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New report shares details about the online gaming market in EMEA's (Europe, Middle East and Africa) market forecast 2017-2022

Geographically, this report split EMEA into Europe, the Middle East and Africa, With sales (K Units), revenue (Million USD), market share and growth rate of Online Gaming for these regions, from 2012 to 2022 (forecast)

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In this report, the EMEA Online Gaming market is valued at USD XX million in 2016 and is expected to reach USD XX million by the end of 2022, growing at a CAGR of XX% between 2016 and 2022.

Geographically, this report split EMEA into Europe, the Middle East and Africa, With sales (K Units), revenue (Million USD), market share and growth rate of Online Gaming for these regions, from 2012 to 2022 (forecast)
Europe: Germany, France, UK, Russia, Italy and Benelux;
Middle East: Saudi Arabia, Israel, UAE and Iran;
Africa: South Africa, Nigeria, Egypt and Algeria.

EMEA Online Gaming market competition by top manufacturers/players, with Online Gaming sales volume (K Units), price (USD/Unit), revenue (Million USD) and market share for each manufacturer/player; the top players including
Activision Blizzard Inc.
Electronic Arts? Inc.
Giant Interactive Group Inc.

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GungHo Online Entertainment Inc.
King Digital Entertainment
Microsoft Corp.
NCSOFT Corp.
Sony Corp
Take-Two Interactive Software Inc.
Tencent?Holdings Ltd.
Zynga Inc.

On the basis of product, this report displays the sales volume (K Units), revenue (Million USD), product price (USD/Unit), market share and growth rate of each type, primarily split into
Smartphones Online Gaming
Tablets Online Gaming
Others

On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, sales volume (K Units), market share and growth rate of Online Gaming for each application, including
Young Adults
Adults
Mature Adults
Seniors

Request a sample of this report at www.orbisresearch.com/contacts/request-sample/416459

Few points from Table of Contents:
Chapter One: Online Gaming Overview
1.1 Product Overview and Scope of Online Gaming
1.2 Classification of Online Gaming
1.2.1 EMEA Online Gaming Market Size (Sales) Comparison by Type (2012-2022)
1.2.2 EMEA Online Gaming Market Size (Sales) Market Share by Type (Product Category) in 2016
1.2.3 Smartphones Online Gaming
1.2.4 Tablets Online Gaming
1.2.5 Others
1.3 EMEA Online Gaming Market by Application/End Users
1.3.1 EMEA Online Gaming Sales (Volume) and Market Share Comparison by Application (2012-2022
1.3.2 Young Adults
1.3.3 Adults
1.3.4 Mature Adults
1.3.5 Seniors
1.4 EMEA Online Gaming Market by Region
1.4.1 EMEA Online Gaming Market Size (Value) Comparison by Region (2012-2022)
1.4.2 Europe Status and Prospect (2012-2022)
1.4.3 Middle East Status and Prospect (2012-2022)
1.4.4 Africa Status and Prospect (2012-2022)
1.5 EMEA Market Size (Value and Volume) of Online Gaming (2012-2022)
1.5.1 EMEA Online Gaming Sales and Growth Rate (2012-2022)
1.5.2 EMEA Online Gaming Revenue and Growth Rate (2012-2022)

Chapter Two: EMEA Online Gaming Competition by Manufacturers/Players/Suppliers, Region, Type and Application
2.1 EMEA Online Gaming Market Competition by Players/Manufacturers
2.1.1 EMEA Online Gaming Sales Volume and Market Share of Major Players (2012-2017)
2.1.2 EMEA Online Gaming Revenue and Share by Players (2012-2017)
2.1.3 EMEA Online Gaming Sale Price by Players (2012-2017)
2.2 EMEA Online Gaming (Volume and Value) by Type/Product Category
2.2.1 EMEA Online Gaming Sales and Market Share by Type (2012-2017)
2.2.2 EMEA Online Gaming Revenue and Market Share by Type (2012-2017)
2.2.3 EMEA Online Gaming Sale Price by Type (2012-2017)
2.3 EMEA Online Gaming (Volume) by Application
2.4 EMEA Online Gaming (Volume and Value) by Region
2.4.1 EMEA Online Gaming Sales and Market Share by Region (2012-2017)
2.4.2 EMEA Online Gaming Revenue and Market Share by Region (2012-2017)
2.4.3 EMEA Online Gaming Sales Price by Region (2012-2017)

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