The gaming market will grow by $ 125.65 billion from 2020 to 2025. | 56% growth comes from APAC | 17000+ Technavio reports from DailyCoin

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The gaming market will grow by $ 125.65 billion from 2020 to 2025. | 56% growth comes from APAC | 17000+ Technavio Reports

56% growth will come from APAC for the gaming market. China, Japan and South Korea (Republic of Korea) are key markets for gaming at APAC. Market growth in APAC will be faster than market growth in other regions. The growing penetration of e-sports in developing countries such as Taiwan, Malaysia and Singapore will facilitate the growth of the gaming market at APAC over the forecast period. The gaming market will grow $ 125.65 billion from 2020 to 2025 ua 12% CAGR according to the latest Technavia report.

Gaming Market: Integrating blockchain technology to drive growthThe integration of blockchain technology in the gaming industry it allows players to trade virtual assets in-game with other competing players and facilitate peer-to-peer transactions. This technology is being adopted by several gaming companies and game console manufacturers. Microsoft πŸ™‚ (NASDAQ πŸ™‚ recently announced its plan to introduce blockchain technology for the Xbox. Blockchain integration is expected to provide fast and secure payment networks and allow game developers to cash in on their gaming services immensely. The integration of blockchain technology will provide significant growth opportunities for gaming companies during the forecast period, driving the growth of the size of the gaming market.

Game market: Regulation on loot boxes can prevent market growthThe regulation over loot boxes it will be a big challenge for the gaming market. Loot boxes are digital boxes or packages consisting of in-game items that are sold for money or in-game currency. The use of loot boxes in games is considered an unauthorized form of online gambling and an addictive practice, especially for children. As a result, governments in many countries, such as China, Japan, Belgium, and Australia, have introduced strict regulations regarding the use of loot boxes during the design and publication of games in those countries. These regulations can have a negative impact on market growth because loot boxes make up a large portion of in-app purchases.

Game market: segmentation analysis and revenue generation segmentThis market research report segments gaming market per Type (Casual play and professional play) and Geography (APAC, North America, Europe, MEA and South America).

Growth of market share games for segment of casual gaming will be significant for revenue generation. The casual gaming market is growing with the growing acceptance of mobile gaming. Most casual gamers prefer mobile devices over computers and consoles for easy access to games. In addition, ordinary players play games online on their mobile devices because it is easy for them to play games of their choice from anywhere at any time. The Technavio report provides an accurate forecast of the contribution of all segments to the growing size of the gambling market.

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