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Home » ICT » Consumer IT » ICO-611014
  • Global Gaming Market Insights, Opportunity Analysis, Market Shares and Forecast, 2017 - 2023

  • 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 GAMINGMARKET: EVOLUTION & TRANSITION
2.2. MARKET DEFINITION AND SCOPE
2.3. INDUSTRY STRUCTURE
2.4. REGULATORY FRAMEWORK
2.5. TOTAL MARKET ANALYSIS
2.5.1.        TOP 5 FINDINGS
2.5.2.        TOP 5 OPPORTUNITY MARKETS
2.5.3.        TOP 5 COMPANIES
2.5.4.        TOP 3 COMPETITIVE STRATEGIES
2.6. ESTIMATION ANALYSIS
2.7. STRATEGIC ANALYSIS 
2.7.1.        INVESTMENT VS. ADOPTION MODEL
2.7.2.        360 DEGREE INDUSTRY ANALYSIS
2.7.3.        PORTERS 5 FORCE MODEL
2.7.4.        SEE-SAW ANALYSIS
2.7.5.        PRICING ANALYSIS
2.7.6.        CONSUMER ANALYSIS AND KEY BUYING CRITERIA
2.8. COMPETITIVE ANALYSIS
2.8.1.        KEY STRATEGIES AND ANALYSIS
2.8.2.        MARKET SHARE
2.8.3.        TOP COMPANY ANALYSIS
2.9. STRATEGIC RECOMMENDATIONS & KEY CONCLUSIONS
2.9.1.        INVESTMENT OPPORTUNITIES BY REGIONS
2.9.2.        OPPORTUNITIES IN EMERGING APPLICATIONS
2.9.3.        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 AND VIRTUAL REALITY
3.1.4.        FREE GAMING APPLICATION TO WIDE RANGE OF CUSTOMERS
3.1.5.        MOVIES CONSISTING OF GAMING AND ANIMATION
3.2. MARKET RESTRAINTS
3.2.1.        THREAT OF PIRACY
3.2.2.        HEALTH CONCERNS
3.2.3.        VIOLENT GAMING FEATURES
3.3. MARKET OPPORTUNITIES
3.3.1.         RISE IN THE DEMAND OF E-SPORTS
3.3.2.        MARKET CONSOLIDATION BY KEY PLAYERS
3.4.   MARKET CHALLENGES
3.4.1.        ENHANCEMENT IN COMPETITION DUE TO EASY ACCESS
3.4.2.        GROWTH IN THE GAME DEVELOPMENT COST
4.       MARKET SEGMENTATION
4.1. GLOBAL GAMING MARKET BY CONSOLES
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 MOBILE GAMING MARKET
4.1.5.1.1.        APPLICATIONS
4.1.5.1.2.        ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.1.3.        MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.1.4.        TOP PLAYERS & KEY PRODUCTS
4.1.5.1.5.        KEY CONCLUSIONS
4.1.5.2.                        GLOBAL COMPUTER GAMING MARKET
4.1.5.2.1.        APPLICATIONS
4.1.5.2.2.        ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.2.3.        MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.2.4.        TOP PLAYERS & KEY PRODUCTS
4.1.5.2.5.        KEY CONCLUSIONS
4.1.5.3.                        GLOBAL ONLINE MMO GAMING MARKET
4.1.5.3.1.        APPLICATIONS
4.1.5.3.2.        ADOPTION SCENARIO & MARKET DETERMINANTS
4.1.5.3.3.        MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.1.5.3.4.        TOP PLAYERS & KEY PRODUCTS
4.1.5.3.5.        KEY CONCLUSIONS
 
4.2. GLOBAL GAMING MARKET BY 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 CD GAME MARKET
4.2.5.1.1.        APPLICATIONS
4.2.5.1.2.        ADOPTION SCENARIO & MARKET DETERMINANTS
4.2.5.1.3.        MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.2.5.1.4.        TOP PLAYERS & KEY PRODUCTS
4.2.5.1.5.        KEY CONCLUSIONS
4.2.5.2.                        GLOBAL SHAREWARE MARKET
4.2.5.2.1.        APPLICATIONS
4.2.5.2.2.        ADOPTION SCENARIO & MARKET DETERMINANTS
4.2.5.2.3.        MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.2.5.2.4.        TOP PLAYERS & KEY PRODUCTS
4.2.5.2.5.        KEY CONCLUSIONS
4.2.5.3.                        GLOBAL FREEWARE MARKET
4.2.5.3.1.        APPLICATIONS
4.2.5.3.2.        ADOPTION SCENARIO & MARKET DETERMINANTS
4.2.5.3.3.        MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
4.2.5.3.4.        TOP PLAYERS & KEY PRODUCTS
4.2.5.3.5.        KEY CONCLUSIONS
 
5.       COMPETITIVE LANDSCAPE
5.1. KEY STRATEGIES
5.1.1.        LIST OF MERGERS & ACQUISITION
5.1.2.        LIST OF JOINT VENTURES
5.1.3.        LIST OF PRODUCT LAUNCHES
5.1.4.        LIST OF PARTNERSHIPS
5.2. TOP 10 COMPANY ANALYSIS
6.      GLOBAL GAMING MARKET BY REGION
6.1. DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY
6.2. COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS
6.3. OPPORTUNITY MATRIX
6.4.  GEOGRAPHIC SEGMENTATION
6.4.1.      NORTH AMERICA
6.4.1.1.  INDUSTRY APPLICATION ANALYSIS
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.   TOP 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.   TOP PLAYERS & KEY PRODUCTS
6.4.1.2.2.3.   KEY CONCLUSIONS
6.4.2.      EUROPE
6.4.2.1.  INDUSTRY APPLICATION ANALYSIS
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.   TOP 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.   TOP 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.   TOP 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.   TOP PLAYERS & KEY PRODUCTS
6.4.2.2.4.3.   KEY CONCLUSIONS
6.4.2.2.5.      ITALY
6.4.2.2.5.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.5.2.   TOP PLAYERS & KEY PRODUCTS
6.4.2.2.5.3.   KEY CONCLUSIONS
6.4.2.2.6.      REST OF EUROPE
6.4.2.2.6.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.2.2.6.2.   TOP PLAYERS & KEY PRODUCTS
6.4.2.2.6.3.   KEY CONCLUSIONS
6.4.3.      ASIA PACIFIC
6.4.3.1.  INDUSTRY APPLICATION ANALYSIS
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.   TOP 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.   TOP 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.   TOP PLAYERS & KEY PRODUCTS
6.4.3.2.3.3.   KEY CONCLUSIONS
6.4.3.2.4.      SOUTH KOREA
6.4.3.2.4.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.4.2.   TOP PLAYERS & KEY PRODUCTS
6.4.3.2.4.3.   KEY CONCLUSIONS
6.4.3.2.5.      AUSTRALIA
6.4.3.2.5.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.5.2.   TOP PLAYERS & KEY PRODUCTS
6.4.3.2.5.3.   KEY CONCLUSIONS
6.4.3.2.6.      REST OF ASIA PACIFIC
6.4.3.2.6.1.   MARKET ESTIMATIONS AND FORECASTS 2014-2023 ($ MILLION)
6.4.3.2.6.2.   TOP PLAYERS & KEY PRODUCTS
6.4.3.2.6.3.   KEY CONCLUSIONS
6.4.4.      ROW
6.4.4.1.  INDUSTRY APPLICATION ANALYSIS
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.   TOP 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.   TOP PLAYERS & KEY PRODUCTS
6.4.4.2.2.3.   KEY CONCLUSIONS
7.       COMPANY PROFILES
7.1. APPLE
7.1.1.        OVERVIEW
7.1.2.        PRODUCT PORTFOLIO
7.1.3.        KEY INNOVATION/FOCUS SECTOR
7.1.4.        STRATEGIC INITIATIVES
7.1.5.        SCOT ANALYSIS
7.1.6.        STRATEGIC ANALYSIS 
7.2.  DISNEY
7.2.1.        OVERVIEW
7.2.2.        PRODUCT PORTFOLIO
7.2.3.        KEY INNOVATION/FOCUS SECTOR
7.2.4.        STRATEGIC INITIATIVES
7.2.5.        SCOT ANALYSIS
7.2.6.        STRATEGIC ANALYSIS 
7.3.  FACEBOOK
7.3.1.        OVERVIEW
7.3.2.        PRODUCT PORTFOLIO
7.3.3.        KEY INNOVATION/FOCUS SECTOR
7.3.4.        STRATEGIC INITIATIVES
7.3.5.        SCOT ANALYSIS
7.3.6.        STRATEGIC ANALYSIS 
7.4.  GOOGLE
7.4.1.        OVERVIEW
7.4.2.        PRODUCT PORTFOLIO
7.4.3.        KEY INNOVATION/FOCUS SECTOR
7.4.4.        STRATEGIC INITIATIVES
7.4.5.        SCOT ANALYSIS
7.4.6.        STRATEGIC ANALYSIS 
7.5.  KONAMI
7.5.1.        OVERVIEW
7.5.2.        PRODUCT PORTFOLIO
7.5.3.        KEY INNOVATION/FOCUS SECTOR
7.5.4.        STRATEGIC INITIATIVES
7.5.5.        SCOT ANALYSIS
7.5.6.        STRATEGIC ANALYSIS 
7.6.  NAMCO BANDAI
7.6.1.        OVERVIEW
7.6.2.        PRODUCT PORTFOLIO
7.6.3.        KEY INNOVATION/FOCUS SECTOR
7.6.4.        STRATEGIC INITIATIVES
7.6.5.        SCOT ANALYSIS
7.6.6.        STRATEGIC ANALYSIS 
7.7. SONY
7.7.1.        OVERVIEW
7.7.2.        PRODUCT PORTFOLIO
7.7.3.        KEY INNOVATION/FOCUS SECTOR
7.7.4.        STRATEGIC INITIATIVES
7.7.5.        SCOT ANALYSIS
7.7.6.        STRATEGIC ANALYSIS 
7.8. NITENDO
7.8.1.        OVERVIEW
7.8.2.        PRODUCT PORTFOLIO
7.8.3.        KEY INNOVATION/FOCUS SECTOR
7.8.4.        STRATEGIC INITIATIVES
7.8.5.        SCOT ANALYSIS
7.8.6.        STRATEGIC ANALYSIS 
7.9. UBISOFT
7.9.1.        OVERVIEW
7.9.2.        PRODUCT PORTFOLIO
7.9.3.        KEY INNOVATION/FOCUS SECTOR
7.9.4.        STRATEGIC INITIATIVES
7.9.5.        SCOT ANALYSIS
7.9.6.        STRATEGIC ANALYSIS 
7.10.                  ZYNGA
7.10.1.   OVERVIEW
7.10.2.   PRODUCT PORTFOLIO
7.10.3.   KEY INNOVATION/FOCUS SECTOR
7.10.4.   STRATEGIC INITIATIVES
7.10.5.   SCOT ANALYSIS
7.10.6.   STRATEGIC ANALYSIS 
7.11.                  SEGA
7.11.1.   OVERVIEW
7.11.2.   PRODUCT PORTFOLIO
7.11.3.   KEY INNOVATION/FOCUS SECTOR
7.11.4.   STRATEGIC INITIATIVES
7.11.5.   SCOT ANALYSIS
7.11.6.   STRATEGIC ANALYSIS 
7.12.                  TENCENT
7.12.1.   OVERVIEW
7.12.2.   PRODUCT PORTFOLIO
7.12.3.   KEY INNOVATION/FOCUS SECTOR
7.12.4.   STRATEGIC INITIATIVES
7.12.5.   SCOT ANALYSIS
7.12.6.   STRATEGIC ANALYSIS 
7.13.                  ACTIVISION BLIZZARD
7.13.1.   OVERVIEW
7.13.2.   PRODUCT PORTFOLIO
7.13.3.   KEY INNOVATION/FOCUS SECTOR
7.13.4.   STRATEGIC INITIATIVES
7.13.5.   SCOT ANALYSIS
7.13.6.   STRATEGIC ANALYSIS 
7.14.                  ELECTRONIC ARTS
7.14.1.   OVERVIEW
7.14.2.   PRODUCT PORTFOLIO
7.14.3.   KEY INNOVATION/FOCUS SECTOR
7.14.4.   STRATEGIC INITIATIVES
7.14.5.   SCOT ANALYSIS
7.14.6.   STRATEGIC ANALYSIS 
7.15.                  NEXON
7.15.1.   OVERVIEW
7.15.2.   PRODUCT PORTFOLIO
7.15.3.   KEY INNOVATION/FOCUS SECTOR
7.15.4.   STRATEGIC INITIATIVES
7.15.5.   SCOT ANALYSIS
7.15.6.   STRATEGIC ANALYSIS 
 
LIST OF TABLES
 
1.            GLOBAL MEDICAL IMAGING ANALYSIS SOFTWARE MARKET BY CONSOLES 2014-2023 ($ MILLION)
2.            GLOBAL COMPUTER GAMING BY GEOGRAPHY 2014-2023 ($MILLION)
3.            GLOBAL MOBILE GAMING BY GEOGRAPHY 2014-2023 ($ MILLION)
4.            GLOBAL ONLINE MMO GAMING BY GEOGRAPHY 2014-2023 ($ MILLION)
5.            GLOBAL GAMING MARKET BY TYPE 2014-2023 ($ MILLION)
6.            GLOBAL CD GAME BY GEOGRAPHY 2014-2023 ($ MILLION)
7.            GLOBAL SHAREWARE BY GEOGRAPHY 2014-2023 ($ MILLION)
8.            GLOBAL FREEWARE BY GEOGRAPHY 2014-2023 ($ MILLION)
9.            NORTH AMERICA MEDICAL IMAGING ANALYSIS SOFTWARE MARKET 2014-2023 ($ MILLION)
10.        EUROPE MEDICAL IMAGING ANALYSIS SOFTWARE MARKET 2014-2023 ($ MILLION)
11.        ASIA PACIFIC MEDICAL IMAGING ANALYSIS SOFTWARE MARKET 2014-2023 ($ MILLION)
12.        REST OF THE WORLD MEDICAL IMAGING ANALYSIS SOFTWARE MARKET 2014-2023 ($ MILLION)
 
LIST OF FIGURES
 
1. GLOBAL GAMING MARKET BY COMPUTER GAMING 2016-2022 ($ MILLION)
2. GLOBAL GAMING MARKET BY MOBILE GAMING 2016-2023 ($ MILLION)
3. GLOBAL GAMING MARKET BY ONLINE MMO GAMING 2016-2023 ($ MILLION)
4. GLOBAL GAMING MARKET BY CD GAME 2016-2023 ($ MILLION)
5. GLOBAL GAMING MARKET BY SHAREWARE 2016-2023 ($ MILLION)
6. GLOBAL GAMING MARKET BY FREEWARE 2016-2023 ($ MILLION)
7. UNITED STATES (U.S.) MEDICAL IMAGING ANALYSIS SOFTWARE MARKET 2014-2023 ($ MILLION)
8. CANADA MEDICAL IMAGING ANALYSIS SOFTWARE MARKET 2014-2023 ($ MILLION)
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