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Global Home Energy Management Systems Market is expanding at a CAGR of 9.1% during 2015-2022

The report on video games forecast 2015-2022 (by deployment type, psychological behavior, demographic conditions and geography) provides detailed summ
Credence Research | 13.12.2016

According to a recently published report, the Video Games Market is forecasted to grow around $118.4 billion at the CAGR of 9.1% during 2015-2022. The segmentation of Video games is based on application, type and geography. The report on video games forecast 2015-2022 (by deployment type, psychological behavior, demographic conditions and geography) provides detailed summary as well as predictive analysis of the market.
With the introduction of wearable technology, videogames market is expected to shift to a whole new level where playing video games will no longer be done by devices and consoles. Players can use their hands, legs, and even their retina to play the games. Also there is new world called virtual reality where people can actually feel that they are in the game playing by themselves. These two major technological advancement are expected to drive the global video games market. Also freemium games, a new segment in which games are free but included “in app purchases” options are getting famous these days& these games accounts 70% to 80% of the market share. As the hardware is upgrading to support new games the cost involved in it is becoming the challenging issue. Also there are some health related issues growing with addiction of video games which can be major restraining factors to this video game industry.
Full report is available on Global Video gamesforecast2015-2022 (by deployment type, psychological behavior, demographic conditions and geography) report at http://www.briskinsights.com/report/video-games-market
Scope of the report


  1. GlobalVideo Games Market By Deployment Type 2012 - 2022 ($ billion)
    1.1. On premises
    1.2. Cloud based

  2. GlobalVideo Games Market By Demographic Conditions 2012 - 2022 ($ billion)
    2.1. Age
    2.2. Gender
    2.2.1. Male player
    2.2.2. Female player
    2.3. Occupation
    2.4. User status
    2.4.1. First time
    2.4.2. Ex user

  3. Global Video Games Market By Psychographic Behavior 2012 - 2022 ($ billion)
    3.1. User ratings
    3.1.1. Light user
    3.1.2. Medium user
    3.2. Benefits sought
    3.2.1. Low price
    3.2.2. High service quality

  4. Global Video Games Market Regional Outlook 2012 - 2022 ($ billion)
    4.1. NORTH AMERICA
    4.2. EUROPE
    4.3. ASIA PACIFIC
    4.4. REST OF THE WORLD

  5. Company Profiles
    5.1. Activision
    5.2. Bethesda
    5.3. Bungie
    5.4. Capcom
    5.5. EA
    5.6. Konami
    5.7. Microsoft
    5.8. Nintendo
    5.9. Obsidian Entertainment
    5.10. Rockstar
    5.11. SEGA
    5.12. Sony Computer Entertainment
    5.13. Square Enix
    5.14. Ubisoft
    5.15. Valve


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Working in a highly dynamic and multi-dimensional business makes decision making complex.