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International Entertainment News

Wednesday, December 03, 2014

Global Gaming Market Software, Hardware, Smart Phones, Computers, Animation-Analysis, Competitive Landscape, Strategy, Overview, Size, Regional Analysis, Share, Global Trends, Opportunities, Segmentation and Forecast 2014-2020

Global Gaming Market Software, Hardware, Smart Phones, Computers, Animation-Analysis, Competitive Landscape, Strategy, Overview, Size, Regional Analysis, Share, Global Trends, Opportunities, Segmentation and Forecast 2014-2020

MUMBAI, December 3, 2014 /PRNewswire/ --



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.



Request for sample pages:



https://www.bharatbook.com/information-technology-market-research-reports-552066/global-gaming-market-software.html



Table of Content:



1. Define Global Gaming Market



2. Key Components of Gaming



3. Challenges in the Gaming Market:



- Increase in Fremium Models lead to low prices



- Renting Vs. buying



- Threat of Piracy



- Concerns over Intellectual Property Rights



4. Key Motivators of the Gaming Market



- Proliferation of TV Channels



- Increase in penetration of internet



- Expanding market



- Growth in the number of mobile users



- Movies marketed through Gaming and animation



- Branded games



5. Competitive Intelligence



- Key Vendors



- Key Users



- Market Growth and Market Shares



6. Sector Analysis: Market for Associated Segments & Trends



- D Modeling



- Films



- Others



7. Application of Gaming and Entertainment Market



- E-Education



- Web Designing



- Media & Entertainment



- Others



8. Strategic Analysis of Gaming & Entertainment Market Worldwide, 2013 to 2019



9. Regional Analysis



- North America



- Europe



- Asia



- Row



10. Vendor Profiles



- Aardman Animations Ltd



- Activision Blizzard Inc



- Adobe Systems Incorporated



- Autodesk Inc



- Capcom Co. Ltd



- Crest Animation Studios



- Dq Entertainment



- Dreamworks Animation Skg Inc



- Lego Group



- Microsoft Corporation



- Nintendo



- Sony



- The Wall Disney Company



- Time Warner



- Others



Related Reports:




- Wearable Technology in Gaming 2014
[https://www.bharatbook.com/technology-market-research-reports-535310/wearable-technology-gaming.html ]
- Social Gaming Market in the APAC Region 2014-2018
[https://www.bharatbook.com/technology-market-research-reports-520214/social-gaming-market-apac-region.html ]
- Video Gaming 2014 - Market Report
[https://www.bharatbook.com/travel-tourism-market-research-reports-197427/video-gaming.html ]
- Global Social Gaming Market 2014-2018
[https://www.bharatbook.com/technology-media-market-research-reports-503094/global-social-gaming-market-2014-2018.html ]
- Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends
and Forecast, 2013 - 2019
[https://www.bharatbook.com/technology-media-market-research-reports-319617/social-gaming-market-global-industry-analysis-size-share-growth-trends-and-forecast-2013-2019.html ]


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