Gaming Market – Growth, Trends, Forecasts (2020


New York, Nov. 12, 2020 (GLOBE NEWSWIRE) — Reportlinker.com announces the release of the report “Gaming Market – Growth, Trends, Forecasts (2020 – 2025)” – https://www.reportlinker.com/p05903704/?utm_source=GNW

– The emergence of cloud gaming is driving the market. Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming. Several companies such as Onlive, G-Cluster, StreamMyGame, Gaikai, and T5-Labs are already offering commercial cloud gaming services. This new sector is also seen as a serious competitor for the traditional game market.
– This has prompted video game majors such as Sega, Ubisoft, Epic Games, Atari, Warner Bros, Disney Interactive studio to establish partnerships with Onlive to distribute their games. Also, in May 2020, Nvidia GeForce Now added 19 games to its cloud gaming library, and further announcing an additional18 new games that will be available on GeForce NOW.? ?
– Adoption of Gaming Platforms, such as E-sports, drives the market. eSports are witnessing substantial market demand in the current market scenario, and are thus driving the overall gaming industry across the globe. Riot Games with League of Legends and DotA 2 are two of the notable examples of influential actors in the eSports business. South Korea is considered to be the country of origin of eSports. Even though the United States overtook South Korea in terms of revenues in the eSports business, it still hosts one of the biggest tournaments in the world. ?
– The sector is also witnessing considerable activity from startups, that are further propelling the market growth. For instance, ‘The Forge Arena’ made by Phoenix Rising Studio’s is a Canadian startup that is looking to become a new player in eSports. The game is free to download under the same models as Fortnite and Counterstrike, selling in-game extras to make revenues focussing on collectible and tradeable skins.
– With the outbreak of COVID-19, home entertainment seems to be the only option for gamers in lockdown while cinemas and theaters continue their’ door-closed’ policy to prevent the disease. The March 2020 survey shows that video gamers in the United States reported that they spent 45% more time playing video games amid the quarantine than in the previous week. Esports is another emerging industry that manages to make more than a billion dollars a year. Now, after the pandemic, it has gained further traction. The increase in the first-time download of Twitch after the epidemic in March has risen to 14% in the U.S.A and a staggering 41% in Italy.
– According to Hollywood Reporter, The U.S. saw the growth of 45 percent, with France (38 percent), U.K. (29 percent),…



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