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Gaming Market: 12.40% of Incremental CAGR is Expected to Originate from Interactive Home Entertainment Industry

Gaming Market: 12.40% of Incremental CAGR is Expected to Originate from Interactive Home Entertainment Industry
prnewswire.com - get the latest breaking news, showbiz & celebrity photos, sport news & rumours, viral videos and top stories from prnewswire.com Daily Mail and Mail on Sunday newspapers.

United-kingdom , Jesse-maida , Bandai-namco-holdings-inc , Electronic-arts-inc , Cyberagent-inc , Activision-blizzard-inc , Technavio-research , Microsoft , Communication-services , Major-five-gaming-companies , Gungho-online-entertainment-inc , Five-gaming-companies

Online Gaming Market: Getting Back To Growth


Online Gaming Market: Getting Back To Growth
iCrowd Newswire
03 Aug 2021, 07:03 GMT+10
Global & USA Online Gaming Market Research by Company, Type & Application 2015-2026 is latest research study released by HTF MI evaluating the market risk side analysis, highlighting opportunities and leveraged with strategic and tactical decision-making support. The report provides information on market trends and development, growth drivers, technologies, and the changing investment structure of the Global & USA Online Gaming Market. Some of the key players profiled in the study are Activision Blizzard Inc., Electronic Arts Inc., Giant Interactive Group Inc., GungHo Online Entertainment Inc., King Digital Entertainment plc, Microsoft Corp., NCSOFT Corp., Sony Corp, Take-Two Interactive Software Inc. & Tencent Holdings Ltd..

Australia , Japan , United-states , United-kingdom , Argentina , Brazil , China , South-africa , Colombia , United-arab-emirates , Canada , Germany

Online Gaming Market: Getting Back To Growth

Online Gaming Market: Getting Back To Growth
texasguardian.com - get the latest breaking news, showbiz & celebrity photos, sport news & rumours, viral videos and top stories from texasguardian.com Daily Mail and Mail on Sunday newspapers.

Australia , Japan , United-states , United-kingdom , Argentina , Brazil , China , South-africa , Colombia , United-arab-emirates , Canada , Germany

Mobile Gaming Market 2021-2025: Industry Analysis, Market Trends, Growth, Opportunities, and Forecast

Mobile Gaming Market 2021-2025: Industry Analysis, Market Trends, Growth, Opportunities, and Forecast
prnewswire.com - get the latest breaking news, showbiz & celebrity photos, sport news & rumours, viral videos and top stories from prnewswire.com Daily Mail and Mail on Sunday newspapers.

United-states , United-kingdom , America , Jesse-maida , Electronic-arts-inc , Cyberagent-inc , Activision-blizzard-inc , Niantic-inc , Walt-disney-co , Microsoft-corp , Technavio-research , Communication-services

Mobile Gaming Market 2021-2025: Industry Analysis, Market Trends, Growth, Opportunities, and Forecast

Mobile Gaming Market 2021-2025: Industry Analysis, Market Trends, Growth, Opportunities, and Forecast
prnewswire.com - get the latest breaking news, showbiz & celebrity photos, sport news & rumours, viral videos and top stories from prnewswire.com Daily Mail and Mail on Sunday newspapers.

United-states , United-kingdom , America , Jesse-maida , Electronic-arts-inc , Cyberagent-inc , Activision-blizzard-inc , Niantic-inc , Walt-disney-co , Microsoft-corp , Technavio-research , Communication-services

Demon Slayer: Kimetsu no Yaiba Faces Off with Ninjala in a Sharp New Collaboration – Consumer Electronics Net

Demon Slayer: Kimetsu no Yaiba Faces Off with Ninjala in a Sharp New Collaboration – Consumer Electronics Net
consumerelectronicsnet.com - get the latest breaking news, showbiz & celebrity photos, sport news & rumours, viral videos and top stories from consumerelectronicsnet.com Daily Mail and Mail on Sunday newspapers.

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Online Gaming Market Still Has Room To Grow: Electronic Arts, Microsoft, Sony


Online Gaming Market Still Has Room To Grow: Electronic Arts, Microsoft, Sony
iCrowd Newswire
Advance Market Analytics published a new research publication on
"
Online Gaming
Market Insights, to 2026″ with 232 pages and enriched with self-explained Tables and charts in presentable format. In the Study you will find new evolving Trends, Drivers, Restraints, Opportunities generated by targeting market associated stakeholders. The growth of the Online Gaming market was mainly driven by the increasing R&D spending across the world.
Some of the key players profiled in the study are:
Activision Blizzard Inc. (United States), Electronic Arts Inc. (United States), Giant Interactive Group Inc. (China), GungHo Online Entertainment Inc. (Japan), Microsoft Corp (United States), NCSOFT Corporation (South Korea), Sony Corporation (Japan), Take-Two Interactive Software Inc (United States), Tencent Holdings Ltd (China), Zynga Inc (United States).

Qatar , Australia , Taiwan , United-states , United-kingdom , Brazil , China , Austria , Russia , Mexico , New-zealand , India

Global Gaming Market Growth in Interactive Home Entertainment Industry


Global Gaming Market Growth in Interactive Home Entertainment Industry | Technavio
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NEW YORK, July 7, 2021 /PRNewswire/ --
The gaming market is poised to grow by USD 125.65 billion during 2021-2025, progressing at a CAGR of over 12% during the forecast period.
Technavio has announced its latest market research report titled Gaming Market by Type, Device, Platform, and Geography - Forecast and Analysis 2021-2025
Here is an Exclusive report talking about Market scenarios, Estimates, the impact of lockdown, and Customer Behaviour.
The report on the gaming market provides a holistic update, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis.

United-states , United-kingdom , America , Jesse-maida , Bandai-namco-holdings-inc , Electronic-arts-inc , Cyberagent-inc , Activision-blizzard-inc , Walt-disney-co , Microsoft-corp , Technavio-research , Communication-services

Schools Out for Summer: Profit from These 4 Video Game Stocks

The demand for video games, which was accelerated by COVID-19- pandemic restrictions, could increase further in the coming months as children take a break from their online classes during their summer vacations. With that, we think it could be wise to invest now in fundamentally strong gaming stocks Playtika (PLTK), Ubisoft (UBSFY), Spin Master (SNMSF), and Gravity (GRVY). Read on for more details.

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GungHo Online Entertainment : The MMORPG "Ragnarok Origin" Service Start Date in Japan is Decided!


GungHo Online Entertainment, Inc.
Service Start Date in Japan is Decided!
GungHo Online Entertainment, Inc. (Headquarters: Chiyoda-ku, Tokyo; President & CEO: Kazuki Morishita; Company hereinafter referred to as "GungHo") is pleased to announce that it will start the service of MMORPG for smartphone "Ragnarok Origin" (https://ragnarokorigin.gungho.jp/) on June 28, 2021 in Japan. Along with this, the reservation in AppStore and Google Play Store started from today.
"Ragnarok Origin" is the latest in a series of games that inherits its DNA from "Ragnarok Online (commonly known as RO)," which is still loved as a monumental achievement in the MMORPG genre. "Ragnarok Origin" preserves the defining features of RO, including its poppy characters and its "overwhelming degree of freedom" that allows players to combine different elements of occupation, status, skill, and equipment to go into battle with their own unique style. The story of this MMORPG has been developed to present a new interpretation of the existing world of RO, allowing fans of the series as well as players who are new to RO to enjoy the game without having to know about the previous games. By sharing "one world" with many players at all times, each player can enjoy an original game experience that can only be found with "Ragnarok Origin," where they can meet and fight alongside their friends as they spin their own unique tale.

Japan , Tokyo , Chiyoda-ku , Kazuki-morishita , Gungho-online-entertainment-inc , Google-play , Service-start , Start-date , Google-play-store , Gungho-online-entertainment , Nc-stock-exchange , News