Pune, Nov. 10, 2022 (GLOBE NEWSWIRE) — Digital Games Market The report is knowledge and experience shared by industry experts in order to make the right decisions for manufacturers, new entrants and industry related companies. The report provides a worldwide study that includes top players in the market, near future growth, sales and market share, challenges and opportunities in the past and future.
The Digital Games market report offers segmentation by product type, application, regional breakdown, market size, volume and value. This report includes the key development plans, such as innovative trends and expansions, product portfolio strengthening, mergers and acquisitions, collaborations, new product inventions, and geographic development undertaken by these participants to maintain their presence.
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A video game is an electronic game that includes a video device for human interaction with the game’s user interface. PC monitors, mobile displays and TVs are used as video devices. The electronic systems used to play video games are called platforms. Different platforms include PCs, consoles, TVs, mobile devices, and others. Different types of games are available for different gaming platforms. The video games are available in two formats: digital and physical. The physical format is the one in which the game is played using a physical disc. While the digital format is the one in which the game is played once downloaded and does not require a physical disc to play.
The global digital games market size is projected to reach US$560190 million by 2028, from US$190430 million in 2021, at a CAGR of 16.4% over 2022-2028.
- North America
- Asia Pacific
- South America
- The Middle East and Africa
According to a survey by an independent research company in the world’s 110 largest countries, around 18.75% of the population are active gamers and 2.4 billion Internet users in 2013. In addition, China alone has 180 million active players, almost equal to the number of active players in Western Europe. Increasing disposable income in developing countries like India and China is expected to boost the growth rate of the digital games market. By increasing disposable income, the customer can spend more money.
The Major Players in the Global Market Include:-
- behavior interactive
- Activision Blizzard
- Asobo Studio
- Cryptic Studios
- 4A games
- game house
- Electronic Arts
- Rovio entertainment
- Ubisoft Entertainment
- Warner Bros
- The lego
- GungHo entertainment
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Segmentation by types: –
Segmentation by Applications:-
Analysis of the Impact of COVID-19 and Russia-Ukraine War:-
Readers in this section will understand how the digital games market scenario has changed worldwide during the pandemic, post-pandemic and Russia-Ukraine War. The study is conducted considering the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management, export and import, and manufacturing.
To understand how the impact of COVID-19/Russia-Ukraine War is working, covered at – https://www.absolutereports.com/enquiry/request-covid19/21343227
Reasons to buy this report:-
- This report is updated with novel technology integration, features and the latest developments in the market
- This report helps stakeholders understand the impact of COVID-19 and the Russia-Ukraine War on the digital games industry.
- This report helps stakeholders gain insights into the regions to target globally
- This report helps stakeholders gain insights into end-user perceptions of digital gaming adoption.
- This report helps stakeholders identify some of the key players in the digital games market and understand their valuable contributions.
TOC of Digital Games Market Research Report :-
1 Report Summary
2 Global Growth Trends
3 Competitive landscape by key players
4 Digital Games Breakdown Data by Type
5 Digital Games Breakdown Data by Application
6 North America
8 Asia Pacific
9 Latin America
10 Middle East & Africa
11 profiles of key players
12 Analyst Viewpoints/Conclusions
13.1 Research Methodology
13.1.1 Methodology/research approach
13.1.2 Data Source
13.3 Author Information
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