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GAMING MARKET

$171.7 Billion Gaming Market: Trends, Share, Size, Growth & Forecast Till 2023

Over the past few years, the global gaming market has witnessed a robust growth owing to the increasing penetration of mobile devices and internet coupled with advancements and innovations in hardware and software technologies.

The recent report by IMARC Group, titled “Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2018-2023”, estimates that the global gaming market growth reached a value of US$ 98.5 Billion in 2017. Gaming refers to the act of playing video games through different media such as computers, consoles, arcade machines or mobile phones. It helps in improving physical and mental skills, provides relaxation, fosters positive values such as cohesion and friendship, increases self-esteem, and encourages teamwork. These benefits have not only encouraged the growth of the gaming industry but have led to the trend of gamification which encourages and motivates participants to perform daily tasks usually not connected to gaming. Technological proliferation and innovations in both software and hardware, such as voice recognition, and virtual and augmented reality gaming, have further attracted a larger consumer-base.

Request Free sample Report : https://www.imarcgroup.com/gaming-market/request-sample

Market Drivers:

Rising penetration of internet and mobile phones, particularly in the emerging regions, is majorly stimulating the growth of the global gaming market. Apart from this, manufacturers have introduced downloadable content (DLC) which can range from extensive storyline to aesthetic outfit changes. The increasing sales of wearable gaming devices on account of inflating income levels of the consumers are also providing a thrust to the market growth. Additionally, rising adoption of browser and mobile games which provide free-to-play business models, along with a shift from physical to online games are creating a positive outlook for the market. Furthermore, the educators are seeking ways to supplement classroom teaching with gaming in order to help children develop certain life skills. Looking forward, the global gaming market is anticipated to expand at a CAGR of about 10% during 2018-2023, reaching a value of US$ 171.7 Billion by 2023.

Market Summary:

  • On the basis of device type, mobiles and tablets represent the largest segment, accounting for the majority of the total market share. Other major devices include consoles and computers.
  • Based on platform, the market has been bifurcated into offline and online segments. Amongst these, the offline segment currently holds the largest market share. The online segment is expected to gain traction due to growing demand for multiplayer games on popular social networking sites.  
  • The market has also been segregated on the basis of global game market revenue into game purchase and advertising. Currently, game purchase accounts for the dominant share as it offers a seamless gaming experience.
  • On the basis of genre, adventure/role playing games represent the leading segment. Other segments include puzzles, social games, strategy and simulation.
  • Based on the age group, the market has been divided into adult games and children games. Adult games currently lead the market, holding the largest market share.
  • Region-wise, Asia Pacific enjoys the leading position, accounting for the majority of the global share. Within the region, China and Japan dominate the market on account of rising demand for entertainment. Besides Asia Pacific, other major regions include Europe, North America, Latin America, and Middle East and Africa.
  • The report has also analysed the competitive landscape of the market with some of the major players being Apple, Disney, Ubisoft, Sony, Nitendo, Microsoft, Sega, Facebook, Zynga and Konami.


Browse Full Report with TOC & List of Figure:
https://www.imarcgroup.com/gaming-market

About Us

IMARC Group is a leading market research company that offers management strategy and market research worldwide. We partner with clients in all sectors and regions to identify their highest-value opportunities, address their most critical challenges, and transform their businesses.

IMARC’s information products include major market, scientific, economic and technological developments for business leaders in pharmaceutical, industrial, and high technology organizations. Market forecasts and industry analysis for biotechnology, advanced materials, pharmaceuticals, food and beverage, travel and tourism, nanotechnology and novel processing methods are at the top of the company’s expertise.

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Global Doll, Toy, And Game Manufacturing Market Trends and Strategies 2019-2022

A report from The Business Research Company shows that the “Global Doll, Toy, And Game Manufacturing Market 2019” is expected to reach a value of nearly $134.59 billion by 2022, significantly growing at a CAGR of 10.8% during the forecast period.

The dolls, toys and games manufacturing market consists of sales of dolls, toys and games by entities (organizations, sole traders and partnerships) that produce dolls, toys and games..

Explore Complete Report “Global Doll, Toy, And Game Manufacturing Market 2019” at: https://www.thebusinessresearchcompany.com/report/doll-toy-and-game-manufacturing-global-market-report

The doll, toy, and game manufacturing market expected to reach a value of nearly $134.59 billion by 2022, significantly growing at a CAGR of 10.8% during the forecast period. The growth in the doll, toy, and game manufacturing market is due to emerging markets growth, rise in disposable income, technology development.

The Doll, Toy, And Game Manufacturing industry can be further categorized into Segments: Electronic Toys, Non – Electronic Toys.

Major Key competitive players in the global Doll, Toy, And Game Manufacturing report include Lego, Nintendo, Mattel, Hasbro, and Nerf.

Request a free sample of report: https://www.thebusinessresearchcompany.com/sample.aspx?id=2062&type=smp

Few Chapters from Table Of Content:

  1. Executive Summary
  2. Report Structure
  3. Doll, Toy, And Game Manufacturing Market Characteristics
  4. Doll, Toy, And Game Manufacturing Market Product Analysis
  5. Doll, Toy, And Game Manufacturing Market Supply Chain
  6. Doll, Toy, And Game Manufacturing Market Customer Information
  7. Doll, Toy, And Game Manufacturing Market Trends And Strategies
  8. Doll, Toy, And Game Manufacturing Market Size And Growth
  9. Doll, Toy, And Game Manufacturing Market Regional Analysis
  10. Doll, Toy, And Game Manufacturing Market Segmentation
  11. Doll, Toy, And Game Manufacturing Market Metrics
  12. Asia-Pacific Doll, Toy, And Game Manufacturing Market
  13. Western Europe Doll, Toy, And Game Manufacturing Market
  14. Eastern Europe Doll, Toy, And Game Manufacturing Market
  15. North America Doll, Toy, And Game Manufacturing Market

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The Business Research Company is a Business Intelligence Company which excels in company, market and consumer research. It has offices in the UK, the US and India and a network of trained researchers in 15 countries globally.

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Worldwide Gamification Market 2019-2023 Status And Forecast

Bharat Book Bureau Provides the Trending Market Research Report on “Global Gamification Market Research Report 2019-2023” under Toy and Games category. The report provides information on industry overview,market size, latest developments, industry trends, Key Manufacturers, global presence, device to communicate and their future prospects.

Gamification is the process of taking something that already exists – a website, an enterprise application, an online community – and integrating game mechanics into it to motivate participation, engagement, and loyalty. Gamification takes the data-driven techniques that game designers use to engage players, and applies them to non-game experiences to motivate actions that add value to business.

Request a Free Sample Copy Of Gamification Market Report @
https://www.bharatbook.com/marketreports/sample/reports/1632169

The explosion of adoption of the smart electronical devices and digital information world provides virtually any digital platform for the Gamification market, which marketers and product managers think of it as a packaged motivational tool, it is a promising strategy for public and commercial brands to increase customer activity, build loyalty, broaden reach and monetize assets, according to research, the global Gamification market is projected to register a CAGR of 18.2% during 2017-2021.

On the basis of application, Gamification has been widely applied in marketing to maximum user brand/product engagement through facilitation of entertainment; Gamification has also been used as a tool for customer engagement, it accounted for the largest market share of Gamification, which is a new ways to extend relationships, craft longer-term engagement, and drive customer, encourage desirable website usage behavior.

Moreover, Gamification used in health sector to encourage their users to exercise more effectively and improve their overall health; however, education is expected to register a significant CAGR for the forecast period.

Geographically, the Asia Pacific is expected to register a highest CAGR during the forecast, the rapid growth of emerging economies in Asia, China, which is the most booming digital world, others countries India, Japan, Korea are likely to help the Asia Pacific Gamification market in the coming years.

Global top manufacturers operating in Gamification market are Tencent, Alibaba Group, Microsoft Corporation, Baidu, Salesforce, Badgeville, Inc., Bunchball, Arcaris Inc., SAP SE, Bigdoor, Inc., Gigya, Faya Corporation, Leveleleven among others.

Gamification Report by Material, and Geography – Global Forecast to 2023 is a professional and comprehensive research report on the world’s major regional market conditions, focusing on the main regions (North America, Europe and Asia-Pacific) and the main countries (United States, Germany, United Kingdom, Japan, South Korea and China).

The report firstly introduced the Gamification basics: definitions, classifications, applications and market overview; product specifications; manufacturing processes; cost structures, raw materials and so on. Then it analyzed the world’s main region market conditions, including the product price, profit, capacity, production, supply, demand and market growth rate and forecast etc. In the end, the report introduced new project SWOT analysis, investment feasibility analysis, and investment return analysis.

Browse our full report with Table of Contents :
https://www.bharatbook.com/marketreports/global-gamification-market-research-report-2019-2023/1632169

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Bharat Book is Your One-Stop-Shop with an exhaustive coverage of 4,80,000 reports and insights that includes latest Market Study, Market Trends & Analysis, Forecasts  customized Intelligence, Newsletters and Online Databases. Overall a comprehensive coverage of major industries with a further segmentation of 100+ subsectors.

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Global Game Consoles Market Size study, by Type and Regional Forecasts till 2024

Bharat Book Bureau Provides the Trending Market Research Report on “Global Game Consoles Market 2019 by Manufacturers, Regions, Type and Application, Forecast to 2024” under Electronics category. The report offers a collection of superior market research, market analysis, competitive intelligence and industry reports.

Scope of the Report:

• The worldwide market for Game Consoles is expected to grow at a CAGR of roughly over the next five years, will reach million US$ in 2024, from million US$ in 2019.

• This report focuses on the Game Consoles in global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.

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Market Segment by Manufacturers, this report covers

• Atari

• Hyperkin

• LeapFrog

• Microsoft

• Nintendo

• Sega

• Sony

• VTech

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)

Market Segment by Type, covers

• Home Game Consoles

• Handheld Game Consoles

• Others

Market Segment by Applications, can be divided into

• Household Use

• Commercial Use

The content of the study subjects, includes a total of 15 chapters:

• Chapter 1, to describe Game Consoles product scope, market overview, market opportunities, market driving force and market risks.

• Chapter 2, to profile the top manufacturers of Game Consoles, with price, sales, revenue and global market share of Game Consoles in 2017 and 2018.

• Chapter 3, the Game Consoles competitive situation, sales, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.

• Chapter 4, the Game Consoles breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2014 to 2019.

• Chapter 5, 6, 7, 8 and 9, to break the sales data at the country level, with sales, revenue and market share for key countries in the world, from 2014 to 2019.

• Chapter 10 and 11, to segment the sales by type and application, with sales market share and growth rate by type, application, from 2014 to 2019.

• Chapter 12, Game Consoles market forecast, by regions, type and application, with sales and revenue, from 2019 to 2024.

• Chapter 13, 14 and 15, to describe Game Consoles sales channel, distributors, customers, research findings and conclusion, appendix and data source.

Browse our full report with Table of Contents :
https://www.bharatbook.com/marketreports/global-game-consoles-market-2019-by-manufacturers-regions-type-and-application-forecast-to-2024/1502695

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Bharat Book is Your One-Stop-Shop with an exhaustive coverage of 4,80,000 reports and insights that includes latest Market Study, Market Trends & Analysis, Forecasts Customized Intelligence, Newsletters and Online Databases. Overall a comprehensive coverage of major industries with a further segmentation of 100+ subsectors.

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Global Virtual Reality Gaming Market Forecast 2019-2024 – Bharat Book Bureau

Bharat Book Bureau Provides the Trending Market Research Report on “Virtual Reality Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024”under Media Category. The report offers a collection of superior market research, market analysis, competitive intelligence and Market reports.

The Global Virtual Reality Gaming Market reached a value of US$ 10.3 Billion in 2018. Looking forward, the market is projected to reach a value of US$ 40.2 Billion by 2024, expanding at a CAGR of 25.5% during 2019-2024. Virtual reality gaming refers to applications where a person can experience being in a three-dimensional (3-D) environment and interact with it during a game. Virtual reality (VR) environments help the user in experiencing the game as reality. To generate realistic images, sounds and other sensations that simulate a user’s physical presence in an imaginary world, virtual reality technology uses virtual reality headsets, game controllers and motion capture methods or multi-projected setup.

Request a free sample copy of Virtual Reality Gaming Market Report @ https://www.bharatbook.com/marketreports/Sample/Reports/1445404

Virtual Reality Gaming Market - Bharat Book Bureau

Global Virtual Reality Gaming Market: Drivers

Virtual reality in gaming delivers 360 degrees vision, excellent sound, full immersion and increased realism to the gamer. The availability of controllers has also enhanced the interaction of users with virtual reality surroundings allowing gamers to control and modify the game environment according to their requirements.
Virtual reality headsets still remain expensive for a common user. In order to overcome this challenge, companies have established gaming clubs or special areas at malls and business centers for children and adults to get familiar and try out these games. As a result, the consumer base of virtual reality games has been witnessing a strong growth.
Driven by technological advancements, it is now possible to transform most of the computer games into a virtual reality format allowing users to experience new and better interaction. With the large variety of virtual reality headsets now available, companies are continuously launching new games and content.

Market Summary:

Based on the segment, the report has divided the market into software and hardware. Software currently represents the larger segment.
On the basis of device, personal computers represent the largest segment, followed by the gaming consoles and mobile devices.
Based on the age group, the market has been segregated into adults and children.
On the basis of type of games, the market has been segregated into racing games, adventure games, fighting games, shooting games, mystery thriller games, puzzle games, science fiction games and others.
Region-wise, the market has been categorised into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.
The competitive landscape of the market has also been examined with some of the key players being Fove, Google, HTC, Facebook, Razor, Samsung, Sony, Zeiss International, AMD, GoPro, Largan Precision, Nvidia and Qualcomm.

This report provides a deep insight into the global virtual reality gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the virtual reality gaming market in any manner.

Key Questions Answered in This Report:

How has the global virtual reality gaming market performed so far and how will it perform in the coming years?
What are the key regions in the global virtual reality gaming market?
Which are the popular segments in the global virtual reality gaming market?
What are the key devices in the global virtual reality gaming market?
What is the share of adults and children in the global virtual reality gaming market?
What are the major types of games in the global virtual reality gaming market?
What are the various stages in the value chain of the global virtual reality gaming market?
What are the key driving factors and challenges in the global virtual reality gaming market?
What is the structure of the global virtual reality gaming market and who are the key players?
What is the degree of competition in the global virtual reality gaming market?

Browse our full report with Table of Contents : https://www.bharatbook.com/marketreports/virtual-reality-gaming-market-global-industry-trends-share-size-growth-opportunity-and-forecast-2019-2024/1445404

About Bharat Book Bureau:

Bharat Book is Your One-Stop-Shop with an exhaustive coverage of 4,80,000 reports and insights that includes latest Market Study, Market Trends & Analysis, Forecasts Customized Intelligence, Newsletters and Online Databases. Overall a comprehensive coverage of major industries with a further segmentation of 100+ subsectors.

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Bharat Book Bureau
Tel: +91 22 27810772 / 27810773
Email: poonam@bharatbook.com
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Global Snooker Tables Market Size and Growth Forecast to 2025

Global Snooker Tables Market Analysis is provided for the markets including development trends, competitive landscape analysis, and key regions development status.

The major manufacturers covered in this report Predator, Xingpai, FURY, Shender, RILEY, CYCLOP, WINOMIN, Lion Sports, Imperial International, JOY, Brunswick, ALEX and Adam.

Sample Request : https://www.bigmarketresearch.com/report/2839697/global-snooker-tables-market-research-report-2018-market?utm_source=pmp&utm_medium=SD

Global Snooker Tables Market Analysis Geographically studies the top producers and consumers, focuses on product capacity, production, value, consumption, market share and growth opportunity in these key regions, covering

  • North America
  • Europe
  • China
  • Japan
  • Southeast Asia
  • India

On the basis of product, this report displays the production, revenue, price, market share and growth rate of each type, primarily split into

    Mini Snooker Table

    Full Size Snooker Table

On the basis of the end users/applications, this report focuses on the status and outlook for major applications/end users, consumption (sales), market share and growth rate for each application, including

    Indoor Game

    Sports Events

In this study, the years considered to estimate the market size of Snooker Tables are as follows:

    History Year: 2013-2017

    Base Year: 2017

    Estimated Year: 2018

    Forecast Year 2018 to 2025

For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders

Snooker Tables Manufacturers

Snooker Tables Distributors/Traders/Wholesalers

Snooker Tables Subcomponent Manufacturers

Industry Association

Downstream Vendors

Available Customizations

With the given market data, QYResearch offers customizations according to the company’s specific needs. The following customization options are available for the report:

Regional and country-level analysis of the Snooker Tables market, by end-use.

Detailed analysis and profiles of additional market players.

About Us:

Big Market Research has a range of research reports from various publishers across the world. Our database of reports of various market categories and sub-categories would help to find the exact report you may be looking for.

We are instrumental in providing quantitative and qualitative insights on your area of interest by bringing reports from various publishers at one place to save your time and money. A lot of organizations across the world are gaining profits and great benefits from information gained through reports sourced by us.

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Mobile Games Market Present Scenario and Growth Prospects 2019 – 2025

11 April 2019

The global mobile games market is projected to witness remarkable growth owing to increasing number of smartphone users across the globe. Moreover, shift from pre-installed computer games and consoles, including Play Station (PS), to portable devices, such as tablets and smartphones, is anticipated to boost market growth in the coming years.

Increasing use of tablets and smartphones is anticipated to propel demand for mobile games in the coming years. Shifting consumer preference for convenient gaming platforms over conventional consoles and computers can spur market growth. Advent of high graphic and internet based games to keep consumers engaged can drive the market. Increasing number of experienced Android and iOS developers who can create innovative products and upload them on online application stores, including Apple App Store and Google Play Store, can impel market growth. Consumers can easily download these applications on their smartphones and tablets using internet. Growing popularity of action games offering missions and rewards can prompt developers to design similar products, thereby increasing market growth in the coming years.

High competition and lower internet speed can hamper market growth. In addition, low monetization rate of players can be a challenge faced by developers as only a small percentage of players are likely to pay for full versions. Growing awareness regarding crowdfunding from where low budget developers can raise funds is anticipated to create lucrative opportunities for the market. In addition, in-app advertising can support developers to increase their revenue.

The market can be segmented on the basis of device and operating system. Based on device, the market can be bifurcated into smartphones and tablets. In terms of operating system, the market can be categorized into Windows, iOS, and Android.

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Asia Pacific is anticipated to hold the largest share in the market owing to increasing use of smartphones to play games in countries, such as China and Japan. China is expected to hold one-quarter of the global market revenue. Increasing number of successful mobile gaming companies in Japan can augment market growth. Japanese spend most of their time on mobile to play games, which, in turn, can increase the demand for mobile games. In addition, increasing smartphone users and easy availability of high speed internet in India can contribute to regional market growth in the coming years. Moreover, launch of new and attractive products can gain traction among consumers. For instance, Nintendo announced its new game for smartphones named “Dr. Mario World”. Users can download the game for iOS and Android operating systems. The company is likely to launch it soon in 60 regions across the globe. Similarly, Tencent announced the release date for PUBG Mobile Season 5. The game is quite popular among smartphone users. They can interact with each other while playing with the help of in-build speakers or mic of their devices.

North America is expected to emerge highly lucrative in the years to come owing to growing adoption of smartphone gaming. Presence of leading market players in the region, including Zynga, Activision Blizzard, and Electronic Arts Sports, can augment regional market growth. These companies are likely to develop advanced and attractive mobiles games for consumers. For instance, Zynga introduced Legends update for CSR Racing 2. The update is the company’s biggest feature release so far. Business strategy behind these updates is to keep the existing players engaged and bring back those who have stopped playing.

The market in Europe is expected to expand significantly in the coming years owing to increasing number of players using portable devices. Presence of market players, such as Supercell, Rovio, Wooga, and Socialpoint, can boost regional market growth. These companies are the designers of popular games, including Angry Birds, Hay Day, Clash on Clans, and Candy Crush. Launch of innovative products are likely to gain traction among players. For instance, IGG launched Mobile Royale for both Android and iOS operating systems. Consumers can download it from Google Play Store and Apple App Store for free.

Browse Related Category Market Reports @ https://www.hexaresearch.com/research-category/communication-services-industry

Gambling Market Growth and Opportunities

The Business Research Company’s gambling global market report, covers the year-on-year growth of the global Gambling market historic and forecast growth. It also includes chapters on the Gambling market trends, geographical analysis, and competitive landscape.

Order the report at:

https://www.thebusinessresearchcompany.com/report/gambling-global-market-report

The global gambling market size is expected to increase by 2021, significantly growing at a CAGR of around 7% during the forecast period.

Gambling Market Trends:

The gambling services market consists of sales of gambling services and related goods by entities (organizations, sole traders and partnerships) that operate gambling facilities, such as casinos, bingo halls, video gaming terminals, lotteries, and off-track betting. Bingo parlors, coin-operated gambling device concession operators, bookmakers, lottery ticket sales agents, and card rooms are also included in this market. Revenues in this market include the margins made on the amounts gambled but not those amounts themselves.

Gambling market has set a new trend of game content through socialization and mobilization. Players use social networks and mobile gadgets to play which helps in cash-less transactions. This has boosted the interaction and communication among people through social games. Also new regulatory acts adopted by many countries paved favorable conditions for the growth of gambling market. For instance, Free To Play format games are a big hit, which draws more people to join online gambling industry.

The global Gambling market is primarily driven by rise in disposable income, growing population, increased global economic activity, and rise in disposable income growing tourism.

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The global Gambling market report covers the following regions under the geographical analysis section: Asia Pacific, Western Europe, North America, Middle East, Africa, South America, and Eastern Europe. Major countries under each of these regions are also covered under the country analysis chapters.

With the increase in tourism and decreased government interventions in recent years, the global Gambling market is expected to increase in potential and scope. TBRC’s report also covers the Gambling drivers and restraints in the market.

The global Gambling market’s segment shares in each geographic region are mentioned in the report, along with the historic and forecast growth rates for each segment presented visually with supporting reasons to justify the growth rates.

The top companies included in the global Gambling market report are William Hill, MGM Resorts, Las Vegas Sands, Paddy Power, Betfair Entertainment.

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