Global Online Gaming Market

Online gaming is also called video game, which can reduce stress, alleviate depression, improve ability to multitask, and improve decision-making skills, increase eyesight. Online games are categorized into different types and age groups such as mobile games, play-to-play games, free games, paid games and paid games – games and under 10, 11-18 years, 19-24 years, 25.34 years, 35-44 years and 45 years and over 45 years, respectively

The increased consumer awareness of interactive entertainment system is the major factor that is expected to drive the growth of the global online games market. In addition, increasing smartphone and internet penetration is expected to propel the growth of the global online gaming market. In addition, the availability of high speed internet and efficient hardware compatibility, various sophisticated gaming techniques and increasing disposable income of consumers will affect the growth of the global online gaming market. In addition to this, technological advancements in the online gaming industry are expected to fuel the market growth during this forecast period.

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However, the regulation of regulatory bodies on a particular set of online games is the major restart factor that is expected to hamper the growth of the global online games market.

Market segmentation

The global online games market is segmented into types such as mobile games, games to play, free games, paid games, and paid games. Further, the global online gaming market is divided into age groups such as under 10, 11-18, 19-24, 25.34, 35-44, and 45+.

Further, the global online gaming market is segmented into five regions such as North America, Latin America, Europe, Asia-Pacific, Middle East and Africa.

Key market players

Various key players are discussed in this report, such as

  • Interactive giant,
  • Zynga,
  • Wargaming,
  • Tencent,
  • Microsoft,
  • Sony Corp.,
  • Activision Blizzard,
  • Ubisoft,
  • Sega,
  • Konami,
  • Valve ,
  • Advanced games,
  • Gree,
  • Electronic Arts,
  • Bwin. Digital party entertainment,
  • King Digital Entertainment,
  • Arkadium,
  • Playdom,
  • Fun technologies,
  • Riot Games,
  • NCSOFT
  • ,, and others

Market taxonomy

By types

  • Mobile games
  • Games to play
  • Free games
  • Paid games
  • In-game payment – Games

By age group

  • Less than 10 years
  • 11-18 years
  • 19-24 years old
  • 25-34 years
  • 35-44 years
  • 45 years and over 45 years

By region

  • North America
  • Latin America
  • Europe
  • Asia Pacific
  • Middle East and Africa

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Contact information:

Vishal Thakur

Research support specialist

QualiKet research

6060 N Central Expy # 500, TX 75204, United States

[email protected]

Website: https://qualiketresearch.com



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