis

7.7.4.5 Key Business Priorities

7.7.4.6 Business Strategy & View

7.7.5 LG Electronics Inc.

7.7.5.1 Overview

7.7.5.2 Financial Health

7.7.5.3 Business Units

7.7.5.3.1 Overall

7.7.5.3.2 Market Specific

7.7.5.4 SWOT Analysis

7.7.5.5 Key Business Priorities

7.7.5.6 Business Strategy & View

8 Gaming Platform: Market Size & Analysis

8.1 Overview

8.1.1 Market Size & Analysis

8.2 Flash

8.2.1 Market Size & Analysis

8.3 iOS

8.3.1 Drivers of iOS Platform

8.3.2 Market Size & Analysis

8.4 Android

8.4.1 Drivers of Android Platform

8.4.2 Gaming Audience Spend Time on Android Phone

8.4.3 Market Size & Analysis

8.5 Social Network

8.5.1 Drivers of Social Network Gaming Platform

8.5.2 Market Size & Analysis

8.6 Vendor Profiles

8.6.1 Zynga Inc.

8.6.1.1 Overview

8.6.1.2 Financial Health

8.6.1.3 Business Units

8.6.1.3.1 Overall

8.6.1.3.2 Market Specific

8.6.1.4 SWOT Analysis

8.6.1.5 Key Business Priorities

8.6.1.6 Business Strategy & Views

8.6.2 Electronic Arts Inc. (EA)

8.6.2.1 Overview

8.6.2.2 Financial Health

8.6.2.3 Business Units

8.6.2.3.1 Market Specific

8.6.2.4 SWOT Analysis

8.6.2.5 Key Business Priorities

8.6.2.6 Business Strategy & Views

8.6.3 King Digital Entertainment Plc

8.6.3.1 Overview

8.6.3.2 Financial Health

8.6.3.3 Business Units

8.6.3.3.1 Market Specific

8.6.3.4 SWOT Analysis

8.6.3.5 Key Business Priorities

8.6.3.6 Business Strategy & Views

8.6.4 Sega Games Co. Ltd

8.6.4.1 Overview

8.6.4.2 Financial Health

8.6.4.3 Business Units

8.6.4.3.1 Market Specific

8.6.4.4 SWOT Analysis

8.6.4.5 Key Business Priorities

8.6.4.6 Business Strategy & Views

8.6.5 NVidia Corporation

8.6.5.1 Overview

8.6.5.2 Financial Health

8.6.5.3 Business Units

8.6.5.3.1 Overall

8.6.5.3.2 Market Specific

8.6.5.4 SWOT Analysis

8.6.5.5 Key Business Priorities

8.6.5.6 Business Strategy & Views

9 Gaming Subscription Model: Market Size & Analysis

9.1 Overview

9.1.1 Market Size & Analysis

9.2 Premium Model

9.2.1 Drivers of Premium Subscription Model

9.2.2 Market Size & Analysis

9.3 Paymium Model

9.3.1 Drivers of Paymium Subscription Model

9.3.2 Market Size & Analysis

9.4 Freemium Model

9.4.1 Drivers of the Freemium Model

9.4.2 Market Size & Analysis

10 Regions: Market Size & Analysis

10.1 Overview

10.1.1 Market Size & Analysis

10.2 North America

10.2.1 Drivers of North America Digital Gaming Market

10.2.2 United States

10.2.3 Canada

10.2.4 Market Size & Analysis

10.3 Western Europe

10.3.1 Drivers of Western Europe Digital Gaming

10.3.2 UK

10.3.3 Germany

10.3.4 France

10.3.5 Market Size & Analysis

10.4 Asia-Pacific

10.4.1 Drivers of Asia Pacific Digital Gaming

10.4.2 China

10.4.3 Japan

10.4.4 South Korea

10.4.5 Market Size & Analysis

10.5 Central Eastern Europe

10.5.1 Drivers of CEE Digital Gaming Market

10.5.2 Market Size & Analysis

10.6 Middle East and Africa (MEA)

10.6.1 Drivers of MEA Digital Gaming Market

10.6.2 Market Size & Analysis

10.7 Latin America

10.7.1 Drivers of Latin America Digital Gaming Market

10.7.2 Market Size & Analysis

11 Competitive Landscape

11.1 Competitor Comparison Analysis

11.1.1 Competitor Analysis (Console device Manufacturer's)

11.1.2 Analysis By Gaming Subscription Model

11.1.3 Analysis By Gaming Platform

11.2 Market Landscape

11.2.1 Mergers & Acquisitions (M&A)

11.2.2 Venture Capital (VC) Funding

11.2.3 Joint Ventures & Collaborations

12 End-User Analysis

13 Global Generalists

13.1 Google Inc

13.1.1 Overview

13.1.2 Key Offerings

13.1.3 Objectives and Progress

13.2 Amazon.com, Inc.

13.2.1 Overview

13.2.2 Key Offerings

13.2.3 Objectives and Progress

13.3 International Business Machines Corp.

13.3.1 Overview

13.3.2 Key Offerings

13.3.3 Objectives and Progress

13.4 Apple Inc.

13.4.1 Overview

13.4.2 Key Offerings

13.4.3 Objectives and Progress

13.5 Facebook Inc

13.5.1 Overview

13.5.2 Key Offerings

13.5.3 Objectives and Progress

14 Companies to Watch For

14.1 APAR GAMES

14.1.1 Overview

14.1.2 Key Offerings

14.1.3 Objective and Progress

14.2 Zatun

14.2.1 Overview

14.2.2 Key Offerings

14.2.3 Objective And Progrss

14.3 Kabam

14.3.1 Overview

14.3.2 Key Offerings

14.3.3 Objective and Progress

14.4 Rolocule

14.4.1 Overview

14.4.2 Key Offerings

14.4.3 Objective and Progress

14.5 Tapinator, Inc.

14.5.1 Overview

14.5.2 Key Offerings

14.5.3 Objective and Progress

Annexure

Acronyms


List Of Figure

List of Charts

CHART 1 PEST ANALYSIS ON GLOBAL DIGITAL GAMING MARKET

CHART 2 RESEARCH METHODOLOGY

CHART 3 GLOBAL DIGITAL GAMING MARKET REVENUE, 2015-2020

CHART 4 GLOBAL CLOUD GAMING MARKET REVENUE, 2015-2020

CHART 5 GLOBAL DIGITAL GAMING MARKET SEGMENTATION

CHART 6 TECHNOLOGY ROADMAP OF GLOBAL DIGITAL GAMING MARKET

CHART 7 PORTERS 5 FORCES GLOBAL DIGITAL GAMING MARKET

CHART 8 ECOSYSTEM OF GLOBAL DIGITAL GAMING MARKET

CHART 9 MARKET DYNAMICS-DRIVERS, RESTRAINTS & OPPORTUNITIES

CHART 10 DRO-IMPACT ANALYSIS OF GLOBAL DIGITAL GAMING MARKET

CHART 11 GAMING AUDIENCE BY GENDER (BY AGE)

CHART 12 GAMING PREFERANCE BY GENDER

CHART 13 GLOBAL DIGITAL GAMING AUDIENCE MARKET,2015-2020 (USD BILLION)

CHART 14 GLOBAL DIGITAL GAMING AUDIENCE MARKET, 2015-2020 (USD BILLION)

CHART 15 SOCIAL GAMERS CHARACTERISTICS

CHART 16 SOCIAL GAMERS CLASSIFICATION ACCORDING TO THEIR GAMING BEHAVIOR

CHART 17 FEW SOCIAL GAMES

CHART 18 SOCIAL GAMERS BEHAVIOR ANALYSIS ACCORDING TO GENDER

CHART 19 GLOBAL SOCIAL GAMING AUDIENCE,2015-2020 (USD BILLION)

CHART 20 FEW SERIOUS GAMES

CHART 21 GLOBAL SERIOUS GAMING AUDIENCE, 2015-2020 (USD BILLION)

CHART 22 FEW CORE GAMES

CHART 23 CORE GAMERS GAMING PURCHASING PATTERN

CHART 24 GLOBAL CORE GAMING AUDIENCE,2015-2020(USD BILLION)

CHART 25 GAME DEVICES MARKET SHARE 2014

CHART 26 GLOBAL DIGITAL GAMING DEVICE MARKET, 2015-2020 (USD BILLION)

CHART 27 GLOBAL DIGITAL GAMING DEVICE MARKET, 2015-2020 (USD BILLION)

CHART 28 FEATURED PHONES AND SMARTPHONES GAMING

CHART 29 GLOBAL DIGITAL GAMING PREFERRED LOCATION BY MOBILE GAMERS, 2015-2020

CHART 30 TYPES OF GAME PREFERENCE BY REGION ON ANDROID PHONE

CHART 31 GLOBAL MOBILE VENDOR SHARE Q2,2015

CHART 32 GLOBAL SMARTPHONE MARKET SHARE BY OPERATING SYSTEM, 2014-2018

CHART 33 GLOBAL DIGITAL GAMING DEVICE MARKET BY FEATURE PHONE AND SMARTPHONE ,2015-2020

CHART 34 TABLET GAMING

CHART 35 GLOBAL TABLET SHIPMENTS, 2013-2014 (MILLION UNITS)

CHART 36 GLOBAL TABLET MARKETSHARE BY OPERATING SYSTEM, 2014

CHART 37 GLOBAL DIGITAL GAMING DEVICE MARKET BY TABLETS, 2015-2020 (USD BILLION)

CHART 38 PC GAMING

CHART 39 GLOBAL PC SHIPMENT OF LEADING VENDORS, 2014

CHART 40 GLOBAL DIGITAL GAMING DEVICE MARKET BY PC, 2015-2020 (USD BILLION)

CHART 41 LAPTOP GAMING

CHART 42 GLOBAL LAPTOP SHIPMENT, 2014-2017 (USD MILLION)

CHART 43 GLOBAL DIGITAL GAMING DEVICE MARKET BY LAPTOPS, 2015-2020 (USD BILLION)

CHART 44 CONSOLE GAMING

CHART 45 GLOBAL MARKETSHARE OF CONSOLE DEVICES,2014

CHART 46 GLOBAL DIGITAL GAMING DEVICE MARKET BY CONSOLE DEVIES, 2015-2020 (USD BILLION)

CHART 47 SONY CORPORATION: REVENUE BY SEGMENTS, 2013-2014 (PERCENTAGE)

CHART 48 SONY CORPORATION: REVENUE BY REGIONS, 2013-2014 (PERCENTAGE)

CHART 49 SONY CORPORATION: SWOT ANALYSIS

CHART 50 MICROSOFT: REVENUE BY SEGMENTS, 2013-2014 (PERCENTAGE)

CHART 51 SONY CORPORATION: REVENUE BY SEGMENTS, 2013-2014 (PERCENTAGE)

CHART 52 MICROSOFT: SWOT ANALYSIS

CHART 53 NINTENDO: REVENUE BY SEGMENTS, 2013-2014 (PERCENTAGE)

CHART 54 NINTENDO: REVENUE BY REGIONS, 2013-2014 (PERCENTAGE)

CHART 55 NINTENDO: SWOT ANALYSIS

CHART 56 SAMSUNG: REVENUE BY REGIONS, 2013-2014 (PERCENTAGE)

CHART 57 SAMSUNG SWOT ANALYSIS

CHART 58 LG: SWOT ANALYSIS

CHART 59 GLOBAL DIGITAL GAMING PLATFORM MARKET, 2015-2020 (USD BILLION)

CHART 60 GLOBAL DIGITAL GAMING PLATFORM MARKET, 2015-2020 (USD BILLION)

CHART 61 EVOLUTION OF FLASH BASED GAMES

CHART 62 FEW FLASHGAMES

CHART 63 GLOABAL DIGITAL GAMING PLATFORM MARKET BY FLASH, 2015-2020 (USD BILLION)

CHART 64 DRIVERS OF IOS PLATFORM

CHART 65 FEW IOS PLATFORM GAMES

CHART 66 IOS DEVICE SHIPMENT Q1, 2015 ('000 UNITS)

CHART 67 LEADING IOS PLATFORM GAMES

CHART 68 GLOBAL DIGITAL GAMING PLATFORM FOR IOS PLATFORM, 2015-2020 (USD BILLION)

CHART 69 DRIVERS OF ANDROID PLATFORM

CHART 70 FEW ANDROID GAMES

CHART 71 LEADING ANDROID GAMES

CHART 72 OUT OF 50 MINUTES SPEND IN A DAY ON ANDROID PHONE, SHARE OF GAMES

CHART 73 GLOBAL DIGITAL GAMING PLATFORM FOR ANDROID PLATFORM,2015-2020 (USD BILLION)

CHART 74 DRIVERS OF SOCIAL NETWORK GAMING PLATFORM

CHART 75 FEW SOCIAL GAMES

CHART 76 GLOBAL DIGITAL GAMING PLATFORM FOR SOCIAL NETWORK GAMING PLATFORM, 2015-2020 (USD BILLION)

CHART 77 ZYNGA: SWOT ANLYSIS

CHART 78 EA: REVENUE BY REGIONS, 2013-2014 (PERCENTAGE)

CHART 79 EA SWOT ANALYSIS

CHART 80 KING DIGITAL ENTERTAINMENT: SWOT ANALYSIS

CHART 81 SEGA GAMES CO.LTD: SWOT ANALYSIS

CHART 82 NVIDIA: REVENUE BY SEGMENTS, 2013-2014 (PERCENTAGE)

CHART 83 NVIDIA: REVENUE BY REGIONS, 2013-2014 (PERCENTAGE)

CHART 84 NVIDIA: SWOT ANALYSIS

CHART 85 GLOBAL DIGITAL GAMING SUBSCRIPTION MODEL, 2015-2020 (USD BILLION)

CHART 86 GLOBAL DIGITAL GAMING SUBSCRIPTION MODEL, 2015-2020 (USD BILLION)

CHART 87 PREMIUM GAMING SUBSCRIPTION MODEL

CHART 88 DRIVERS OF PREMIUM SUBSCRIPTION MODEL

CHART 89 GLOBAL DIGITAL GAMING PREMIUM SUBSCRIPTION MODEL, 2015-2020 (USD BILLION)

CHART 90 PREMIUM SUBSCRIPTION MODEL BY TYPES, 2015-2020 (USD BILLION)

CHART 91 PAYMIUM MODEL

CHART 92 DRIVERS OF PAYMIUM SUBSCRIPTION MODEL

CHART 93 GLOBAL DIGITAL PAYMIUM SUBSCRIPTION MODEL, 2015-2020 (USD BILLION)

CHART 94 GLOBAL DIGITAL PREMIUM SUBSCRIPTION MODEL, 2015-2020 (USD BILLION)

CHART 95 FREEMIUM MODEL

CHART 96 DRIVERS OF THE FREEMIUM MODEL

CHART 97 GLOBAL DIGITAL GAMING FREEMIUM SUBSCRIPTION MODEL, 2015-2020 (USD BILLION)

CHART 98 GLOBAL DIGITAL GAMING FREEMIUM SUBSCRIPTION MODEL, 2015-2020 (USD BILLION)

CHART 99 GLOBAL DIGITAL GAMING MARKET REVENUE BY REGIONS, 2015-2020 (USD BILLION)

CHART 100 GLOBAL DIGITAL GAMING MARKET REVENUE BY REGIONS, 2015-2020 (USD BILLION)

CHART 101 DRIVERS OF NORTH AMERICA DIGITAL GAMING MARKET

CHART 102 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, 2015-2020 (USD BILLION)

CHART 103 NORTH AMERICA DIGITAL GAMING MARKET REVENUE BY TYPES, 2015-2020 (USD BILLION)

CHART 104 NORTH AMERICA DIGITAL GAMING REVENUE, BY COUNTRIES, 2015-2020(USD BILLION)

CHART 105 DRIVERS OF WESTERN EUROPE DIGITAL GAMING

CHART 106 WESTERN EUROPE DIGITAL GAMING MARKET REVENUE, 2015-2020 (USD BILLION)

CHART 107 WESTERN EUROPE DIGITAL GAMING MARKET REVENUE BY TYPES, 2015-2020 (USD BILLION)

CHART 108 WESTERN EUROPE DIGITAL GAMING REVENUE, BY COUNTRIES, 2015-2020 (USD BILLION)

CHART 109 DRIVERS OF ASIA PACIFIC DIGITAL GAMING

CHART 110 ASIA-PACIFIC DIGITAL GAMING MARKET REVENUE ,2015-2020 (USD BILLION)

CHART 111 ASIA-PACIFIC DIGITAL GAMING MARKET REVENUE BY TYPES, 2015-2020 (USD BILLION)

CHART 112 ASIA-PACIFIC DIGITAL GAMING MARKET REVENUE, BY COUNTRIES, 2015-2020 (USD BILLION)

CHART 113 DRIVERS OF CEE DIGITAL GAMING MARKET

CHART 114 CEE DIGITAL GAMING MARKET REVENUE, 2015-2020 (USD BILLION)

CHART 115 CEE DIGITAL GAMING MARKET REVENUE, 2015-2020 (USD BILLION)

CHART 116 CEE DIGITAL GAMING MARKET REVENUE, BY COUNTRIES, 2015-2020 (USD BILLION)

CHART 117 DRIVERS OF MEA DIGITAL GAMING MARKET

CHART 118 MEA DIGITAL GAMING MARKET REVENUE, 2015-2020 (USD BILLION)

CHART 119 MEA DIGITAL GAMING MARKET REVENUE BY TYPES, 2015-2020 (USD BILLION)

CHART 120 MEA DIGITAL GAMING MARKET REVENUE, BY COUNTRIES 2015-2020 (USD BILLION)

CHART 121 DRIVERS OF LATIN AMERICA DIGITAL GAMING MARKET

CHART 122 LATIN AMERICA DIGITAL GAMING MARKET REVENUE ,2015-2020 (USD BILLION)

CHART 123 LATIN AMERICA DIGITAL GAMING MARKET REVENUE BY TYPES, 2015-2020 (USD BILLION)

CHART 124 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY COUNTRIES, 2015-2020 (USD BILLION)

CHART 125 ANALYSIS BY GAMING SUBSCRIPTION MODEL

CHART 126 ANALYSIS BY GAMING PLATFORM

CHART 127 PARTICIPATED REGIONS

CHART 128 GAMING AUDIENCE ACCORDING TO GENDER

CHART 129 HOW OFTEN THE GAMER'S PLAY DIGITAL GAME

CHART 130 PREFERED GAME CATEGORY

CHART 131 GAMING DEVICE

CHART 132 SUBSCRIPTION MODEL

CHART 133 PREFERED PLACE FOR GAMING

CHART 134 DAILY TIME SPENT ON GAMES

CHART 135 ZATUN: KEY OFFERINGS


List Of Table

List of Tables

TABLE 1 KEYSTAKEHOLDERS

TABLE 2 GLOBAL DIGITAL GAMING AUDIENCE MARKET, 2015-2020 (USD BILLION)

TABLE 3 GLOBAL DIGITAL GAMING AUDIENCE MARKET,2015-2020 (Y-O-Y)%

TABLE 4 GLOBAL DIGITAL GAMING DEVICE MARKET,2015-2020(USD BILLION)

TABLE 5 GLOBAL DIGITAL GAMING DEVICE MARKET,2015-2020 (Y-O-Y)%

TABLE 6 SONY CORPORATION: KEY FINANCIAL INDICATORS, 2013-2014 (USD MILLION)

TABLE 7 MICROSOFT: KEY FINANCIAL INDICATORS, 2013-2014 (USD MILLION)

TABLE 8 NINTENDO: KEY FINANCIAL INDICATORS, 2013-2014 (USD MILLION)

TABLE 9 SAMSUNG: KEY FINANCIAL INDICATORS, 2013-2014 (USD BILLION)

TABLE 10 LG: KEY FINANCIAL INDICATORS, 2013-2014 (USD MILLION)

TABLE 11 GLOBAL DIGITAL GAMING PLATFORM MARKET, 2015-2020 (USD BILLION)

TABLE 12 GLOBAL DIGITAL GAMING PLATFORM MARKET, 2015-2020 (Y-O-Y)%

TABLE 13 ZYNGA: KEY FINANCIAL INDICATORS, 2013-2014 (USD MILLIONS)

TABLE 14 EA: KEY FINANCIAL INDICATORS, 2013-2014 (USD MILLION)

TABLE 15 KING DIGITAL ENTERTAINMENT: KEY FINANCIAL INDICATORS, 2013-2014 (USD MILLION)

TABLE 16 NVIDIA: KEY FINANCIAL INDICATORS, 2013-2014 (USD THOUSANDS)

TABLE 17 GLOBAL DIGITAL GAMING SUBSCRIPTION MODEL,2015-2020 (USD BILLION)

TABLE 18 GLOBAL DIGITAL GAMING SUBSCRIPTION MODEL, 2015-2020 (Y-O-Y)%

TABLE 19 GLOBAL DIGITAL GAMING MARKET REVENUE BY REGIONS, 2015-2020 (USD BILLION)

TABLE 20 GLOBAL DIGITAL GAMING MARKET REVENUE BY REGIONS,2015-2020 (Y-O-Y)%

TABLE 21 KEY INDICATORS: UNITED STATES

TABLE 22 KEY INDICATORS: CANADA

TABLE 23 NORTH AMERICA DIGITAL GAMING MARKET REVENUE BY TYPES, 2015-2020 (USD BILLION)

TABLE 24 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (USD BILLION)

TABLE 25 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (Y-O-Y) %

TABLE 26 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2015-2020 (USD BILLION)

TABLE 27 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2015-2020 (Y-O-Y) %

TABLE 28 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2015-2020 (USD BILLION)

TABLE 29 NORTH AMERICA DIGITAL GAMING REVENUE, BY GAMING PLATFORMS, 2015-2020 (Y-O-Y) %.

TABLE 30 NORTH AMERICA DIGITAL GAMING REVENUE, BY COUNTRIES, 2015-2020 (USD BILLION)

TABLE 31 KEY INDICATORS: UK

TABLE 32 KEY INDICATORS: GERMANY

TABLE 33 KEY INDICATORS: FRANCE

TABLE 34 WESTERN EUROPE DIGITAL GAMING MARKET REVENUE BY TYPES, 2015-2020 (USD BILLION)

TABLE 35 WESTERN EUROPE DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (USD BILLION)

TABLE 36 WESTERN EUROPE DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (Y-O-Y) %

TABLE 37 WESTERN EUROPE DIGITAL GAMING REVENUE, BY GAMING DEVICES, 2015-2020(USD BILLION)

TABLE 38 WESTERN EUROPE DIGITAL GAMING REVENUE, BY GAMING DEVICES, 2015-2020 (Y-O-Y)%

TABLE 39 WESTERN EUROPE DIGITAL GAMING REVENUE, BY GAMING PLATFORMS, 2015-2020 (USD BILLION)

TABLE 40 WESTERN EUROPE DIGITAL GAMING REVENUE, BY GAMING PLATFORMS, 2015-2020(Y-O-Y)%

TABLE 41 WESTERN EUROPE DIGITAL GAMING REVENUE, BY COUNTRIES, 2015-2020 (USD BILLION)

TABLE 42 KEY INDICATORS: CHINA

TABLE 43 KEY INDICATORS: JAPAN

TABLE 44 KEY INDICATORS: SOUTH KOREA

TABLE 45 ASIA -PACIFIC DIGITAL GAMING MARKET REVENUE BY TYPES, 2015-2020 (USD BILLION)

TABLE 46 ASIA -PACIFIC DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (USD BILLION)

TABLE 47 ASIA-PACIFIC DIGITAL GAMING MARKET REVENUE,BY GAMING AUDIENCE,2015-2020 (Y-O-Y)%

TABLE 48 ASIA-PACIFIC DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2015-2020 (USD BILLION)

TABLE 49 ASIA-PACIFIC DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2015-2020 (Y-O-Y)%

TABLE 50 ASIA-PACIFIC DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2015-2020 (USD BILLION)

TABLE 51 ASIA-PACIFIC DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2015-2020 (Y-O-Y)%

TABLE 52 ASIA-PACIFIC DIGITAL GAMING MARKET REVENUE, BY COUNTRIES, 2015-2020 (USD BILLION)

TABLE 53 COUNTRY ANALYSIS

TABLE 54 CEE DIGITAL GAMING MARKET REVENUE, 2015-2020 (USD BILLION)

TABLE 55 CEE DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (USD BILLION)

TABLE 56 CEE DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (Y-O-Y)%

TABLE 57 CEE DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2015-2020 (USD BILLION)

TABLE 58 CEE DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2015-2020 (Y-O-Y)%

TABLE 59 CEE DIGITAL GAMING MARKET REVENUE ,BY GAMING PLATFORMS ,2015-2020 (USD BILLION)

TABLE 60 CEE DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2015-2020 (Y-O-Y)%

TABLE 61 CEE DIGITAL GAMING MARKET REVENUE ,BY COUNTRIES, 2015-2020 (USD BILLION)

TABLE 62 COUNTRY ANALYSIS

TABLE 63 MEA DIGITAL GAMING MARKET REVENUE BY TYPES ,2015-2020 (USD BILLION)

TABLE 64 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (USD BILLION)

TABLE 65 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (Y-O-Y)%

TABLE 66 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2015-2020 (USD BILLION)

TABLE 67 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2015-2020 (Y-O-Y)%

TABLE 68 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2015-2020 (USD BILLION)

TABLE 69 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2015-2020 (Y-O-Y)%

TABLE 70 MEA DIGITAL GAMING MARKET REVENUE, BY COUNTRIES 2015-2020 (USD BILLION)

TABLE 71 COUNTRY ANALYSIS

TABLE 72 LATIN AMERICA DIGITAL GAMING MARKET REVENUE BY TYPES, 2015-2020 (USD BILLION)

TABLE 73 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (USD BILLION)

TABLE 74 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (Y-O-Y)%

TABLE 75 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2015-2020 (USD BILLION)

TABLE 76 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2015-2020 (Y-O-Y)%

TABLE 77 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORM, 2015-2020 (USD BILLION)

TABLE 78 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORM, 2015-2020 (Y-O-Y)%

TABLE 79 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY COUNTRIES, 2015-2020 (USD BILLION)

TABLE 80 COMPETITOR ANALYSIS (CONSOLE DEVICE MANUFACTURER'S)

TABLE 81 MERGER & ACQUISITION, 2014-2015

TABLE 82 VENTURE CAPITAL (VC) FUNDING, 2012-2015

TABLE 83 JOINT VENTURES & COLLABORATIONS

Licence Rights

"Single User $3,500- PDF via email with only 1 user license terms or online access with login details to customer
- Multi Users $4,000- PDF via email with up to 10 user license terms
- Enterprise License $5,000- PDF via email, can be utilized across the organization and can upload in their intranet.
We do have the online access for our reports where client can utilize our knowledge store and they will have their login details to access the report online instead of PDF file."

Section Purchase

To know more information on Purchase by Section, please send a mail to support@kenresearch.com

Products and Companies

Products

Gaming AudienceSocial GamersSerious GamersCore GamersDevicesFeatured Phones and SmartphonesTabletsPCLaptopsConsole UnitsGaming Platform:FlashiOSAndroidSocial Network


Companies

Sony Corporation

Microsoft Corporation

Nintendo Co., Ltd.

Samsung Electronics Co Ltd

LG Electronics Inc.

Zynga Inc.

Electronic Arts Inc. (EA)

King Digital Entertainment Plc

Sega Games Co. Ltd

NVidia Corporation

Google Inc

Amazon.com, Inc.

International Business Machines Corp

Apple Inc

Facebook Inc

APAR GAMES

Zatun

Kabam

Rolocule

Tapinator, Inc