Table of Content
1. Introduction
2. Research Methodology
3. Executive Summary
4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5. Global Online Gaming Market
6. Market Share
6.1 Type
6.2 Platform
6.3 Gamer Type
6.4 Age Group
6.5 Country
7. Type
7.1 Action
7.2 Adventure
7.3 Puzzle
7.4 Arcade
7.5 Others
8. Platform
8.1 Mobile Phone
8.2 PCs
8.3 Console
8.4 Others
9. Gamer Type
9.1 Social Gamers
9.2 Serious Gamers
9.3 Core Gamers
10. Age Group
10.1 Below 10 Years
10.2 11-24 Years
10.3 25-44 Years
10.4 45 and Above Years
11. Country
11.1 North America
11.1.1 United States
11.1.2 Canada
11.2 Europe
11.2.1 France
11.2.2 Germany
11.2.3 Italy
11.2.4 Spain
11.2.5 United Kingdom
11.2.6 Belgium
11.2.7 Netherlands
11.2.8 Turkey
11.3 Asia Pacific
11.3.1 China
11.3.2 Japan
11.3.3 India
11.3.4 South Korea
11.3.5 Thailand
11.3.6 Malaysia
11.3.7 Indonesia
11.3.8 Australia
11.3.9 New Zealand
11.4 Latin America
11.4.1 Brazil
11.4.2 Mexico
11.4.3 Argentina
11.5 Middle East & Africa
11.5.1 Saudi Arabia
11.5.2 UAE
11.5.3 South Africa
12. Porter’s Five Analysis
12.1 Bargaining Power of Buyers
12.2 Bargaining Power of Suppliers
12.3 Degree of Rivalry
12.4 Threat of New Entrants
12.5 Threat of Substitutes
13. SWOT Analysis
13.1 Strength
13.2 Weakness
13.3 Opportunity
13.4 Threat
14. Key Players
14.1 Activision Blizzard, Inc.
14.1.1 Overview
14.1.2 Recent Development
14.1.3 Revenue
14.2 Apple Inc.
14.2.1 Overview
14.2.2 Recent Development
14.2.3 Revenue
14.3 Capcom Co., Ltd.
14.3.1 Overview
14.3.2 Recent Development
14.3.3 Revenue
14.4 Electronic Arts Inc
14.4.1 Overview
14.4.2 Recent Development
14.4.3 Revenue
14.5 Microsoft Corporation
14.5.1 Overview
14.5.2 Recent Development
14.5.3 Revenue
14.6 Nintendo Co., Ltd.
14.6.1 Overview
14.6.2 Recent Development
14.6.3 Revenue
14.7 Sony Interactive Entertainment Inc
14.7.1 Overview
14.7.2 Recent Development
14.7.3 Revenue
14.8 Tencent Holdings Ltd.
14.8.1 Overview
14.8.2 Recent Development
14.8.3 Revenue
List of Figures
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List of Tables
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