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Category : Computing & Electronics
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Introduction to Report
Launch Date: April 1, 2015
Number of Pages: 111
Geography Coverage: Global
Available Format: PDF
Price For Single User License: USD 3,000
Price For Site User License: USD 4,500
Price For Global User License: USD 10,000
Delivery Time: Within 24 Hours (During Working
Days)
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About the Report
Global Mobile Gaming Market 2015-2019, has beenprepared based on an in-depth market analysis withinputs from industry experts. The report covers NorthAmerica, Latin America, and the APAC and EMEA regions;it also covers the Global Mobile Gaming market landscapeand its growth prospects in the coming years. The reportincludes a discussion of the key vendors operating in thismarket.
Report forecast the Global Mobile Gaming market to growat a CAGR of 21.39 percent over the period 2014-2019.
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Key Highlights:
Mobile games are played either using internetconnectivity or by installing a game in the mobile device.They can also be played by installing non-network mobilegaming applications that are pre-installed or downloadedfrom application stores such as Google Play and AppStore.
The non-network mobile gaming application uses themobile device's platform to run the gaming software.
This report covers the present scenario and the growthprospects of the Global Mobile Gaming market for theperiod 2015-2019.
To calculate the market size, the report considersrevenue generated from the sales of mobile games.
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Key Highlights Continues…
The report consolidates the revenues generated from thefollowing major regions: APAC, North America, EMEA, andLatin America.
According to the report, the increased adoption ofsmartphones and tablets is one of the major drivers of theGlobal Mobile Gaming market. Mobile devices generatethe highest revenue in the overall Global Video Gamemarket. As smartphones and tablets have diverseconnectivity options such as 3G, Bluetooth, and Wi-Fi,they are preferred to laptops.
The Global Mobile Gaming market is facing competitionfrom alternative Gaming segments such as PC, Console,and Online and Social Gaming. Vendors catering only tothe Mobile Gaming segment are likely to find it difficult tosustain their positions in this market scenario.
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Key Questions Answered in this Report
What will the market size be in 2019 and what will thegrowth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced bythe key vendors?
What are the strengths and weaknesses of the keyvendors?
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Report Coverage:
1. Executive Summary
2. List of Abbreviations
3. Scope of the Report
4. Market Research Methodology
5. Introduction
6. Market Description
7. Market Landscape
8. Segmentation by Device
9. Geographical Segmentation
10. Market Attractiveness
For more details regarding Report coverage see the last slide
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Report Coverage Continues…
11. Key Leading Countries
12. Buying Criteria
13. Market Growth Drivers
14. Drivers and their Impact
15. Market Challenges
16. Impact of Drivers and Challenges
17. Market Trends
18. Trends and their Impact
19. Vendor Landscape
20. Key Vendor Analysis
21. Key Insights
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Company Coverage: (Partial List)
1. Activision Blizzard
2. Electronic Arts
3. Gameloft
4. Glu Mobile
5. GungHo Online Entertainment
6. Kabam
7. King Digital Entertainment
8. Rovio Entertainmen
9. Supercell
10. Zynga
For more details regarding Report coverage see the last slide
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About Market Research Reports, Inc.
Market Research Reports provides a customized set
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intelligence available within organizations and
leverages on our motto of “Intelligence Redefined”.
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