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Research and Markets: Global Gaming Market (Software, Hardware, Smart Phones, Computers, Animation) 2014-2020

DUBLIN — (BUSINESS WIRE) — December 11, 2014Research and Markets ( http://www.researchandmarkets.com/research/vtg5gz/global_gaming) has announced the addition of the "Global Gaming Market (Software, Hardware, Smart Phones, Computers, Animation) - 2014-2020" report to their offering.

Computer animation is the generation of animated images using computer graphics. CGI or computer generated imagery includes both static and dynamic images within its purview. Over the years computer animation has evolved from being just a series of static pictures to 3D computer graphics. Another culture that has developed over the last few years is the gaming industry, which relies heavily on animation to provide users with entertainment in the form of video games.

Animation captures a series of individual movements and replays them in rapid succession to create the illusion of movement. These individual movements are either images drawn on paper or are created using other media such as clay, puppets, computer generated images, etc. The gaming industry is moving ahead rapidly with constant innovations. Multiplayer, role playing games and different genres have increased the number of people using these games. In addition to the large studios a number of small indie players have changed the face of the industry. Popularity of games with users can completely change the fortunes of companies releasing these games.

The main drivers leading to the huge growth in the market have been led by the immense creativity potential and innovative techniques. Other reasons for the rapid growth of this market include government initiatives, greater penetration of mobile phones and broadband internet. According to estimates almost 60% of population in the US accesses games and almost 50% of households own at least one gaming console. While US and Europe are currently the largest markets, Asia Pacific is the fastest growing market led by China, Japan and India and will capture almost 35% of the world market by 2015.

Key Topics Covered:

1. Define Global Gaming Market

2. Key Components of Gaming

3. Challenges in the Gaming Market

4. Key Motivators for the Gaming Market

5. Competitive Intelligence

6. Sector Analysis: Market for Associated Segments & Trends

7. Application of Gaming & Entertainment Market

8. Strategic Analysis of Gaming & Entertainment Market Worldwide ($ million), 2013 to 2019

9. Regional Analysis

10. Vendor Profiles

For more information visit http://www.researchandmarkets.com/research/vtg5gz/global_gaming



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