Video Games Market Research Reports & Industry Analysis
Video Games Industry Research & Market Reports
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Metaverse Technology Market Outlook – An Opportunity worth $224 Billion by 2030
... enhanced physical and digital reality. Technologies contributing to the development of the metaverse include augmented reality (AR), flexible work styles, head-mounted displays (HMDs), an AR cloud, the Internet of Things (IoT), 5G, artificial intelligence (AI) ... Read More
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Cloud Gaming Market, By Type (File Streaming and Video Streaming), By Device (smartphones, gaming consoles, PC, Tablets, and Others), and by Region (North America, Europe, Asia Pacific, Latin America, and Middle East and Africa) - Size, Share, Outlook, an
... Size, Share, Outlook, and Opportunity Analysis, 2022 - 2028 The cloud gaming enables users to play high quality games online without using any high-end gaming devices, which also eliminates the constant need of upgrading your ... Read More
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Digital Map Market Forecasts to 2028 – Global Analysis By Functionality (Computerized, Global Positioning System (GPS) Navigation, Scientific), Mapping Type (Outdoor Mapping, Indoor Mapping, 3D and 4D Metaverse), and By Geography
... the Global Digital Map Market is accounted for $18.80 billion in 2021 and is expected to reach $48.51 billion by 2028 growing at a CAGR of 14.5% during the forecast period. The digital map also ... Read More
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GDC 2022 Postmortem: IaaS Stepped Forward
... this year's conference was the importance of supporting distributed game development project teams as well as the post-launch operation of games through robust server infrastructures. This IDC Market Note examines news made by AWS, Microsoft's ... Read More
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Korean Gaming Market (Mobile, PC and Console): Insights & Forecast with Potential Impact of COVID-19 (2022-2026)
... the period spanning 2022-2026. After the U.S., China, and Japan, it is the fourth largest market, accounting for more than 6% of the worldwide gaming industry in 2021. The growth in the market has been ... Read More
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Metaverse Market By Component (Hardware, Software, Service), By Technology (Blockchain, Virtual Reality and Augmented Reality, Mixed Reality, Others), By Application (Gaming, Online Shopping, Content Creation and Social Media, Events and Conference, Digital Marketing, Testing and Inspection, Others), By Industry Vertical (BFSI, Retail, Media and Entertainment, Education, Aerospace and Defense, Automotive, Others): Global Opportunity Analysis and Industry Forecast, 2020-2030
... Inspection, Others), By Industry Vertical (BFSI, Retail, Media and Entertainment, Education, Aerospace and Defense, Automotive, Others): Global Opportunity Analysis and Industry Forecast, 2020-2030 Metaverse platforms are a virtual three-dimensional extension of the internet and social ... Read More
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Global VR Fitness Game Market Research Report 2022
... 113.44 million in 2021, at a CAGR of 38.38% during 2022-2028. Fully considering the economic change by this health crisis, Music Rhythm Game accounting for 39.56% of the VR Fitness Game global market in 2021, ... Read More
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2022 Global: Simulators - 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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Fixed broadband operators must find ways to cater to the gaming segment in their retail plans
... is sizeable and fixed broadband operators need to find ways to cater to it. This article draws on our annual consumer survey results to examine how operators in the UK can target the gamer segment. Read More
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Global Subscription-based Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)
... reach USD 14.71 billion by 2027, registering a CAGR of 10.68% over the forecast period 2022 - 2027. Key Highlights Continuous technological advancements in the gaming industry are propelling the industry's growth. Subscription services, which ... Read More
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Global Cloud Gaming Market 2022-2028
... servers that deliver content to whomever is trying to access it. Cloud gaming allows players to stream games to the supported devices (phone, tablet, TV) with a high-speed internet connection. Cloud gaming can be advantageous ... Read More
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Anime Market Size, Share & Trends Analysis Report By Anime Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music), By Region (MEA, Japan), And Segment Forecasts, 2022 - 2030
... anime market size is expected to reach USD 56.39 billion by 2030, growing at a CAGR of 9.7% during the forecast period, according to a new study by Grand View Research, Inc. The growing popularity ... Read More
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Leading Metaverse Platform Markets Databank
... segment is expected to be the highest contributor to this market, with $15,316.8 Million in 2020, and is anticipated to reach $19,077.2 Million by 2029, registering a CAGR of 2.50%. Headsets segment is anticipated to ... Read More
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Leading Metaverse Product Markets Databank
... segment is expected to be the highest contributor to this market, with $16,160.4 Million in 2020, and is anticipated to reach $22,435.0 Million by 2029, registering a CAGR of 3.75%. Hardware and Software segments collectively ... Read More
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Impact of COVID-19 on Digital scent technology Market: By Hardware Device (E-nose, Scent Synthesizer), By Application (Food & Beverage, Military & Defense, Medical, Marketing, Environmental Monitoring, Entertainment, Others), By End-Use Product (Smartphones, Smelling Screens, Music and Video Games, Explosives Detectors, Quality Control Products, Medical Diagnostic Products, Others)And Region – Global Analysis of Market Size, Share & Trends For 2019–2021 And Forecasts To 2031
... and Video Games, Explosives Detectors, Quality Control Products, Medical Diagnostic Products, Others)And Region – Global Analysis of Market Size, Share & Trends For 2019–2021 And Forecasts To 2031 Product Overview The digital scent technology Market ... Read More
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Global Metaverse Market Databank
... is expected to be the highest contributor to this market, with $16,160.4 Million in 2020, and is anticipated to reach $22,435.0 Million by 2029, registering a CAGR of 3.75%. Hardware and Software segments collectively expected ... Read More
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Europe Metaverse Market Databank
... is expected to be the highest contributor to this market, with $16,160.4 Million in 2020, and is anticipated to reach $22,435.0 Million by 2029, registering a CAGR of 3.75%. Hardware and Software segments collectively expected ... Read More
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Leading Metaverse Country Markets Databank
... America is expected to be the highest contributor to this market, with $14,108.6 Million in 2020, and is anticipated to reach $18,614.5 Million by 2029, registering a CAGR of 3.16%. Asia-Pacific is anticipated to reach ... Read More
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Latin America, Middle East & Africa Metaverse Market Databank
... 2021 to 2029. Hardware segment is expected to be the highest contributor to this market, with $16,160.4 Million in 2020, and is anticipated to reach $22,435.0 Million by 2029, registering a CAGR of 3.75%. Hardware ... Read More
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North America Metaverse Market Databank
... segment is expected to be the highest contributor to this market, with $16,160.4 Million in 2020, and is anticipated to reach $22,435.0 Million by 2029, registering a CAGR of 3.75%. Hardware and Software segments collectively ... Read More
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Asia-Pacific Metaverse Market Databank
... is expected to be the highest contributor to this market, with $16,160.4 Million in 2020, and is anticipated to reach $22,435.0 Million by 2029, registering a CAGR of 3.75%. Hardware and Software segments collectively expected ... Read More
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Worldwide Mobile In-App and In-Game Advertising Forecast, 2022–2026
... format. Mobile advertising revenue is additionally broken out by major type, format, and mobile operating system at a global level. Direct mobile game spending and the share of in-game ad revenue that is paid out ... Read More
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Consumer Market Model Insights: Growth Projected in Key Digital Online Entertainment Service Segments
... in IDC's Consumer Market Model."Despite much transformation already taking place in the consumer digital entertainment market, IDC's Consumer Market Model sheds light on notable growth still to come in key segments including streaming video, gaming, ... Read More
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Worldwide Mobile and Handheld Gaming Forecast, 2022–2026
... rest of the world (ROW). Device installed bases (IBs), monthly active user (MAU) bases, storefront and operating system (OS) dynamics, average revenue per user (ARPU), mobile game download totals, and direct local game spending and ... Read More
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Cultural & Recreation Goods Retailing in Europe - Industry Market Research Report
... by the industry included books, newspapers, music and video recordings, video games, sporting equipment, games and toys. This report covers the scope, size, disposition and growth of the industry including the key sensitivities and success ... Read More