World Animation & Gaming Industry Reviewed in New Cutting-Edge Report Published at MarketPublishers.com
25 Nov 2011 • by Natalie Aster
LONDON – The global animation and gaming market is expected to grow from USD 122.20 billion in 2010 to USD 242.93 billion by 2016, at a CAGR of 12.94%. North America forms the largest segment with about 42% of the overall share, followed by Europe; whereas Asia-Pacific and Japan (APJ) is the fastest growing region with an expected CAGR of 19.08% from 2011 to 2016.
Major driver behind the animation market is government initiatives; whereas the gaming market is supported by greater penetration and accessibility to broadband internet. Among the restraints one can name the lack of skills and piracy. Key issues in the industry today are consumers’ shift from buying to renting and dropping prices due to rise of freemium models.
New research report “Global Animation & Gaming Market Size & Forecast (2011 – 2016)” provided by MarketsandMarkets delves into extensive research and in-depth analysis of the world animation and gaming market, segmented on the basis of animation and gaming sub-segments, types in gaming software market, and geography. It forecasts volumes, revenues, and analyzes trends in each of these submarkets. To contribute to a better understanding of the sector, the study gives detailed insights into major market drivers, challenges, opportunities, and key issues. Moreover, assessment of the competitive landscape, profiles of top players alone with their market shares can also be found in the review.
Report Details:
Title: Global Animation & Gaming Market Size & Forecast (2011 – 2016)
Published: November, 2011
Pages: 267
Price: US$ 4,650
Report Contents:
1 INTRODUCTION
1.1 KEY TAKE AWAYS
1.2 REPORT DESCRIPTION
1.3 MARKETS COVERED
1.4 STAKEHOLDERS
1.5 RESEARCH METHODOLOGY
1.5.1 MARKET SIZE
1.5.2 KEY DATA POINTS FROM SECONDARY SOURCES
1.5.3 KEY DATA POINTS FROM PRIMARY SOURCES
1.5.4 ASSUMPTIONS MADE FOR THIS REPORT
1.5.5 LIST OF COMPANIES COVERED DURING PRIMARIES
2 EXECUTIVE SUMMARY
3 MARKET OVERVIEW
3.1 MARKET DEFINITION
3.2 MARKET SIZE
3.3 WINNING IMPERATIVES
3.3.1 EXPANSION INTO HOME ENTERTAINMENT MARKET
3.3.2 GAMING INDUSTRY PLAYERS SHOULD COLLABORATE WITH MOBILE VAS PROVIDERS
3.4 BURNING ISSUES
3.4.1 CONSUMERS SHIFT FROM BUYING TO RENTING
3.4.2 DROPPING PRICES DUE TO RISE OF FREEMIUM MODELS
3.5 MARKET DYNAMICS
…
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