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Home » ICT » Consumer IT » ICO-611014
  • Global Gaming Market- Technologies, Market share and Industry Forecast to 2024

  • Publish: January 2016 | Report Code: ICO-611014

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Global gaming market is estimated to grow with approx. CAGR of 6.5% during the forecast period 2016-2023. The enhancement in the information technology and advancement in the in the analytical and graphical engines has revolutionized the global gaming sector in the modern world. The diversified gaming mediums which include computer gaming, television consoles, mobile and tablet gaming are continuously upgrading and transforming the global gaming market. Global gaming market is primarily driven by following factors:

  • Increased internet penetration
  • Rise in number of smartphone users
  • Strong customer base of gaming and virtual reality
  • Free gaming applications to wide range of customers
  • Movies consisting of gaming and animation






The gaming market is experiencing a rapid growth. The demand for multi-players, role-playing games, and different genres of games are increasing gradually. The key drivers of the market are increasing audience for free premium games, rising internet penetration, growing number of smartphone users, movies marketed through gaming and animation and new emerging areas in gaming market. Freemium games have gained huge popularity since 2009 when apple introduced free downloads for apps and games. Another factor influencing the market largely is the growing number of smart phone users. In 2016, the smart phone users in U.S. were estimated to be 229.2 million which is anticipated to reach 267.8 million by 2023. The growing trend of online gaming is enhancing the growth of market largely.  The global gaming market is segmented on the basis of platforms and demography. On the basis of platform, it is further segmented by console, PC gaming, mobile games (IOS, windows, android, java, & others), tablet games and web games. Mobile games are the fastest growing segment with the increasing smart phone users.  On the basis of demography, the market is segmented by age and gender.

Source: OBRC Analysis

The global gaming market segments include consoles and type. Consoles is further segmented into:

  • Global mobile gaming market
  • Global computer gaming market
  • Global online MMO gaming market




Type is further segmented into:

  • Global CD game market
  • Global shareware market
  • Global freeware market




The total market revenue has been calculated by summing up console and type segment. Also, the total market revenue has been calculated by summing up consoles and type segment. However, the solution segment which includes software solution and service and excludes hardware solution.

Geographically, the global gaming market is segmented into:

  • North America (U.S. & Canada)
  • Asia Pacific (China, India, Japan, RoAPAC)
  • Europe (UK, France, Germany, RoE)
  • Rest of World





North America has the largest market share among all geographies due to rising internet penetration combined with increase in smartphone users. In 2015, North America contributed $26.1 billion to the global gaming market and is expected to reach $34.8 by 2020 with an increasing CAGR of 5.9%. Asia Pacific is the fastest growing market with the increasing number of online gamers and technological development witnessed by the emerging economies such as India and China.

The global gaming market is segmented on the basis of platforms and demography. On the basis of platform, it is segmented into console, PC gaming, mobile games (IOS, windows, android, java, & others), tablet games and web games. Mobile games are the fastest growing segment with the increasing smart phone users.  On the basis of demography, the market is segmented into age and gender.

 

The major market players of the global gaming market are:

  • APPLE
  • FACEBOOK
  • KONAMI
  • OTHERS





Detailed analysis of these companies provided in this report comprises: overview, SCOT analysis, product portfolio, strategic initiative and strategic analysis.

These companies use various strategies such as merger & acquisition, collaboration, partnership and product launching. Example: Partnership between Ubisoft and Movement International du parkour was held in February 2016. Sony’s GSN games acquired Plumbee, a social casino studio, in February 2016. This acquisition lead to addition of one more unit in the social casino games business and is estimated to contribute around $3.3billion. This acted as an important acquisition which added to the growth of GSN games by utilizing the socio casino expertize and top talent which strengthened its market position in the world.

Why to buy the report:

This report will:

  • Provide you the business strategies adopted by market player such as acquisitions as on February 2016, Sony’s GSN games acquired Plumbee, a social casino studio.
  • Provide in detail the different segments such as consoles and type which affect the global gaming market.
  • Provide you the patent analysis of the gaming market.
  • Identify and understand the strength, opportunities, challenges and threat of the gaming market.
  • Provide revenues of major players of the market such as Sony, Ubisoft, and Google.
  • Provide you the various regulatory policies which affect the global gaming market.







How we are different from others:

At Occams we provide an extensive portfolio which is comprehensive market analysis along with the market size, market share, and market segmentations. Our report on global gaming market offers the longest chain of market segmentation covering major market segmentation based by consoles and type. The report tracks the major market trends in the global gaming market such as introduction of incremental console updates and virtual reality in gaming industry.  For each market segments covered in global gaming market report, we provide opportunity matrix, and DROC analysis, that enable the clear growth assessment across each market segment. The report discusses competitive landscape of the gaming industry, with giving extensive strategy analysis of more than 15 companies. Moreover, the report discusses various models such as 360-degree analysis, See Saw analysis, and Porter five force model and so on. For the high level analysis in the report we provide a comparative analysis of historic and current year data. 

Key findings of the global gaming market:

  • Free gaming application for wide range of customers is contributing to the growth of global gaming market.
  • North America held the largest revenue share in 2016.
  • Mobile games segment is dominating the market due to increasing smart phone users
  • Acquisition is the key strategy adopted by the various market players of global gaming market.
1. INTRODUCTION
1.1. EXECUTIVE SUMMARY
1.2. ESTIMATION METHODOLOGY
 
2. MARKET OVERVIEW
2.1. GLOBAL GAMING MARKET: EVOLUTION & TRANSITION
2.2. MARKET DEFINITION & SCOPE
2.3. INDUSTRY STRUCTURE
2.4. TOTAL MARKET ANALYSIS
2.4.1. TOP 5 FINDINGS
2.4.2. TOP 5 OPPORTUNITY MARKETS
2.4.3. TOP 5 COMPANIES
2.4.4. TOP 3 COMPETITIVE STRATEGIES
2.5. ESTIMATION ANALYSIS
2.6. STRATEGIC ANALYSIS
2.6.1. INVESTMENT VS. ADOPTION MODEL
2.6.2. 360-DEGREE INDUSTRY ANALYSIS
2.6.3. PORTERS 5 FORCE MODEL
2.6.4. SEE-SAW ANALYSIS
2.6.5. CONSUMER ANALYSIS AND KEY BUYING CRITERIA
2.7. COMPETITIVE ANALYSIS
2.7.1. KEY STRATEGIES & ANALYSIS
2.7.2. MARKET SHARE ANALYSIS & TOP COMPANY ANALYSIS
2.8. STRATEGIC RECOMMENDATIONS & KEY CONCLUSIONS
2.8.1. INVESTMENT OPPORTUNITIES BY REGIONS
2.8.2. OPPORTUNITIES IN EMERGING APPLICATIONS
2.8.3. INVESTMENT OPPORTUNITY IN FASTEST GROWING SEGMENT
 
3. MARKET DETERMINANTS 
3.1. MARKET DRIVERS
3.1.1. INCREASING INTERNET PENETRATION
3.1.2. RISE IN NUMBER OF SMARTPHONE USERS
3.1.3. STRONG CUSTOMER BASE OF GAMING 
3.1.4. FREE GAMING APPLICATION TO WIDE RANGE OF CUSTOMERS
3.2. MARKET RESTRAINTS
3.2.1. THREAT OF PIRACY
3.3. MARKET OPPORTUNITIES
3.3.1. HIGH ADOPTION OF AUGMENTED AND VIRTUAL REALITY
3.4.   MARKET CHALLENGES 
3.4.1. GROWTH IN THE GAME DEVELOPMENT COST
3.4.2. ENHANCEMENT IN COMPETITION DUE TO EASY ACCESS
 
4. MARKET SEGMENTATION 
4.1. GLOBAL GAMING MARKET BY CONSOLE
4.1.1. MARKET DEFINITION AND SCOPE
4.1.2. DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY
4.1.3. COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS
4.1.4. OPPORTUNITY MATRIX
4.1.5. MARKET SEGMENTATION 
4.1.5.1. GLOBAL TV / GAMING CONSOLE MARKET 
4.1.5.1.1. ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.1.2. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.1.3. KEY PLAYERS & KEY PRODUCTS 
4.1.5.1.4. KEY CONCLUSIONS
4.1.5.2. GLOBAL COMPUTER GAMING MARKET 
4.1.5.2.1. ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.2.2. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.2.3. KEY PLAYERS & KEY PRODUCTS 
4.1.5.2.4. KEY CONCLUSIONS
4.1.5.3. GLOBAL MOBILE GAMING MARKET 
4.1.5.3.1. ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.3.2. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.3.3. KEY PLAYERS & KEY PRODUCTS 
4.1.5.3.4. KEY CONCLUSIONS
4.1.5.4. GLOBAL SOCIAL / CASUAL GAMING MARKET 
4.1.5.4.1. ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.4.2. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.4.3. KEY PLAYERS & KEY PRODUCTS 
4.1.5.4.4. KEY CONCLUSIONS
4.1.5.5. GLOBAL ONLINE MMO GAMING MARKET 
4.1.5.5.1. ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.5.2. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.5.3. KEY PLAYERS & KEY PRODUCTS 
4.1.5.5.4. KEY CONCLUSIONS
4.1.5.6. GLOBAL OTHERS MARKET 
4.1.5.6.1. ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.6.2. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.6.3. KEY PLAYERS & KEY PRODUCTS 
4.1.5.6.4. KEY CONCLUSIONS
4.2. GLOBAL GAMING MARKET BY PURCHASE TYPE 
4.2.1. MARKET DEFINITION AND SCOPE
4.2.2. DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY
4.2.3. COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS
4.2.4. OPPORTUNITY MATRIX
4.2.5. MARKET SEGMENTATION 
4.2.5.1. GLOBAL BOX/ CD/ DVD GAME PURCHASE MARKET 
4.2.5.1.1. ADOPTION SCENARIO & MARKET DETERMINANTS
4.2.5.1.2. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.2.5.1.3. KEY PLAYERS & KEY PRODUCTS 
4.2.5.1.4. KEY CONCLUSIONS
4.2.5.2. GLOBAL SHAREWARE MARKET 
4.2.5.2.1. ADOPTION SCENARIO & MARKET DETERMINANTS
4.2.5.2.2. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.2.5.2.3. KEY PLAYERS & KEY PRODUCTS 
4.2.5.2.4. KEY CONCLUSIONS
4.2.5.3. GLOBAL FREEWARE MARKET 
4.2.5.3.1. ADOPTION SCENARIO & MARKET DETERMINANTS
4.2.5.3.2. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.2.5.3.3. KEY PLAYERS & KEY PRODUCTS 
4.2.5.3.4. KEY CONCLUSIONS
4.2.5.4. GLOBAL IN-APP PURCHASE MARKET 
4.2.5.4.1. ADOPTION SCENARIO & MARKET DETERMINANTS
4.2.5.4.2. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.2.5.4.3. KEY PLAYERS & KEY PRODUCTS 
4.2.5.4.4. KEY CONCLUSIONS
 
5. COMPETITIVE LANDSCAPE
5.1. KEY STRATEGIES
5.1.1. LIST OF MERGERS AND ACQUISITION
5.1.2. LIST OF JOINT VENTURES
5.1.3. LIST OF PRODUCT LAUNCHES
5.1.4. LIST OF PARTNERSHIPS
 
6. GEOGRAPHIC ANALYSIS
6.1. DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY
6.2. COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS
6.3. OPPORTUNITY MATRIX
6.4. GLOBAL GAMING  MARKET BY REGION 2014-2023 ($ MILLION)
6.4.1. NORTH AMERICA
6.4.1.1. INDUSTRY ANALYSIS 2014-2023 ($ MILLION)
6.4.1.2. TOP COUNTRY ANALYSIS
6.4.1.2.1. U.S. 
6.4.1.2.1.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.1.2.1.2. KEY PLAYERS & KEY PRODUCTS
6.4.1.2.1.3. KEY CONCLUSIONS
6.4.1.2.2. CANADA
6.4.1.2.2.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.1.2.2.2. KEY PLAYERS & KEY PRODUCTS
6.4.1.2.2.3. KEY CONCLUSIONS
6.4.2. EUROPE
6.4.2.1. INDUSTRY ANALYSIS 2014-2023 ($ MILLION)
6.4.2.2. TOP COUNTRY ANALYSIS
6.4.2.2.1. UK
6.4.2.2.1.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.1.2. KEY PLAYERS & KEY PRODUCTS
6.4.2.2.1.3. KEY CONCLUSIONS
6.4.2.2.2. FRANCE
6.4.2.2.2.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.2.2. KEY PLAYERS & KEY PRODUCTS
6.4.2.2.2.3. KEY CONCLUSIONS
6.4.2.2.3. GERMANY
6.4.2.2.3.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.3.2. KEY PLAYERS & KEY PRODUCTS
6.4.2.2.3.3. KEY CONCLUSIONS
6.4.2.2.4. SPAIN
6.4.2.2.4.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.4.2. KEY PLAYERS & KEY PRODUCTS
6.4.2.2.4.3. KEY CONCLUSIONS
6.4.2.2.5. REST OF EUROPE
6.4.2.2.5.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.5.2. KEY  PLAYERS & KEY PRODUCTS
6.4.2.2.5.3. KEY CONCLUSIONS
6.4.3. ASIA PACIFIC
6.4.3.1. INDUSTRY ANALYSIS 2014-2023 ($ MILLION)
6.4.3.2. TOP COUNTRY ANALYSIS
6.4.3.2.1. CHINA
6.4.3.2.1.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.1.2. KEY PLAYERS & KEY PRODUCTS
6.4.3.2.1.3. KEY CONCLUSIONS
6.4.3.2.2. INDIA
6.4.3.2.2.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.2.2. KEY PLAYERS & KEY PRODUCTS
6.4.3.2.2.3. KEY CONCLUSIONS
6.4.3.2.3. JAPAN
6.4.3.2.3.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.3.2. KEY PLAYERS & KEY PRODUCTS
6.4.3.2.3.3. KEY CONCLUSIONS
6.4.3.2.4. AUSTRALIA
6.4.3.2.4.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.4.2. KEY  PLAYERS & KEY PRODUCTS
6.4.3.2.4.3. KEY CONCLUSIONS
6.4.3.2.5. REST OF ASIA PACIFIC
6.4.3.2.5.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.5.2. KEY  PLAYERS & KEY PRODUCTS
6.4.3.2.5.3. KEY CONCLUSIONS
6.4.4. ROW
6.4.4.1. INDUSTRY ANALYSIS 2014-2023 ($ MILLION)
6.4.4.2. TOP COUNTRY ANALYSIS
6.4.4.2.1. LATIN AMERICA
6.4.4.2.1.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.4.2.1.2. KEY PLAYERS & KEY PRODUCTS
6.4.4.2.1.3. KEY CONCLUSIONS
6.4.4.2.2. MIDDLE EAST & AFRICA 
6.4.4.2.2.1. MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.4.2.2.2. KEY PLAYERS & KEY PRODUCTS
6.4.4.2.2.3. KEY CONCLUSIONS
 
7. COMPANY PROFILES
7.1. ACTIVISION BLIZZARD (U.S.)
7.1.1. OVERVIEW
7.1.2. PRODUCT PORTFOLIO
7.1.3. STRATEGIC INITIATIVES 
7.1.4. SCOT ANALYSIS
7.1.5. STRATEGIC ANALYSIS
7.2. BANDAI NAMCO ENTERTAINMENT (JAPAN)
7.2.1. OVERVIEW
7.2.2. PRODUCT PORTFOLIO
7.2.3. STRATEGIC INITIATIVES 
7.2.4. SCOT ANALYSIS
7.2.5. STRATEGIC ANALYSIS
7.3. BETHESDA SOFTWORKS (U.S.)
7.3.1. OVERVIEW
7.3.2. PRODUCT PORTFOLIO
7.3.3. STRATEGIC INITIATIVES 
7.3.4. SCOT ANALYSIS
7.3.5. STRATEGIC ANALYSIS
7.4. ELECTRONIC ARTS (U.S.)
7.4.1. OVERVIEW
7.4.2. PRODUCT PORTFOLIO
7.4.3. STRATEGIC INITIATIVES 
7.4.4. SCOT ANALYSIS
7.4.5. STRATEGIC ANALYSIS
7.5. MICROSOFT CORPORATION (U.S.)
7.5.1. OVERVIEW
7.5.2. PRODUCT PORTFOLIO
7.5.3. STRATEGIC INITIATIVES 
7.5.4. SCOT ANALYSIS
7.5.5. STRATEGIC ANALYSIS
7.6. NEXON (SOUTH KOREA)
7.6.1. OVERVIEW
7.6.2. PRODUCT PORTFOLIO
7.6.3. STRATEGIC INITIATIVES 
7.6.4. SCOT ANALYSIS
7.6.5. STRATEGIC ANALYSIS
7.7. NINTENDO (JAPAN)
7.7.1. OVERVIEW
7.7.2. PRODUCT PORTFOLIO
7.7.3. STRATEGIC INITIATIVES 
7.7.4. SCOT ANALYSIS
7.7.5. STRATEGIC ANALYSIS
7.8. ROCKSTAR GAMES (U.S.)
7.8.1. OVERVIEW
7.8.2. PRODUCT PORTFOLIO
7.8.3. STRATEGIC INITIATIVES 
7.8.4. SCOT ANALYSIS
7.8.5. STRATEGIC ANALYSIS
7.9. SEGA (U.S.)
7.9.1. OVERVIEW
7.9.2. PRODUCT PORTFOLIO
7.9.3. STRATEGIC INITIATIVES 
7.9.4. SCOT ANALYSIS 
7.9.5. STRATEGIC ANALYSIS
7.10. SONY CORPORATION (JAPAN)
7.10.1. OVERVIEW
7.10.2. PRODUCT PORTFOLIO
7.10.3. STRATEGIC INITIATIVES 
7.10.4. SCOT ANALYSIS
7.10.5. STRATEGIC ANALYSIS
7.11. SQUARE ENIX HOLDINGS (TOKYO)
7.11.1. OVERVIEW
7.11.2. PRODUCT PORTFOLIO
7.11.3. STRATEGIC INITIATIVES 
7.11.4. SCOT ANALYSIS
7.11.5. STRATEGIC ANALYSIS
7.12. TENCENT GAMES (CHINA)
7.12.1. OVERVIEW
7.12.2. PRODUCT PORTFOLIO
7.12.3. STRATEGIC INITIATIVES 
7.12.4. SCOT ANALYSIS
7.12.5. STRATEGIC ANALYSIS
7.13. UBISOFT (FRANCE)
7.13.1. OVERVIEW
7.13.2. PRODUCT PORTFOLIO
7.13.3. STRATEGIC INITIATIVES 
7.13.4. SCOT ANALYSIS
7.13.5. STRATEGIC ANALYSIS
7.14. VALVE CORPORATION (U.S.)
7.14.1. OVERVIEW
7.14.2. PRODUCT PORTFOLIO
7.14.3. STRATEGIC INITIATIVES 
7.14.4. SCOT ANALYSIS
7.14.5. STRATEGIC ANALYSIS
7.15. ZYNGA (U.S.)
7.15.1. OVERVIEW
7.15.2. PRODUCT PORTFOLIO
7.15.3. STRATEGIC INITIATIVES 
7.15.4. SCOT ANALYSIS 
7.15.5. STRATEGIC ANALYSIS
 
LIST OF TABLES
1. GLOBAL GAMING MARKET BY CONSOLE 2014-2023 ($ MILLION)
2. GLOBAL TV / GAMING CONSOLE MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
3. GLOBAL COMPUTER GAMING MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
4. GLOBAL MOBILE GAMING MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
5. GLOBAL SOCIAL / CASUAL GAMING MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
6. GLOBAL ONLINE MMO GAMING MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
7. GLOBAL  OTHERS MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
8. GLOBAL GAMING MARKET BY PURCHASE TYPE  2014-2023 ($ MILLION)
9. GLOBAL BOX/ CD/ DVD GAME PURCHASE MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
10. GLOBAL SHAREWARE MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
11. GLOBAL FREEWARE MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
12. GLOBAL IN-APP PURCHASE MARKET BY GEOGRAPHY 2014-2023 ($ MILLION)
13. NORTH AMERICA GAMING MARKET 2014-2023 ($ MILLION)
14. EUROPE GAMING  MARKET 2014-2023 ($ MILLION)
15. ASIA PACIFIC GAMING MARKET 2014-2023 ($ MILLION)
16. REST OF THE WORLD GAMING MARKET 2014-2023 ($ MILLION)
 
LIST OF FIGURES
1. GLOBAL TV / GAMING CONSOLE MARKET 2014-2023 ($ MILLION)
2. GLOBAL COMPUTER GAMING MARKET 2014-2023 ($ MILLION)
3. GLOBAL MOBILE GAMING MARKET 2014-2023 ($ MILLION)
4. GLOBAL SOCIAL / CASUAL GAMING MARKET 2014-2023 ($ MILLION)
5. GLOBAL ONLINE MMO GAMING MARKET 2014-2023 ($ MILLION)
6. GLOBAL  OTHERS MARKET  2014-2023 ($ MILLION)
7. GLOBAL BOX/ CD/ DVD GAME PURCHASE MARKET 2014-2023 ($ MILLION)
8. GLOBAL SHAREWARE MARKET 2014-2023 ($ MILLION)
9. GLOBAL FREEWARE MARKET 2014-2023 ($ MILLION)
11. GLOBAL IN-APP PURCHASE MARKET 2014-2023 ($ MILLION)
12. UNITED STATES (U.S.) GAMING  MARKET 2014-2023 ($ MILLION)
13. CANADA GAMING  MARKET 2014-2023 ($ MILLION)
14. UNITED KINGDOM (UK) GAMING MARKET 2014-2023 ($ MILLION)
15. FRANCE GAMING  MARKET 2014-2023 ($ MILLION)
16. GERMANY GAMING MARKET 2014-2023 ($ MILLION)
17. SPAIN GAMING MARKET 2014-2023 ($ MILLION)
18. ROE GAMING MARKET 2014-2023 ($ MILLION)
19. INDIA GAMING MARKET 2014-2023 ($ MILLION)
20. CHINA GAMING MARKET 2014-2023 ($ MILLION)
21. JAPAN GAMING MARKET 2014-2023 ($ MILLION)
22. AUSTRALIA GAMING MARKET 2014-2023 ($ MILLION)
23. ROAPAC GAMING MARKET 2014-2023 ($ MILLION)
24. LATIN AMERICA GAMING MARKET 2014-2023 ($ MILLION)
25. MENA GAMING MARKET 2014-2023 ($ MILLION)
 

 

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