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Global Online Gaming Market by Device & Regions Forecasted to 2025

  • Category : Telecom & IT
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  • ID : 573886
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  • Publishe Date : July 2018
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  • No of Pages: 121
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  • Publisher : Intellectual Research Partners

The Global Online Gaming Market is expected to grow USD 150.5 billion by 2025 at a CAGR of 12.8% by 2025. This report features the market growth analysis and forecasting for the growth and revenue up to 2025 allied with the Device Market.

The market size estimations have been provided in terms of value (USD million). The global Device industry report also identifies major market players and provides analysis in terms of company overview, Financials, products & services, market trends, recent developments and growth strategies.

The Global Smart Contracts Market Is Segmented By Device and Regions. The market is driven by Increase in enrollment of graduates. Downloaded PC games will grow with a CAGR of 5.2% from 2017 to 2021, and generating USD 32.3 Billion in 2021.

Market Segment by Device, covers
Smartphone
Tablet
Console
PC Browser & Boxed/Downloaded PC
others

Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

The key players in the global Smart Contracts Market are-
C2 EDUCATION
CLUB Z
KAPLAN
PEARSON ELT
ARBORBRIDGE
BENCHPREP
HUNTINGTON LEARNING CENTRE
KNEWTON
MANHATTAN REVIEW
REVOLUTION PREP
SYLVAN LEARNING

The key benefit of this report:
* This report examines market size and growth rate by 2025
* This report provides current market and future growth expectations
* Impacts of disruptive technologies and examine the changing competitive dynamics
* Market factor analysis delivers treasured information regarding the possible purchasers and suppliers and understanding the stakeholders involved
* Examine forecast period using Porter?s five forces, supply chain and value chain analysis
* Data regarding companies and business decision by having complete insights on the market and creating in-depth analysis of market segments

Target audience
* Manufacturers
* Raw material suppliers
* Retailers and wholesalers
* Traders, importers and exporters
* Traders, Distributors, and Suppliers
* Government and Research Organizations
* Industry Associations
* End User

TABLE OF CONTENT

1 EXECUTIVE SUMMARY

2 DEMOGRAPHIC OVERVIEW

3 RESEARCH METHODOLOGY
3.1 INTRODUCTION
3.1.1 PRIMARY RESEARCH
3.1.2 SECONDARY RESEARCH
3.1.3 FORECASTING MODEL
3.1.4 MARKET SIZE ESTIMATION
3.2 MARKET DYNAMICS [SWOT ANALYSIS]
3.2.1 STRENGTH
3.2.2 WEAKNESS
3.2.3 OPPORTUNITY
3.2.4 THREAT

4 PREMIUM INSIGHTS
4.1 BIGGEST MARKETS
4.2 MARKET SHARE ANALYSIS
4.3 HIGH GROWTH MARKETS
4.4 HISTORICAL VS UPCOMING TRENDS

5 MARKET OVERVIEW
5.1 MARKET DRIVERS
5.2 RESTRAINTS
5.3 OPPORTUNITIES
5.4 CHALLENGES

6 MARKET FACTOR ANALYSIS
6.1 PORTER?S FIVE FORCES
6.2 VALUE CHAIN ANALYSIS
6.3 PESTEL ANALYSIS

7 GLOBAL MARKET ANALYSIS BY DEVICE
7.1 INTRODUCTION
7.2 SMARTPHONE
7.3 TABLET
7.4 CONSOLE
7.5 PC BROWSER & BOXED/DOWNLOADED PC
7.6 OTHERS

8 GLOBAL MARKET ANALYSIS BY REGION
8.1 NORTH AMERICA
8.1.1 US
8.1.2 CANADA
8.1.3 REST OF NORTH AMERICA
8.2 SOUTH AMERICA
8.2.1 BRAZIL
8.2.2 ARGENTINA
8.2.3 REST OF SOUTH AMERICA
8.3 EUROPE
8.3.1 GERMANY
8.3.2 ITALY
8.3.3 FRANCE
8.3.4 UK
8.3.5 REST OF EUROPE
8.4 APAC
8.4.1 CHINA
8.4.2 JAPAN
8.4.3 INDIA
8.4.4 REST OF ASIA-PACIFIC
8.5 MIDDLE EAST & AFRICA
8.5.1 SAUDI ARABIA
8.5.2 SOUTH AFRICA
8.5.3 REST OF MIDDLE EAST & AFRICA

9 MARKET TRENDS & COMPETITIVE ANALYSIS

10 COMPANY PROFILES
10.1 C2 EDUCATION
10.2 CLUB Z
10.3 KAPLAN
10.4 PEARSON ELT
10.5 ARBORBRIDGE
10.6 BENCHPREP
10.7 HUNTINGTON LEARNING CENTRE
10.8 KNEWTON
10.9 MANHATTAN REVIEW
10.10 REVOLUTION PREP
10.11 SYLVAN LEARNING

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