Global Video Games Market : Industry Forecast, Outlook, Share and Forecast 2016-2022 - Brisk Insights

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Date Submitted: 05/18/2016 06:08 AM

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According to a recently published report, the Video Games Market is forecastedto grow around $118.4 billion at the CAGR of 9.1% during 2015-2022. The segmentation of Video gamesis based onapplication, typeand geography. The report on video gamesforecast 2015-2022 (by deployment type, psychological behavior, demographic conditionsand geography) provides detailed summary as well as predictive analysis of the market.

Detailed study on this Research : http://www.briskinsights.com/report/video-games-market

With the introduction of wearable technology, videogames market is expected to shift to a whole new level where playing video games will no longer be done by devices and consoles. Players can use their hands, legs, and even their retina to play the games. Also there is new world called virtual reality where people can actually feel that they are in the game playing by themselves. These two major technological advancement are expected to drive the global video games market. Also freemium games, a new segment in which games are free but included “in app purchases” options are getting famous these days& these games accounts 70% to 80% of the market share. As the hardware is upgrading to support new games the cost involved in it is becoming the challenging issue. Also there are some health related issues growing with addiction of video games which can be major restraining factors to this video game industry.

Scope of the report

1. GlobalVideo Games Market By Deployment Type 2012 – 2022 ($ billion)

1.1. On premises

1.2. Cloud based

2. GlobalVideo Games Market By Demographic Conditions 2012 – 2022 ($ billion)

2.1. Age

2.2. Gender

2.2.1. Male player

2.2.2. Female player

2.3. Occupation

2.4. User status

2.4.1. First time

2.4.2. Ex user

Here you can find Free Sample on this Research : http://www.briskinsights.com/sample-request/174

3. Global Video Games Market By Psychographic Behavior 2012 – 2022 ($ billion)

3.1. User ratings

3.1.1. Light user...