Global Gaming (Software, Hardware, Smart Phones, Computers, Animation) Market Analysis - Forecast to 2020

DUBLIN, Jan. 08, 2015 — (PRNewswire) — Research and Markets

( has announced the addition of the "Global Gaming Market -Analysis, competitive landscape, Strategy, Overview, Size, regional analysis, Share, Global Trends, Opportunities, Segmentation and Forecast 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. Defining Global Gaming Market

2. Key Components of Gaming

3. Challenges in the Gaming Market:
3.1. Increase in Fremium Models lead to low prices
3.2. Renting vs. buying
3.3. Threat of Piracy
3.4. Concerns over Intellectual Property Rights

4. Key Motivators for the Gaming Market
4.1. Proliferation of TV channels
4.2. Increase in penetration of internet
4.3. Creative games
4.4. Growth in the number of mobile users
4.5. Movies marketed through Gaming and animation
4.6. Branded games
4.7. Less Influence of Traditional Games

5. Restraints in Gaming Market
5.1. Violent Gaming Features
5.2. Wastage of Time
5.3. Health Concern

6. Opportunities in Gaming Market.
6.1. Creating Gaming Arena in Cities
6.2. Concentrating on age groups
6.3. More emphasis on educational games for each age group

7. Competitive Intelligence
7.1. Key Vendors
7.2. Key Users
7.3. Market Growth and Market Shares

8. Sector Analysis Market for Associated Segments & Trends
8.1. Animation & 3D Modelling

9. Market Segmentation by Platform
9.1. Flash Game (social media )
9.2. PC Gaming
9.3. Smartphone Games (IOS, Windows, Android, Java, & Others)
9.4. Through Gaming Device (PS, Xbox, PSP, Virtual gaming & Wired)

10. Market Segmentation by Demography
10.1. By age Group
10.2. By Gender

11. Strategic Analysis of Gaming Market Worldwide ($ million), 2014 to 2020

12. Regional Analysis
12.1. North America
12.2. Europe
12.3. APAC
12.4. RoW

13. Vendor Profiles
13.1 Aardman Animations Ltd
13.2 Activision Blizzard Inc
13.3 Capcom Co. Ltd
13.4 Crest Animation Studios
13.5 Dq Entertainment
13.6 Dreamworks Animation Skg Inc
13.7 Lego Group
13.8 Microsoft Corporation
13.9 Nintendo
13.10 Sony
13.11 Tencent
13.12 The Wall Disney Company
13.13 Time Warner

For more information visit

Media Contact: Laura Wood , +353-1-481-1716, Email Contact

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