Valued to be $270.3 Billion by 2026, Video Games Slated for Robust Growth Worldwide – PR Newswire

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Edition: 20; Released: February 2022
Executive Pool: 44652
Companies: 145 – Players covered include Activision Blizzard, Inc.; Blizzard Entertainment, Inc.; King Digital Entertainment plc; Apple, Inc.; Atari SA; BANDAI NAMCO Holdings Inc.; Bluestack Systems, Inc; Capcom Co., Ltd.; Disney Entertainment; Electronic Arts, Inc.; EA Sports; PopCap Games, Inc.; Facebook, Inc.; Google LLC; iWin, Inc.; Konami Holdings Corporation; Konami Digital Entertainment Co. Ltd.; Konami Gaming, Inc.; Nintendo Co. Ltd.; Riot Games, Inc; Roblox Corporation; Rovio Entertainment Corporation; Sega Holdings Co., Ltd.; Sony Interactive Entertainment; Supercell; Square Enix Holdings Co. Ltd.; Square Enix Ltd; Take 2 Interactive Software, Inc.; Tencent Holdings Ltd.; Tetris Holding, LLC; Twitch; Ubisoft Entertainment SA; Unity Technologies; Valve Corporation; Xbox Game Studios; Zynga, Inc. and Others.
Coverage: All major geographies and key segments
Segments: Platform (Mobile Games, Console Games, PC Games, Other Platforms); Type (Offline, Online)
Geographies: World; USA; Canada; Japan; China; Europe; France; Germany; Italy; UK; Spain; Russia; Rest of Europe; Asia-Pacific; Australia; India; South Korea; Rest of Asia-Pacific; Latin America; Argentina; Brazil; Mexico; Rest of Latin America; Middle East; Iran; Israel; Saudi Arabia; UAE; Rest of Middle East; Africa.

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Global Video Games Market to Reach $270.3 Billion by 2026
Major factors promoting growth for the global market for video games are the technological advancements in software and hardware, increased internet access, increased smartphone penetration, and easy access to games. Global video games market continues to grow at a healthy rate, surpassing revenues of music industry and box office revenues. Video gaming revenues are dependent completely on consumer spending levels, although the business model has changed considerably in the recent times. Unlike earlier times, present day consumers tend to purchase fewer games but spend greater time on these games. Consequently, the business model is shifting towards recurring type of revenues being generated by active user base, which contrasts …….



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