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John Warne

Candy Crush' Maker King Digital Sold To Activision Blizzard In $5.9 Billion Deal - 0 views

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    Activision Blizzard announced that it had agreed to acquire King Digital Entertainment, the London-based group behind the enormously popular Candy Crush Saga mobile games, for $5.9 billion.
bheru_kumar

Esports Market Share, Upcoming Trends, Size, Key Segments, Growth Status and Forecast 2... - 0 views

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    The most recent published by Reports & Insights termed as "Esports Market: Opportunity Analysis and Future Assessment 2022-2030" provides exclusive information about the market, covering in-depth data about future market opportunities and prospects along with the possible challenges. It further mentions recent trends and impact of various factors which affects the growth of Esports market. Moreover, the report also thoroughly states about the leading players competing in the market for the interest of its readers. The global Esports market is estimated to reach at a value of US$ 1,070.3 Mn by the end of 2020 and expected to reach at a value of US$ 3,538.6 Mn by 2028 with a significant CAGR of 16.2% Request a Sample Copy of this Report @: https://reportsandinsights.com/sample-request/1357 Esports Introduction The gaming and Esports industry has turned into the mainstream in the past few years, switching over from a vivid niche to a primary form of entertainment all around the globe, and ticket sales are transforming from the field to the internet. Despite the fact that esports might have once stood for a subspace of sports culture, it has evolved into a complete industry of its own accord. Although the subject of computer games on the whole is slightly becoming acknowledged and approved in the world of academics, the academic research of competitive computer gaming, more commonly known as Esports, is still in its early stages. Strangely enough, there is at present no customarily approved definition of the term 'Esports' at all. Although, the basic definition of Esports can be, "a format of sports where the fundamental prospects of the sport are simplified by electronic systems; the data input of teams and players as well as the output of the Esports system are arbitrated by human-computer interfaces." To put it in more practical terms, Esports basically pertain to competitive (amateur and pro) video gaming that is usually harmonized by various ladd
Equities Group

Video game industry looks for new plan to reach players - 0 views

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    The $64 billion global video games industry, shaken up by the likes of Zynga in recent years, may be on the verge of another identity crisis.
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