According to the report analysis, ‘Global Digital Gaming Market (2017-2022)’ states that in the global digital gaming market, there are several key players which recently functioning more positively for leading the fastest market growth and dominating the high value of market share around the globe during the short span of time while developing the technologies of gaming, delivering better consumer satisfaction, decrease the price of the product and augmented the internet services includes Activision Blizzard, Electronic Arts, Take-Two Interactive, Ubisoft, Zynga, Nintendo, GungHo Online, NCSoft, Sony Corporation, Microsoft Corporation and several others.
The market of the digital gaming is speedily increasing around the globe. The escalating requirement of the digital gaming from the social, casual and core gamers, improved the penetration of the portable gaming devices namely smartphones and tablets and increasing preference for the paymium and freemium subscription models have made this a boosting market during the forecasted period. In addition, the boost of the market is owing to an effective rise in the requirement for the freemium subscription model. The growth in this segment can be attributed to the overwhelming utilization of the smartphones and tablets for the gaming. The individual in the present era comprises are foremost portion of the increasing gaming audience. An effective trend observed in the market has been the incorporation of the virtual technologies into gaming.
Furthermore, the augmented proliferation of the smartphones and tablets is delivering the significant push to the gaming market around the globe. The gaming corporates are progressively preferring digital distribution channels over the physical distribution channels, as the digital distribution enabled easy buy and downloading of the digital content for the several gaming stages.
Additionally, enormous growth in the digital gaming market is fueled principally by the increase in the active gamers, augmented internet and smartphone dissemination, and new technologies that advance the gaming experiences. All these will assistance the market to reach approximately USD 272.2 Bn by 2022, increasing at a compound annual growth rate (CAGR) of 18.97% during reviewed period of 2017-2022.
Based on the platform segment, the Mobile gaming enlarged at an overwhelming rate in the past few years, inhabiting the largest segment in 2017 (43%). This share is predicted to augment further to reach 56% in 2022 due to lower entry barrier for game designers, propagation of smartphones, and inducements for generating the higher revenues through in-app purchases. The growth of console games will be contingent on the launch of new generation consoles, developed advantages such as motion sensors, processors, etc., and augmented the digital distribution. In 2017, more than 40% of the console sale happened through the digital downloads. PC games engaged 28% of the market share in 2017, and are recently registered by serious gamers.
Although, the Asia-Pacific was the principal regional market for digital gaming in 2017, handling 61% of the global market. It is also the biggest market for mobile gaming. Advancement in the technology and speedy move of the customers from 2G to 4G have resulted in augmented user base for digitally-downloadable gaming content, and other live game presentations namely enormously multiplayer online (MMO) and eSports. Augment in the customer spending on games, tall interest in eSports, AR/VR games, and digitally downloadable content are fueling the market in North America, which engaged a share of 20% in 2017. Funding in European gaming firms, predominantly by Chinese attains are principally fueling the European gaming market. Therefore, in the near years, it is anticipated that the digital gaming will increase around the globe over the near years.
For more information on the research report, refer to below link:
Global Digital Content Services Market (By Service Type- Paid Digital Content and Non-Purchasable Digital Content. By Network- 2G, 2G/ 3G, 3G, EVDO/ 3G/ 4G and Wifi Wired. By Application- E-Mails, Social Networking Apps, Shopping Apps, Mobile Audio/ Video/ Streaming/ Gaming and Few Others. By End-User- Individiual, Organization and Society) - Global Industry Analysis, Size, Share, Growth, Trends And Forecast, 2017 - 2025
Ankur Gupta, Head Marketing & Communications