[Multi] 2016-2020 : Así ve una empresa de estudios de mercado el mundo de los videojuegos
#1
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Global Gaming Market 2016-2020

Earlier, gaming was limited to board games and handheld video games. The growing popularity of PCs and electronic devices aided by the increased internet penetration has led to the development and commercialization of games. Consumers are now heavily dependent on interactive entertainment such as video games. Video games are electronic games that require a video interface for human interaction. Video devices may vary depending on the game. These devices/screens include TVs, PC monitors, and mobile displays. Depending on the type of screen, the market is segmented by type of device.

Technavio's analysts forecast the global gaming market to grow at a CAGR of 6.42% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from consumers spending on playing games.

The market is divided into the following segments based on geography:
- Americas
- APAC
- EMEA

Technavio's report, Global Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
- Activision Blizzard
- Electronic Arts
- Microsoft Studios
- Sony
- Tencent

Other prominent vendors
- Apple
- Changyou
- DeNA
- Disney
- Facebook
- Google
- GREE
- GungHo Entertainment
- King Digital Entertainment
- Konami
- Namco Bandai
- NCSOFT
- NetEase
- Nexon
- Nintendo
- Sega
- Square Enix
- Take-Two Interactive
- Telltale Games
- Ubisoft Entertainment
- Zynga

Market driver
- Growth in global e-sports market
- For a full, detailed list, view our report

Market challenge
- Concerns associated with piracy
- For a full, detailed list, view our report

Market trend
- Increased penetration of VR headsets
- For a full, detailed list, view our report

Key questions answered in this report
- What will the market size be in 2020 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?

Informe completo / Fuente
#2
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La introducción esta no dice nada y el informe cuesta 2000 euros.
#3
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¿Y Valve?
En el corazon llevo la miel, los platanos, y los muñecos de Lego que montan en serpientes.
#4
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(08-10-2016 14:23)Joanor escribió:¿Y Valve?

Paga 2000 euros y te enterarás :nusenuse
#5
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(08-10-2016 14:37)Lamont escribió:Paga 2000 euros y te enterarás :nusenuse

Empiezo a ahorrar pues.
En el corazon llevo la miel, los platanos, y los muñecos de Lego que montan en serpientes.
#6
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(08-10-2016 14:38)Joanor escribió:Empiezo a ahorrar pues.

Podemos hacer una conjunta. La licencia para 5 usuarios cuesta 480 por cabeza nada más.


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