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The global online gaming industry has been witnessing potential growth coupled with the increasing spending on online gaming and the rising penetration of mobile devices, including smartphones and tablets. In UK, the combined physical and digital games sales generated revenue of nearly $4.9 billion in 2018, exhibit growth of 9.1% over 2017.
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Orion Market Research Impact of COVID-19 on the Global Online Gaming Industry: Industry Growth, Size, Share and Forecast 2020-2026 Request a Free Report on Sample of Economic Impact of COVID-19 on the Global Online Gaming Industry @https://www.omrglobal.com/request-sample/economic-impact-of-covid-19-on-the-global-online- gaming-industry ------------------------------------------------------------------------------------ Company Name: Orion Market Research Contact Person: Mr. Anurag Tiwari Email: info@omrglobal.com Contact no: +1 646-755-7667, +91 7803040404
The global online gaming industry has been witnessing potential growth coupled with the increasing spending on online gaming and the rising penetration of mobile devices, including smartphones and tablets. In UK, the combined physical and digital games sales generated revenue of nearly $4.9 billion in 2018, exhibit growth of 9.1% over 2017. The sales of digital games sales have reported considerable growth, with the rise of 9.1% to nearly $3.8 billion, while sales of the physical game have shown a decline by 2.1% to $980 million (according to the Association for UK Interactive Entertainment). A full report description of Economic Impact of COVID-19 on the Global Online Gaming Industry https://www.omrglobal.com/industry-reports/economic-impact-of-covid-19-on-the-global-online- gaming-industry The spending on games by UK consumers was valued nearly $7.3 billion in 2018, up 10% from 2017. In 2016, FIFA 17 by Electronic Arts was the best-selling entertainment product in UK, with a sale of 2.5 million units, nearly 9% over Star Wars: The Force Awakens, generated a sale of 2.3 million units. Rising internet and smartphone penetration has led to the adoption of online gaming services in the country. 78% of UK adults own a smartphone, increased from 27% in 2011, as per the Office of Communications (Ofcom). This, in turn, is contributing to increasing adoption of mobile gaming in the country, as it allows smartphone owners to download games on their phones for playing games. Likewise, the inclination towards online gaming has further witnessed across several countries, including the US, Japan, Germany, China, India, and Australia. Request a Free Report on Sample of Economic Impact of COVID-19 on the Global Online Gaming Industry @https://www.omrglobal.com/request-sample/economic-impact-of-covid-19-on-the-global-online- gaming-industry Currently, internet providers reported unprecedented gaming traffic amid COVID-19 outbreak. They have struggled to bolster their networks owing to the surging demand. On Verizon’s network, gaming traffic has raised by 75% in one week, as per the Telco. COVID-19 epidemic has led to lockdown among several countries to limit the spread of the virus. This results in the increasing demand for gaming services among adults and children. They are showing interest in playing online battle games, such as Fortnite Battle Royale (Epic Games) and Call of Duty: Warzone (Activision Blizzard, Inc.). Additionally, they are purchasing games, including Nintendo's new Animal Crossing: New Horizons, released on 20th March 2020, which has set a record of nearly 1.9 million physical copies sale over its first three days in Japan. Market Segmentation By Device Type Console Computer Mobile Devices Others
Regional Analysis North America United States Canada Europe UK Germany Italy Spain France Rest of Europe Asia-Pacific China India Japan Rest of Asia-Pacific Rest of the World Middle East & Africa Latin America Company Profile Activision Blizzard, Inc. Apple Inc. Electronic Arts Inc. Epic Games, Inc. Google LLC Microsoft Corp. NetEase, Inc. Nintendo Co., Ltd. Rockstar Games, Inc. Sony Corp. Take-Two Interactive Software, Inc.
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