EU5 Digital Gaming market (2018-2023)

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EU5 Digital Gaming Market

Digital gaming is very popular in EU5 countries. Playing video games ranks among the top leisure activities for people of these countries. In fact, people in between the ages of 15 and 50 spend nearly as much time gaming as

Description

EU5 Digital Gaming Market

Digital gaming is very popular in EU5 countries. Playing video games ranks among the top leisure activities for people of these countries. In fact, people in between the ages of 15 and 50 spend nearly as much time gaming as they do watching TV or socializing with family and friends, and opt for gaming as a way to spend time while stimulating the imagination and staying mentally fit. The EU5 Digital Gaming market is projected to register a double digit CAGR during the forecast period of 2018-2023. Gamers in the EU5 region prefer to play on all platforms and genres – from mobile, PC and console, to fast-developing sectors such as VR/AR and eSports of which Console gaming is the most preferred one fuelled by the higher disposable income of gamers in comparison to other developing countries of the world.

EU5 boasts of countries like France, which have a number of studios that are recognized worldwide for their expertise in the video-game industry, and Germany, where game developers and publishers are continuously building clusters, and international trade events such as Gamescom, Casual Connect Europe or the Serious Games Conference are held regularly. Also, countries like Spain, Italy and UK take a high interest in console gaming. The strong economic backbone of the countries clubbed with government support in the form form of special tax breaks to video game companies are driving the Digital Gaming market forward.

The EU5 Digital Gaming market is segmented into PC games, mobile games, and console games. Among these segments, the mobile gaming and console gaming segments are significant revenue generators.

Key growth factors:
o The high disposable income of the people of the countries in EU5 is a crucial driver for the growth of the digital games market. Also, the countries have robust gaming infrastructure with over 80% internet penetration and over 65% smartphone penetration on an average among mobile users in the countries.
o Government support in countries like France, where, in 2016, the government initiated a project to regulate and formally recognize eSports as a gaming segment, drives the digital games market in the region.

Threats and key players:
o The recent political turmoil such as Eurozone crisis, Brexit, etc., poses threats to the industry. Many gaming companies are planning to relocate to other politically stable areas from EU. This would disrupt the growth of gaming industry.
o The key players in the EU5 Digital Gaming market are Activision Blizzard, Nintendo, Sony, Dhruva Interactive, etc.

What’s covered in the report?
o Overview of the EU5 Digital Gaming market
o The historical, current and forecasted market size data for the EU5 Digital Gaming market
o The historical, current and forecasted market size data for the segments of the market – by platforms– PC games, console games, and mobile games
o The historical, current and forecasted market size data for the segments of the market – by revenue models (Freemium, Pay to Play, Advertising)
o The historical, current and forecasted market size data for the segments of the market – by genres (Shooter, Role- play Action, Sports, Strategy, Others)
o Market trends in the EU5 Digital Gaming market
o Market drivers and challenges in the EU5 Digital Gaming market
o Analysis of spending for segmentation by platforms
o Profiles of major players operating in the market

Why buy?
o Get a broad understanding of the EU5 Digital Gaming market and its segmentations – by platforms– PC games, console games, and mobile games, – by revenue models (Freemium, Pay to Play, Advertising), by genres (Shooter, Role- play Action, Sports, Strategy, Others)
o Get specific drivers and challenges affecting the EU5 Digital Gaming market and its segmentations (By platforms, by revenue models, by genres )
o Get specific trends occurring in the EU5 Digital Gaming market
o Get analysis of spending for segmentation by platforms
o Recognize significant competitors’ business and market dynamics, and respond accordingly


Chapter 1: Executive Summary
1.1 Market Scope and Segmentation
1.2 Key Questions Answered in This Study
1.3 Executive Summary I
1.4 Executive Summary II

Chapter 2: Introduction
2.1. Blockchain technology-Functionality
2.2. Blockchain Application
2.3. Blockchain use cases
2.4. Value chain-Blockchain technology market

Chapter 3: Global Blockchain Technology Market overview
3.1. Overview – key observations, historical (2016-2017) and forecasted (2018-2023) market size (USD bn), geography wise market size (USD bn) in 2017
3.2. Market adoption
3.3. Market trends

Chapter 4: Blockchain Technology Market regional market overview
4.1. North America- Historical (2016-2017) and forecasted (2018-2023) market size (USD Bn), drivers, trends and challenges
4.2. Europe– Historical (2016-2017) and forecasted (2018-2023) market size (USD Bn), drivers, trends and challenges
4.3. Asia Pacific– Historical (2016-2017) and forecasted (2018-2023) market size (USD Bn), drivers, trends and challenges
4.4. Latin America– Historical (2016-2017) and forecasted (2018-2023) market size (USD Bn), drivers, trends and challenges
4.5. Middle East & Africa– Historical (2016-2017) and forecasted (2018-2023) market size (USD Bn), drivers, trends and challenges

Chapter 5: Blockchain Technology Market segmentation by industries
5.1. Global industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Industry overview, market share
5.1.1. North America industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Revenue contribution (historical and forecasted), drivers, and key competitors
5.1.2. Europe industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Revenue contribution (historical and forecasted), drivers, and key competitors
5.1.3. Asia Pacific industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Revenue contribution (historical and forecasted), drivers, and key competitors
5.1.4. Latin America industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Revenue contribution (historical and forecasted), drivers, and key competitors
5.1.5. Middle East & Africa industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Revenue contribution (historical and forecasted), drivers, and key competitors

Chapter 6: Blockchain Technology Market segmentation by type – Private, public and mixed
6.1. Market overview by type – revenue contribution, market growth, influential factors, adoption

Chapter 7: Patent Analysis
7.1. Patent Overview
7.2. Patents Filed/ Published (2012 – 2016)
7.3. Patents by Major Companies
7.4. Patents by Geographical Origin
7.5. Patents by Platform
7.6. Patents by Ledger Types
7.7. Patents by Authentication
7.8. Patents by Application types

Chapter 8: Company Profiles
8.1. Microsoft Corporation
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.2. IBM
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.3. Accenture
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.4. Deloitte
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.5. Capgemini
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.6. Cognizant
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.7. Infosys
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.8. Tata Communication Services
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.9. VirtusaPolaris
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.10. Wipro
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence

Chapter 9: Start-up Company Overview
9.1. Chain (*)
o Overview
o Key People
o Investor
o Client/Partners
o Recent Initiatives
(*) similar information is provided for all the below companies
9.2. Consensys
9.3. R3 CEV
9.4. Ripple
9.5. Guardtime
9.6. Gem
9.7. Everledger
9.8. Ascribe

Chapter 10: Conclusion
10.1. Blockchain Opportunity
10.2. Conclusion

Chapter 11: Appendix
11.1. List of Tables
11.2. Research Methodology
11.3. Assumptions
11.4. About Netscribes Inc.

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