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The Global Cloud Gaming Market was valued at USD 1.12 Billion in 2018 and is projected to reach USD 2.88 Billion by 2026, growing at a CAGR of 12.48% from 2019 to 2026. Cloud Gaming refers to an online platform for playing games that eliminates the need for any specific hardware. It is a trending feature and highly adopted by gamers across the world as it eliminates the need for regular updates of hardware for the compatibility of the game. Cloud gaming also provides an integrated gaming experience on smart devices coupled with the enhanced gaming experience is likely to propel the growth of the market.

The increasing popularity of mobile gaming coupled with the increasing adoption of smartphones and tablets in developing countries is fueling the growth of the market. Furthermore, rising network connectivity and the compatibility of installation free gameplays on almost all operating systems such as iOS, Android, and Chrome among others are boosting the popularity of cloud gaming. The growing 4G cellular network coupled with the adoption of new 5G networks in developed countries is an opportunity for the market to grow over the forecast period.

Some of the key players of Cloud Gaming Market:

NVIDIA, Intel, Google, Microsoft, Amazon, Advanced Micro Devices, Sony, IBM, Tencent, and Jump Gaming.

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A serious game is a training offered in the form of a game or simulation, created to meet the specific needs of a group. The learning objective is reached by the end of the game, and the evaluation of students is done via immersion. They have a mission to fulfill: to get there, they need to think rationally, strategize, solve problems, test different decisions during the game to get the best results, etc.

Gamification uses gaming codes to make an existing training more fun. The goal is to boost learner interest and motivation. Several gaming devices can be used, such as rewards, recognition, competition with colleagues, etc.

Exzellentes Rating des XMG FUSION 15: Die Kollegen der italienischen Smartworld bewerten das neueste Gaming-Laptop aus dem Hause Schenker Technologies mit 9,3 von 10 Punkten. Redakteur Nicola Ligas resümiert: „Es handelt sich um eines der besten Gaming-Notebooks aller Zeiten.“

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The vendors in the gaming accessories market are highly focused on retaining and gaining larger market shares. To attain this goal, the vendors are introducing new products based on advanced technologies, which is one of the key drivers propelling the gaming accessories market. Moreover, the declining prices of these accessories are another significant factor fueling the growth of the gaming accessories market. Furthermore, the continuous launch of e-sports leagues and numerous gamers opting for it as a career choice offers a lucrative opportunity to the gaming accessories market.

The global gaming accessories market is segmented on the basis of type and distribution channel. Based on the type, the market is classified into keyboard, suppressors, mouse, gaming controllers, headsets, mike, and others. Further, the distribution channel segment of gaming accessories market is bifurcated into online and offline.

The report analyzes factors affecting the gaming accessories market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA, and SAM after evaluating political, economic, social and technological factors affecting the gaming accessories market in these regions.

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Dieser Bericht enthält die Daten der Hersteller, einschließlich Versand, Preis, Umsatz, Bruttogewinn, Interviewaufzeichnung, Geschäftsverteilung usw.. Diese Daten helfen dem Verbraucher, die Konkurrenz besser zu kennen. Dieser Bericht deckt auch alle Regionen und Länder der Welt ab, in denen ein regionaler Entwicklungsstatus einschließlich Marktgröße, Volumen und Wert sowie Preisdaten angegeben sind.

Darüber hinaus deckt der Bericht auch Segmentdaten ab, einschließlich: Typensegment, Industriesegment, Kanalsegment usw., die unterschiedliche Segmentmarktgrößen, sowohl Volumen als auch Wert, abdecken. Erfassen Sie auch die Kundeninformationen der verschiedenen Branchen, was für die Hersteller sehr wichtig ist. Wenn Sie weitere Informationen benötigen, wenden Sie sich bitte an

Herstellerdetail: Sony, Microsoft, Nintendo, Tapinator, Kabam, Zynga, Electronic Arts, König, Sega Games