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The period of relative stability in major gaming markets hides some key developments that will hit home in 2016, even if major revenues do not follow until subsequent years.


  • Looks at the five major trends in gaming for 2016
  • Videogaming is a global business worth over $104bn by 2020, it’s a wide church that now includes both traditional big budget games, social / casual games and everything in-between.
  • Strategically, to many media, communications, and retail firms, gaming represents too good an opportunity to pass up – the opportunity to reach connected consumers across devices, geographies, and business models.

Features and Benefits

  • Ovum's view on where will the gaming market will be in 2016 and beyond
  • Ovum's view on the new trends in gaming
  • Ovum's forecasts for three scenarios for the videogaming market

Key questions answered

  • What are Ovum's views on the major trends for videogaming?
  • What are Ovum's predictions and forecasts for the videogaming market?

Table of contents


  • In brief
  • Ovum view
  • Key messages
  • Recommendations


  • Further reading
  • Author

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