FICO Mega-Star Master Champion MVP All-time Highest Achiever David Howe Makes Appearance at 2017 USBC Open Championship

Left to right: David Howe, Ralph Douglas, Fred Bowen, Tony Varn, Jim Bowen, Joseph​ Paul, Dustin Dingler, Carl Lunsford, Mark Suchan, Jennifer Suchan, Alex Wagner

Left to right: David Howe, Ralph Douglas, Fred Bowen, Tony Varn, Jim Bowen, Joseph​ Paul, Dustin Dingler, Carl Lunsford, Mark Suchan, Jennifer Suchan, Alex Wagner

SubscriberWise-sponsored team on the lanes at South Point Bowling Plaza

SubscriberWise-sponsored team on the lanes at South Point Bowling Plaza

David Howe of SubscriberWise

SubscriberWise

SubscriberWise

SubscriberWise® founder David E. Howe, America's credit captain, stops over Las Vegas South Point Hotel & Casino to cheer SubscriberWise-sponsored bowlers

Of course, the same must be said about the other bowlers that Credit Czar met – including their lovers, family, and friends”

— FICO global GOAT & SubscriberWise founder David E. Howe

LAS VEGAS , NEVADA, USA, April 30, 2017 /EINPresswire.com/ — SubscriberWise, the nation’s largest issuing CRA for the communications industry and the leading advocate for children victimized by identity fraud, announced today the appearance by company founder and CEO David Howe at the 2017 United States Bowling Congress. The preeminent bowling event widely is recognized as the largest participatory sporting event in the world.

"Last week I had the privilege to witness one of the most prestigious bowling events in this nation," said David Howe, SubscriberWise founder, national child protector, and FICO mega-star global MVP all-time worldwide highest achieving supreme master champion. "The 2017 USBC Open Championship was truly an unforgettable event – with the excitement and energy so dynamic neither could be contained.

“Watching the pros striking down the pins with style and precision, I could hardly believe that I was part of a squad as a small-town-novice-bowler more than 30 years ago,” Howe recalled. “Although I was far from a stand-out on the lanes, it never mattered because I always had fun and I was part of the team.

“But one thing is remarkably evident today,” Howe added. “I don't know how I ever lifted those heavy balls. I also don’t know how I rolled them so hard and fast down the alley.

“It was a long time ago,” reminisced GOAT Howe.

“Nevertheless, this event will not be marked by the thunder of the balls or the strike of the pins,” Howe continued. “It will not be marked by the accolades, awards, or the 300-pin-perfect-rolls. And it will certainly not be marked by a visit from the FICO GOAT (https://youtu.be/uxYIFMlkzFM).

“Rather, this event will be marked by the friendship, camaraderie, sportsmanship – and most of all – the respect for all — which were on full display during the 2017 USBC Open Championship in beloved Las Vegas, NV.

“In addition to this amazing SubscriberWise sponsorship honor, the other special privilege to mark the occasion was the opportunity to cheer my cousin — Joseph S. Paul — also a team member and a 21-year-USBC-bowling-championship-participant.

“Congratulations, Joe! The 2018 SubscriberWise® sponsorship check is in the mail. See you on the lanes next year.

“Yes, the event was an incredible success,” concluded Howe. “Meeting each of the team members individually, including several of their family and significant others, was a particular highlight. Of course, the same must be said about the other bowlers that Credit Czar met – including their lovers, family, and friends – all who made the experience an unforgettable and most joyful event.”

About David Howe and SubscriberWise

U.S. Credit Czar David Howe is the highest achieving credit scoring consumer in global banking and financial history since human beings started to count on their fingers. Howe intends to demystify consumer credit and credit scores for individuals everywhere by sharing his story and experiences. Credit and credit scores impact many areas of one's financial life. Excellent credit offers rewards and opportunities; adverse credit limits choices and costs real money.

Hearing the facts about credit scores from the only citizen of the world – living or deceased – to have
achieved simultaneous perfect FICO 850 scores across every national repository and simultaneous
perfect Vantage scores at Equifax, Experian, and TransUnion – as well as having obtained rankings in the
100th percentile across virtually every scoring model on the market is intended to empower and
encourage consumers who may be struggling with their credit and eager to get back on their feet.

Pursuing perfect credit is hardly the point and it shouldn't become an obsession; rather it is the fact that
it's possible. It requires patience and extremely careful financial maneuvers over a very long period. And
because no person can control life events, set-backs are inevitable. David Howe proves it's attainable
despite his own challenges and life events during his near half-century existence on planet earth. Howe
has literally invested decades with countless hours and thousands of dollars pursuing and mastering
personal credit and FICO scores in particular. The effort has paid off and has not gone unnoticed.

Howe's passion with credit and risk management can be found everywhere in the industry today. Today
SubscriberWise touches a U.S. consumer every minute of every hour of every day. In 2014,
SubscriberWise was named winner in the CableFAX Tech Awards in the category of commercial
software, among an incredibly competitive environment that was open to every MSO and tech vendor in
North America.

Having directly prevented more child identity thefts than any single individual including law
enforcement professionals nationwide, David Howe is recognized as one of the most productive and
engaged child identity theft experts of the 21st century. Howe’s expertise on the subject of identity theft
has been shared with virtually all levels of state and federal law enforcement agencies including field
agents from the FBI. In 2014, Howe was contacted by IBM’s RedCell Counter Fraud and Financial Crimes
Intelligence organization for training and information concerning child identity fraud. During his long career in telecommunications, Howe has exposed some of the most complex banking and financial crimes the U.S.A. has ever known or contemplated (http://www.businesswire.com/news/home/20150703005329/en/SubscriberWise-CEO-David-HoweBlows-Whistle-National).

Despite being a dedicated and hard worker, Howe is a vagabond and minimalist who prefers to travel
from city to city – on a whim – and at his sole discretion; rarely an agenda and often no place in
particular. Howe is most contented with a simple existence, an eye on health and wellness, friends and
family, warm and sunny climates, and – most especially – a morning coffee and an afternoon imbibe of
red wine.

Howe holds an Associate and Bachelor of Arts degree from the College of Arts and Sciences at Kent State
University with an academic focus in human behavior at the macro level, political science, and public
administration. He is a member of Pi Gamma Mu, the country's oldest and preeminent honor society in
the social sciences and Alpha Kappa Delta, the international sociology honor society.

Howe was among the first professionals in the nation to obtain the FICO Professional Certification. Howe
was interviewed on the subject of perfect credit by BankRate.com and The Motley Fool and is the first
and only citizen of the world to describe the details of perfect FICO and Vantage scores to U.S. reporters.

Howe produced and published two videos on the subject of perfect credit: FICO 850 Credit Report Facts
and FICO Scores: The Facts.

SubscriberWise contributions to the communications industry are today quantified in the billions of
dollars annually.

Media Relations
SubscriberWise
330-880-4848 x137
email us here

FICO GOAT David Howe speaks to President and the nation at Walt Disney World


Source: EIN Presswire

Indian Author Chirajit Paul's book around the perils of sexual harassment at workplace tops charts

Author of Fragrance of Rose Chirajit Paul

A still from the launch event held in Kolkata seen in picture are Author Chirajit Paul along with dignitaries present

Cover image of book fragrance of rose by chirajit paul

Renowned Indian author Chirajit Paul launched his second novel, ‘The Fragrance of Rose’, which is now creating ripples in the market

Harassment at workplace is a major concern for a developing country like India. women’s voice is usually suppressed.The novel highlights challenges faced by women who aspire to make it big in life. ”

— Chirajit Paul, Author of Fragrance of Rose

NEW DELHI, INDIA, April 28, 2017 /EINPresswire.com/ — • The novel is inspired by real life instances and deals with ordeals of women sexually harassed at workplace
• Novel ranks #30 in ‘Indian Writing’ category of leading online bookseller Amazon
• All profits from the book pledged towards support of NGO’s fighting the cause

April 28th, 2017: Renowned author Chirajit Paul launched his second novel, ‘The Fragrance of Rose’, which is now creating ripples across online marketplaces and offline stores. The book is published by India’s leading publishing house, Srishti Publishers. The book was released by eminent Bengali author Ranjan Bandyopadhyay and leading Bengali film actress Ridhima Ghosh in a formal event held in the author’s hometown of India

Chirajit’s novel ‘The Fragrance of Rose’ deals with the very critical issue of workplace sexual harassment and is inspired by a few real life incidents that the author has come across in his life. A key part of the launch event was the panel discussion on ‘Perils of Sexual Harassment at Workplace’ which saw the guests representing various industries that included film, corporate, education etc. give their perspective on the topic.

Chirajit Paul, who is a Chartered Accountant by training and an Enterprise Application Specialist by profession had actively researched on the topic before starting to write. Speaking on the occasion he said “Harassment at workplace is a major concern for a developing country like India. Our culture and society is heavily male dominated and the women’s voice is usually suppressed. While doing some basic research on the subject I found some startling figures” he said.

A study done on a sample size of 500 in India found that:
• 54% (272) had experienced some form of workplace sexual harassment.
• 27% of the 272 respondents experienced harassment by their colleague, while 17% were harassed by their superior.
• 12% had received threats of termination if they did not comply with the requests of the sexual harassers

“The novel is a sincere effort to highlight the challenges faced by women who aspire to make it big in life. Though the characters in the novel are fictitious, the story is based on real life incidents that I have experienced and heard of from family and friends. I chose the medium of creative writing so that the alarming message could be conveyed in a way that is interesting, subtle but yet impactful. The novel will get readers thinking hard on the topic and hopefully help in fighting the cause too. This is my contribution in fighting this evil” he added.

The author has also pledged all the profits from this book towards organizations fighting against sexual harassment at workplaces. “We always think what is that we can do to fight this plague. While I feel that writing this novel was my first step against fighting workplace harassment, I hope this serves as a platform for readers to do their bit for the cause too. With every book bought online or offline, the profits will directly go for fighting the cause. I urge readers to take full benefit of this opportunity and help in supporting the cause.” Chirajit added.

Mr. Arup Bose, Publisher at Srishti Publishers, said “At a time when we are hearing increasing voices being raised against Sexual Harassment in and outside the workplace, The Fragrance of Rose hits the right note. This is a topic which needs to be talked about more prominently and is the need of the hour. The strong female protagonist and how she breaks stereotypes to make a place for herself will make for an inspiring read”

“The Fragrance of Rose” is available for online ordering at the below link

Amazon.in – http://tinyurl.com/ChirajitGlobal

Readers can order their copy in either paperback or e-book on leading e-commerce portals. Readers can also grab their copy at all leading book stores in their cities.

Chirajit can be reached at:

Website: www.chirajitpaul.com

Facebook:@AuthorChirajitPaul

Twitter:@chirajit_paul

Email:contact@chirajitpaul.com
authorchirajitpaul@gmail.com

About the Book – The Fragrance of Rose – Beauty. Dignity. Ambition
Rinita Bose is an ordinary middle class girl with extraordinary beauty and unmatched aspirations. While chasing her dreams, she comes face to face with harsh realities. That's how she learns the valuable lesson – what most men really want. In a twist of fate, she picks up enmity with a powerful man and flees the city. She switches careers and hides her identity behind the garb of Rose to make a place in Bollywood. She earns money, fame, adulation and success. But love eludes her. She witnesses the darkness of life in a drunkard father, a lecherous boss, a scheming producer and a friend who wants to take advantage. But then there are those that she can rely on in the worst of situations, her friends from childhood who stand by her through thick and thin. Those who don't judge her; just love her unconditionally. Will Rinita be able to find the love she craves for? Or will she be mercilessly crushed for The Fragrance of Rose

About the Author – Chirajit Paul
Born in Kolkata in 1973, Chirajit graduated from Calcutta University before undertaking training in Chartered Accountancy. After having worked in various capacities across Finance and System domains he is currently associated with a global consulting firm as an Enterprise Application specialist. He is an ardent observer of political and social affairs, which often finds reflection in his writing. He prefers to write about socially relevant subjects in an entertaining format spreading across large canvases cutting through geographies, cultures and languages. Chirajit lives in Kolkata with his journalist wife and daughter.

For Media Queries:

Vivek Cornelio
vivekcornelio@gmail.com
(91) 9620 164 528

Vivek Cornelio
Authors Hub
+91 9620164528
email us here


Source: EIN Presswire

Blackjack Bailey VR Arrives on the Vive

Play Blackjack in VR, on your HTC Vive

Blackjack Bailey VR logo

Blackjack Bailey VR - Vive Screenshot

Virtual reality blackjack comes to the HTC Vive and with a 40% discount launch price.

LAS VEGAS, NV, UNITED STATES, April 27, 2017 /EINPresswire.com/ — Las Vegas, Nevada -April 27th, 2017 – iCandy Games, in joint collaboration with Hologram Software LTD. announces the launch of Blackjack Bailey VR, a casino style blackjack game available for the HTC Vive through Steam.

Blackjack Bailey VR is a casual casino card game played in virtual reality. The game features a cute and charismatic female dealer that goes by the name of Bailey, who behaves just like a dealer at a real Las Vegas casino. The game uses simulated gambling, so there are no real money transactions within the game, it’s just for fun and practicing blackjack.

Features:
♥ Single player 21 in a casual casino environment
♠ A cute and charismatic dealer
♦ Simulated gambling for fun and practice
♣ Las Vegas casino house rules
♥ Single deck blackjack
♠ Comfortable seated play
♦ Unlimited play with no in game purchases

“This was a joint collaboration between myself (iCandy Games) and Hologram Software LTD. I handled the art and design while they worked on the code. My goal from the beginning was to create an immersive, comfortable and familiar game experience for VR. I thought a casino game would be a good design choice because you play seated and blackjack is considered one of the most popular card games worldwide, so there is familiarity along with that.”

Mike Amerson, President and Creative director at iCandy Games added;

“I live in Las Vegas and my wife used to be a 21 dealer at the MGM grand. She played a big part in this as well. She inspired the look of the character Bailey, and did the voice overs. She also helped me with animation reference as well as rules of the game. The resulting effort was the culmination of nearly a year's work and we are happy to be bringing it to the HTC Vive.”

Device Requirements:
HTC Vive + compatible computer
200 MB storage space

Pricing and Availability:
Regular price: $9.99
Launch price: $5.99 (40% discount)
Available now

Mike Amerson
President & Creative Director
iCandy Games Inc.
702-460-0428
mike@icandy-games.com
http://www.icandy-games.com

Deniz Opal
Cofounder & CTO
Hologram Software LTD.
Deniz@hologramsoft.com

Blackjack Bailey VR website

Blackjack Bailey VR on Steam

iCandy Games Inc. is a Las Vegas based independent game development studio and publisher focused on creating entertaining VR games for a variety of platforms.

Hologram Software LTD. Creates virtual reality games for all VR platforms and standalone mobile devices.

###

Mike Amerson
iCandy Games
7024600428
email us here

Blackjack Bailey VR – short trailer


Source: EIN Presswire

Global Video Games Advertising Market 2016 Share,Trend,Segmentation and Forecast to 2020

WiseGuyReports.Com Publish a New Market Research Report On – “Global Video Games Advertising Market 2016 Share,Trend,Segmentation and Forecast to 2020”.

PUNE, INDIA, April 27, 2017 /EINPresswire.com/ —

The analysts forecast the global video games advertising market to grow at a CAGR of 13.71% during the period 2016-2020.

Video games are electronic games that require a video device for the user interface of the game. The device can be a mobile display or a PC monitor, or a TV screen. Based on the electronic system employed, they are categorized in the form of platforms such as mobile, PC, and TV. Different types of games are available for a number of gaming platforms. Video games are available in two major formats — physical and digital. The physical format comes in the form of compact discs, which are used while playing the game. In the digital format, the game is downloaded and played.

Get a Sample Report @ https://www.wiseguyreports.com/sample-request/676799-global-video-games-advertising-market-2016-2020

For more information or any query mail at sales@wiseguyreports.com

Covered in this report

The report covers the present scenario and the growth prospects of the global video games advertising market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sale of advertisements through video games.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

The report, Global Video Games Advertising Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• BrightRoll
• Flurry
• Google
• InMobi
• InMobi

Other prominent vendors
• AppNexus
• Byyd
• Fiksu
• iAd
• Kiip
• Matomy Media
• Millennial Media
• Platform One
• MobPartner
• MoPub
• Tapjoy
• SpotXchange
• Tremor Video
• TubeMogul

Market driver
• Improved measurement standards
• For a full, detailed list, view our report

Market challenge
• High adoption of ad-blocks
• For a full, detailed list, view our report

Market trend
• Increased female participation
• For a full, detailed list, view our report
Key questions answered in this report
• What will the market size be in 2020 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

Complete Report Details@ https://www.wiseguyreports.com/reports/676799-global-video-games-advertising-market-2016-2020

Table Of Contents – Major Key Points

PART 01: Executive summary
• Highlights

PART 02: Scope of the report
• Market overview
• Definitions
• Base year and forecast period
• Vendor segmentation

PART 03: Market research methodology
• Research methodology
• Economic indicators

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis

PART 06: Market segmentation by type
• Global video game advertising market by type
• Global interstitial video game advertising market
• Global reward-based video game advertising market
• Global banner video game advertising market
• Global native video game advertising market
• Global video game advertising market attractiveness by type
• Segment comparison analysis

PART 07: Market segmentation by genre
• Global video game advertising market by genre
• Global action video game advertising market
• Global FPS video game advertising market
• Global sports video game advertising market
• Global role-playing video game advertising market
• Global video game advertising market attractiveness by genre
• Segment comparison analysis

PART 08: Geographical segmentation
• Global video game advertising market by geography
• Video game advertising market in APAC
• Video game advertising market in Americas
• Video game advertising market in EMEA
• Video game advertising market attractiveness by geography
• Segment comparison analysis

PART 09: Key leading countries
• Key leading countries in video game advertising market

PART 10: Market drivers
• Effective communication of information
• Growing popularity of e-sports
• Improved measurement standards

PART 11: Impact of drivers

PART 12: Market challenges
• High adoption of ad-blocks
• Piracy in video games
• Heterogeneous audience

Continued…….

For more information or any query mail at sales@wiseguyreports.com

Buy 1-User PDF @ https://www.wiseguyreports.com/checkout?currency=one_user-USD&report_id=676799

ABOUT US:
Wise Guy Reports is part of the Wise Guy Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe. Wise Guy Reports features an exhaustive list of market research reports from hundreds of publishers worldwide. We boast a database spanning virtually every market category and an even more comprehensive collection of rmaket research reports under these categories and sub-categories.

Norah Trent
wiseguyreports
+1 646 845 9349 / +44 208 133 9349
email us here


Source: EIN Presswire

Video Game Console Market 2017 Global Analysis, Opportunities and Forecast to 2022

This report covers market characteristics, size and growth, segmentation, regional breakdowns, competitive landscape, market shares, trends and strategies

PUNE, INDIA, April 27, 2017 /EINPresswire.com/ — This report studies the Video Game Console market status and outlook of global and United States, from angles of players, regions, product types and end industries; this report analyzes the top players in global and United States market, and splits the Video Game Console market by product type and applications/end industries.

The global Video Game Console market is valued at XX million USD in 2016 and is expected to reach XX million USD by the end of 2022, growing at a CAGR of XX% between 2016 and 2022.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

Request a Sample Report @ https://www.wiseguyreports.com/sample-request/1228383-2017-2022-video-game-console-report-on-global-and-united-states

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Video Game Console . United States plays an important role in global market, with market size of xx million USD in 2016 and will be xx million USD in 2022, with a CAGR of XX.

Geographically, this report is segmented into several key regions, with sales, revenue, market share (%) and growth Rate (%) of Video Game Console in these regions, from 2012 to 2022 (forecast), covering

United States
North America
Europe
Asia-Pacific
South America
Middle East and Africa

The major players in global and United States Video Game Console market, including Nintendo, Microsoft, Sony, Envizions, Sega, Atari, Hudson Soft/NEC.

Access Complete Report @ https://www.wiseguyreports.com/reports/1228383-2017-2022-video-game-console-report-on-global-and-united-states

The On the basis of product, the Video Game Console market is primarily split into

Gamepads Controllers
Joystick Controllers
Motion Controllers
Others

On the basis on the end users/applications, this report covers

Household
Commercial Use
Others

Table of Contents

2017-2022 Video Game Console Report on Global and United States Market, Status and Forecast, by Players, Types and Applications

1 Methodology and Data Source

1.1 Methodology/Research Approach

1.1.1 Research Programs/Design

1.1.2 Market Size Estimation

1.1.3 Market Breakdown and Data Triangulation

1.2 Data Source

2.1.1 Secondary Sources

2.1.2 Primary Sources

1.3 Disclaimer

2 Video Game Console Market Overview

2.1 Video Game Console Product Overview

2.2 Video Game Console Market Segment by Type

2.2.1 Gamepads Controllers

2.2.2 Joystick Controllers

2.2.3 Motion Controllers

2.2.4 Others

2.3 Global Video Game Console Product Segment by Type

2.3.1 Global Video Game Console Sales (K Units) and Growth (%) by Types (2012, 2016 and 2022)

2.3.2 Global Video Game Console Sales (K Units) and Market Share (%) by Types (2012-2017)

2.3.3 Global Video Game Console Revenue (Million USD) and Market Share (%) by Types (2012-2017)

2.3.4 Global Video Game Console Price (USD/Unit) by Type (2012-2017)

2.4 United States Video Game Console Product Segment by Type

2.4.1 United States Video Game Console Sales (K Units) and Growth by Types (2012, 2016 and 2022)

2.4.2 United States Video Game Console Sales (K Units) and Market Share by Types (2012-2017)

2.4.3 United States Video Game Console Revenue (Million USD) and Market Share by Types (2012-2017)

2.4.4 United States Video Game Console Price (USD/Unit) by Type (2012-2017)

3 Video Game Console Application/End Users

3.1 Video Game Console Segment by Application/End Users

3.1.1 Household

3.1.2 Commercial Use

3.1.3 Others

3.2 Global Video Game Console Product Segment by Application

3.2.1 Global Video Game Console Sales (K Units) and CGAR (%) by Applications (2012, 2016 and 2022)

3.2.2 Global Video Game Console Sales (K Units) and Market Share (%) by Applications (2012-2017)

3.3 United States Video Game Console Product Segment by Application

3.3.1 United States Video Game Console Sales (K Units) and CGAR (%) by Applications (2012, 2016 and 2022)

3.3.2 United States Video Game Console Sales (K Units) and Market Share (%) by Applications (2012-2017)

4 Video Game Console Market Status and Outlook by Regions

4.1 Global Market Status and Outlook by Regions

4.1.1 Global Video Game Console Market Size and CAGR by Regions (2012, 2016 and 2022)

4.1.2 North America

4.1.3 Asia-Pacific

4.1.4 Europe

4.1.5 South America

4.1.6 Middle East and Africa

4.1.7 United States

4.2 Global Video Game Console Sales and Revenue by Regions

4.2.1 Global Video Game Console Sales (K Units) and Market Share (%) by Regions (2012-2017)

4.2.2 Global Video Game Console Revenue (Million USD) and Market Share (%) by Regions (2012-2017)

4.2.3 Global Video Game Console Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)

4.2.4 North America Video Game Console Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)

4.2.5 Europe Video Game Console Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)

4.2.6 Asia-Pacific Video Game Console Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)

4.2.7 South America Video Game Console Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (2012-2017)

4.2.8 Middle East and Africa Video Game Console Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)

4.2.9 United States Video Game Console Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (2012-2017)

5 Global Video Game Console Market Competition by Players/Manufacturers

5.1 Global Video Game Console Sales (K Units) and Market Share by Players (2012-2017)

5.2 Global Video Game Console Revenue (Million USD) and Share by Players (2012-2017)

5.3 Global Video Game Console Average Price (USD/Unit) by Players (2012-2017)

5.4 Players Video Game Console Manufacturing Base Distribution, Sales Area, Product Types

5.5 Video Game Console Market Competitive Situation and Trends

5.5.1 Video Game Console Market Concentration Rate

5.5.2 Global Video Game Console Market Share (%) of Top 3 and Top 5 Players

5.5.3 Mergers & Acquisitions, Expansion

6 United States Video Game Console Market Competition by Players/Manufacturers

6.1 United States Video Game Console Sales (K Units) and Market Share by Players (2012-2017)

6.2 United States Video Game Console Revenue (Million USD) and Share by Players (2012-2017)

6.3 United States Video Game Console Average Price (USD/Unit) by Players (2012-2017)

6.4 United States Video Game Console Market Share (%) of Top 3 and Top 5 Players

……Continued

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Norah Trent
Wise Guy Consultants Pvt. Ltd.
+1 (339) 368 6938 (US)/+91 841 198 5042 (IND)
email us here


Source: EIN Presswire

Global 3D Animation Software Market 2017 Share, Trend, Segmentation and Forecast to 2022

This report covers market characteristics, size and growth, segmentation, regional breakdowns, competitive landscape, market shares, trends and strategies

PUNE, INDIA, April 27, 2017 /EINPresswire.com/ — This report studies the 3D Animation Software market status and outlook of global and major regions, from angles of players, regions, product and end Application/industries; this report analyzes the top players in global and major regions, and splits the 3D Animation Software market by product and Application/end industries.

The global 3D Animation Software market is valued at XX million USD in 2016 and is expected to reach XX million USD by the end of 2022, growing at a CAGR of XX% between 2016 and 2022.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

Request a Sample Report @ https://www.wiseguyreports.com/sample-request/1228190-global-3d-animation-software-market-size-status-and-forecast-2022

United States will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of 3D Animation Software.

EU also play important roles in global market, with market size of xx million USD in 2016 and will be xx million USD in 2022, with a CAGR of XX.

The major players in global market include Adobe Systems, Autodesk, Corel, Electric Image, Maxon Computer, Side Effects Software, Corastar, Corus entertainment, Magix, NewTek, Smith Micro Software.

Geographically, this report split global into several key Regions, with, revenue (million USD), market share and growth rate of 3D Animation Software for these regions, from 2012 to 2022 (forecast)

United States
EU
Japan
China
India
Southeast Asia

Access Complete Report @ https://www.wiseguyreports.com/reports/1228190-global-3d-animation-software-market-size-status-and-forecast-2022

On the basis of product, the 3D Animation Software market is primarily split into

The Standard version
Professional version
Others

On the basis on the end users/Application, this report covers

Construction field
Animation field
Media field
Other fields

Table of Contents

Global 3D Animation Software Market Size, Status and Forecast 2022

1 Industry Overview

1.1 3D Animation Software Market Overview

1.1.1 3D Animation Software Product Scope

1.1.2 Market Status and Outlook

1.2 Global 3D Animation Software Market Size and Analysis by Regions (2012-2017)

1.2.1 United States 3D Animation Software Market Status and Outlook

1.2.2 EU 3D Animation Software Market Status and Outlook

1.2.3 Japan 3D Animation Software Market Status and Outlook

1.2.4 China 3D Animation Software Market Status and Outlook

1.2.5 India 3D Animation Software Market Status and Outlook

1.2.6 Southeast Asia 3D Animation Software Market Status and Outlook

1.3 Classification of 3D Animation Software by Product

1.3.1 Global 3D Animation Software Revenue (Million USD) and Growth (%) Comparison by Product (2012-2022)

1.3.2 Global 3D Animation Software Revenue (Million USD) Market Share (%) by Product in 2016

1.3.3 The Standard version

1.3.4 Professional version

1.3.5 Others

1.4 3D Animation Software Market by End Users/Application

1.4.1 Construction field

1.4.2 Animation field

1.4.3 Media field

2 Global 3D Animation Software Competition Analysis by Players

2.1 Global 3D Animation Software Market Size (Million USD) by Players (2012-2017)

2.2 Competitive Status and Trend

2.2.1 Market Concentration Rate

2.2.2 Product/Service Differences

2.2.3 New Entrants

2.2.4 The Technology Trends in Future

3 Company (Top Players) Profiles and Key Data

3.1 Adobe Systems

3.1.1 Company Profile

3.1.2 Main Business/Business Overview

3.1.3 Products, Services and Solutions

3.1.4 Adobe Systems 3D Animation Software Revenue (Million USD) (2012-2017)

3.1.5 Recent Developments

3.2 Autodesk

3.2.1 Company Profile

3.2.2 Main Business/Business Overview

3.2.3 Products, Services and Solutions

3.2.4 Autodesk 3D Animation Software Revenue (Million USD) (2012-2017)

3.2.5 Recent Developments

3.3 Corel

3.3.1 Company Profile

3.3.2 Main Business/Business Overview

3.3.3 Products, Services and Solutions

3.3.4 Corel 3D Animation Software Revenue (Million USD) (2012-2017)

3.3.5 Recent Developments

3.4 Electric Image

3.4.1 Company Profile

3.4.2 Main Business/Business Overview

3.4.3 Products, Services and Solutions

3.4.4 Electric Image 3D Animation Software Revenue (Million USD) (2012-2017)

3.4.5 Recent Developments

3.5 Maxon Computer

3.5.1 Company Profile

3.5.2 Main Business/Business Overview

3.5.3 Products, Services and Solutions

3.5.4 Maxon Computer 3D Animation Software Revenue (Million USD) (2012-2017)

3.5.5 Recent Developments

3.6 Side Effects Software

3.6.1 Company Profile

3.6.2 Main Business/Business Overview

3.6.3 Products, Services and Solutions

3.6.4 Side Effects Software 3D Animation Software Revenue (Million USD) (2012-2017)

3.6.5 Recent Developments

3.7 Corastar

3.7.1 Company Profile

3.7.2 Main Business/Business Overview

3.7.3 Products, Services and Solutions

3.7.4 Corastar 3D Animation Software Revenue (Million USD) (2012-2017)

3.7.5 Recent Developments

3.8 Corus entertainment

3.8.1 Company Profile

3.8.2 Main Business/Business Overview

3.8.3 Products, Services and Solutions

3.8.4 Corus entertainment 3D Animation Software Revenue (Million USD) (2012-2017)

3.8.5 Recent Developments

3.9 Magix

3.9.1 Company Profile

3.9.2 Main Business/Business Overview

3.9.3 Products, Services and Solutions

3.9.4 Magix 3D Animation Software Revenue (Million USD) (2012-2017)

3.9.5 Recent Developments

3.10 NewTek

3.10.1 Company Profile

3.10.2 Main Business/Business Overview

3.10.3 Products, Services and Solutions

3.10.4 NewTek 3D Animation Software Revenue (Million USD) (2012-2017)

3.10.5 Recent Developments

3.11 Smith Micro Software

4 Global 3D Animation Software Market Size by Product and Application (2012-2017)

4.1 Global 3D Animation Software Market Size by Product (2012-2017)

4.2 Global 3D Animation Software Market Size by Application (2012-2017)

4.3 Potential Application of 3D Animation Software in Future

4.4 Top Consumer / End Users of 3D Animation Software

5 United States 3D Animation Software Development Status and Outlook

5.1 United States 3D Animation Software Market Size (2012-2017)

5.2 United States 3D Animation Software Market Size and Market Share by Players (2012-2017)

5.3 United States 3D Animation Software Market Size by Application (2012-2017)

……Continued

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wiseguyreports
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Source: EIN Presswire

Global Fantasy Sports Market 2017 :Industry Key Players, Share, Trend, Applications, Segmentation and Forecast to 2022

Fantasy Sports Market

WiseGuyReports.com adds “Fantasy Sports Market 2017 Global Analysis, Growth, Trends, Opportunities Research Report Forecasting to 2022”reports to its database.

PUNE, INDIA, April 25, 2017 /EINPresswire.com/ — Fantasy Sports Market:

Executive Summary

This report studies the global Fantasy Sports market, analyzes and researches the Fantasy Sports development status and forecast in United States, EU, Japan, China, India and Southeast Asia. This report focuses on the top players in global market, like

CBS
DraftKings
ESPN
FanDuel
Yahoo
Ballr
Bovada
DraftDay
DraftTeam Fantasy Sports
Fantasy Aces
Fantasy Fued
Fantrax
MGT Capital Investments
Victiv

Request Sample Report @ https://www.wiseguyreports.com/sample-request/1218948-global-fantasy-sports-market-size-status-and-forecast-2022

Market segment by Regions/Countries, this report covers

United States
EU
Japan
China
India
Southeast Asia
Market segment by Type, Fantasy Sports can be split into

Fantasy baseball
Micro-moment games
Fantasy golf
Fantasy car racing
Fantasy football
Other
Market segment by Application, Fantasy Sports can be split into

Private
Commercial
If you have any special requirements, please let us know and we will offer you the report as you want.

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Table of Contents

Global Fantasy Sports Market Size, Status and Forecast 2022
1 Industry Overview of Fantasy Sports
1.1 Fantasy Sports Market Overview
1.1.1 Fantasy Sports Product Scope
1.1.2 Market Status and Outlook
1.2 Global Fantasy Sports Market Size and Analysis by Regions
1.2.1 United States
1.2.2 EU
1.2.3 Japan
1.2.4 China
1.2.5 India
1.2.6 Southeast Asia
1.3 Fantasy Sports Market by Type
1.3.1 Fantasy baseball
1.3.2 Micro-moment games
1.3.3 Fantasy golf
1.3.4 Fantasy car racing
1.3.5 Fantasy football
1.3.6 Other
1.4 Fantasy Sports Market by End Users/Application
1.4.1 Private
1.4.2 Commercial

2 Global Fantasy Sports Competition Analysis by Players
2.1 Fantasy Sports Market Size (Value) by Players (2016 and 2017)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future

4 Global Fantasy Sports Market Size by Type and Application (2012-2017)
4.1 Global Fantasy Sports Market Size by Type (2012-2017)
4.2 Global Fantasy Sports Market Size by Application (2012-2017)
4.3 Potential Application of Fantasy Sports in Future
4.4 Top Consumer/End Users of Fantasy Sports

5 United States Fantasy Sports Development Status and Outlook
5.1 United States Fantasy Sports Market Size (2012-2017)
5.2 United States Fantasy Sports Market Size and Market Share by Players (2016 and 2017)

6 EU Fantasy Sports Development Status and Outlook
6.1 EU Fantasy Sports Market Size (2012-2017)
6.2 EU Fantasy Sports Market Size and Market Share by Players (2016 and 2017)

7 Japan Fantasy Sports Development Status and Outlook
7.1 Japan Fantasy Sports Market Size (2012-2017)
7.2 Japan Fantasy Sports Market Size and Market Share by Players (2016 and 2017)

8 China Fantasy Sports Development Status and Outlook
8.1 China Fantasy Sports Market Size (2012-2017)
8.2 China Fantasy Sports Market Size and Market Share by Players (2016 and 2017)

9 India Fantasy Sports Development Status and Outlook
9.1 India Fantasy Sports Market Size (2012-2017)
9.2 India Fantasy Sports Market Size and Market Share by Players (2016 and 2017)

10 Southeast Asia Fantasy Sports Development Status and Outlook
10.1 Southeast Asia Fantasy Sports Market Size (2012-2017)
10.2 Southeast Asia Fantasy Sports Market Size and Market Share by Players (2016 and 2017)

11 Market Forecast by Regions, Type and Application (2017-2022)
11.1 Global Fantasy Sports Market Size (Value) by Regions (2017-2022)
11.1.1 United States Fantasy Sports Revenue and Growth Rate (2017-2022)
11.1.2 EU Fantasy Sports Revenue and Growth Rate (2017-2022)
11.1.3 Japan Fantasy Sports Revenue and Growth Rate (2017-2022)
11.1.4 China Fantasy Sports Revenue and Growth Rate (2017-2022)
11.1.5 India Fantasy Sports Revenue and Growth Rate (2017-2022)
11.1.6 Southeast Asia Fantasy Sports Revenue and Growth Rate (2017-2022)
11.2 Global Fantasy Sports Market Size (Value) by Type (2017-2022)
11.3 Global Fantasy Sports Market Size by Application (2017-2022)

12 Fantasy Sports Market Dynamics
12.1 Fantasy Sports Market Opportunities
12.2 Fantasy Sports Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 Fantasy Sports Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 Fantasy Sports Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application

…CONTINUED

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Norah Trent
WiseGuy Research Consultants Pvt. Ltd.
+1 646 845 9349 / +44 208 133 9349
email us here


Source: EIN Presswire

Go Kart Market 2017 Share, Trend, Segmentation and Forecast to 2022

.

.

Go Kart Market – Key Players 2017 are Alpha Karting, Barlotti, Bowman Automotive and more

PUNE, INDIA, April 25, 2017 /EINPresswire.com/ — In this report, the global Go Kart 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 global into several key Regions, with sales (K Units), revenue (Million USD), market share and growth rate of Go Kart for these regions, from 2012 to 2022 (forecast), covering
United States
China
Europe
Japan
Southeast Asia
India

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Global Go Kart market competition by top manufacturers/players, with Go Kart sales volume, Price (USD/Unit), revenue (Million USD) and market share for each manufacturer/player; the top players including
Alpha Karting
Anderson Racing Karts
Barlotti
Bowman Automotive
Gillard
Margay Products Inc.
PVP Karting Frame
Rotax
Tal-Ko
Bizkarts
American SportWorks
Baja Motorsports
Carter Brothers
Roketa
Runmaster
Thunder Motorsports
BIZ Karts
Sodikart
Tony Kart
Kosmic
CRG
FA
Praga
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
Motor models
Petrol models
On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, sales volume, market share and growth rate of Go Kart for each application, including
Indoor
Racing
Recreation
Others

Table of Content: Key Points

Global Go Kart Sales Market Report 2017
1 Go Kart Market Overview
1.1 Product Overview and Scope of Go Kart
1.2 Classification of Go Kart by Product Category
1.2.1 Global Go Kart Market Size (Sales) Comparison by Type (2012-2022)
1.2.2 Global Go Kart Market Size (Sales) Market Share by Type (Product Category) in 2016
1.2.3 Motor models
1.2.4 Petrol models
1.3 Global Go Kart Market by Application/End Users
1.3.1 Global Go Kart Sales (Volume) and Market Share Comparison by Application (2012-2022)
1.3.2 Indoor
1.3.3 Racing
1.3.4 Recreation
1.3.5 Others
1.4 Global Go Kart Market by Region
1.4.1 Global Go Kart Market Size (Value) Comparison by Region (2012-2022)
1.4.2 United States Go Kart Status and Prospect (2012-2022)
1.4.3 China Go Kart Status and Prospect (2012-2022)
1.4.4 Europe Go Kart Status and Prospect (2012-2022)
1.4.5 Japan Go Kart Status and Prospect (2012-2022)
1.4.6 Southeast Asia Go Kart Status and Prospect (2012-2022)
1.4.7 India Go Kart Status and Prospect (2012-2022)
1.5 Global Market Size (Value and Volume) of Go Kart (2012-2022)
1.5.1 Global Go Kart Sales and Growth Rate (2012-2022)
1.5.2 Global Go Kart Revenue and Growth Rate (2012-2022)

9 Global Go Kart Players/Suppliers Profiles and Sales Data
9.1 Alpha Karting
9.1.1 Company Basic Information, Manufacturing Base and Competitors
9.1.2 Go Kart Product Category, Application and Specification
9.1.2.1 Product A
9.1.2.2 Product B
9.1.3 Alpha Karting Go Kart Sales, Revenue, Price and Gross Margin (2012-2017)
9.1.4 Main Business/Business Overview
9.2 Anderson Racing Karts
9.2.1 Company Basic Information, Manufacturing Base and Competitors
9.2.2 Go Kart Product Category, Application and Specification
9.2.2.1 Product A
9.2.2.2 Product B
9.2.3 Anderson Racing Karts Go Kart Sales, Revenue, Price and Gross Margin (2012-2017)
9.2.4 Main Business/Business Overview
9.3 Barlotti
9.3.1 Company Basic Information, Manufacturing Base and Competitors
9.3.2 Go Kart Product Category, Application and Specification
9.3.2.1 Product A
9.3.2.2 Product B
9.3.3 Barlotti Go Kart Sales, Revenue, Price and Gross Margin (2012-2017)
9.3.4 Main Business/Business Overview
9.4 Bowman Automotive
9.4.1 Company Basic Information, Manufacturing Base and Competitors
9.4.2 Go Kart Product Category, Application and Specification
9.4.2.1 Product A
9.4.2.2 Product B
9.4.3 Bowman Automotive Go Kart Sales, Revenue, Price and Gross Margin (2012-2017)
9.4.4 Main Business/Business Overview
9.5 Gillard
9.5.1 Company Basic Information, Manufacturing Base and Competitors
9.5.2 Go Kart Product Category, Application and Specification
9.5.2.1 Product A
9.5.2.2 Product B
…Continued

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Get in touch:
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Norah Trent
wiseguyreports
+1 646 845 9349 / +44 208 133 9349
email us here


Source: EIN Presswire

Global Casino Gaming Market 2017 Size, Development Status, Type and Application, Segmentation, Forecast by 2022

Casino Gaming Market 2017

WiseGuyReports.com adds “Casino Gaming Market 2017 Global Analysis, Growth, Trends and Opportunities Research Report Forecasting to 2022”reports to its database

PUNE, INDIA, April 25, 2017 /EINPresswire.com/ — Casino Gaming Market:

Executive Summary

This report studies the global Casino Gaming market, analyzes and researches the Casino Gaming development status and forecast in United States, EU, Japan, China, India and Southeast Asia. This report focuses on the top players in global market, like

888 Holdings
Bet-at-home.Com
Party
Ladbrokes
Amaya
BetAmerica
Betfair Online Casino
Betsson
Camelot
Delaware Park
Paddy Power
Pala Casino
Rank Group
Resorts Online Casino
Sportech
Twinspires
Watch and Wager
William Hill
Worldwinner

Request Sample Report @ https://www.wiseguyreports.com/sample-request/1218945-global-casino-gaming-market-size-status-and-forecast-2022

Market segment by Regions/Countries, this report covers

United States
EU
Japan
China
India
Southeast Asia
Market segment by Type, Casino Gaming can be split into

Betting
Bingo
Other
Market segment by Application, Casino Gaming can be split into

Casino
Club
Other
If you have any special requirements, please let us know and we will offer you the report as you want.

Access Report @ https://www.wiseguyreports.com/reports/1218945-global-casino-gaming-market-size-status-and-forecast-2022

Table of Contents

Global Casino Gaming Market Size, Status and Forecast 2022
1 Industry Overview of Casino Gaming
1.1 Casino Gaming Market Overview
1.1.1 Casino Gaming Product Scope
1.1.2 Market Status and Outlook
1.2 Global Casino Gaming Market Size and Analysis by Regions
1.2.1 United States
1.2.2 EU
1.2.3 Japan
1.2.4 China
1.2.5 India
1.2.6 Southeast Asia
1.3 Casino Gaming Market by Type
1.3.1 Betting
1.3.2 Bingo
1.3.3 Other
1.4 Casino Gaming Market by End Users/Application
1.4.1 Casino
1.4.2 Club
1.4.3 Other

2 Global Casino Gaming Competition Analysis by Players
2.1 Casino Gaming Market Size (Value) by Players (2016 and 2017)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future

4 Global Casino Gaming Market Size by Type and Application (2012-2017)
4.1 Global Casino Gaming Market Size by Type (2012-2017)
4.2 Global Casino Gaming Market Size by Application (2012-2017)
4.3 Potential Application of Casino Gaming in Future
4.4 Top Consumer/End Users of Casino Gaming

5 United States Casino Gaming Development Status and Outlook
5.1 United States Casino Gaming Market Size (2012-2017)
5.2 United States Casino Gaming Market Size and Market Share by Players (2016 and 2017)

6 EU Casino Gaming Development Status and Outlook
6.1 EU Casino Gaming Market Size (2012-2017)
6.2 EU Casino Gaming Market Size and Market Share by Players (2016 and 2017)

7 Japan Casino Gaming Development Status and Outlook
7.1 Japan Casino Gaming Market Size (2012-2017)
7.2 Japan Casino Gaming Market Size and Market Share by Players (2016 and 2017)

8 China Casino Gaming Development Status and Outlook
8.1 China Casino Gaming Market Size (2012-2017)
8.2 China Casino Gaming Market Size and Market Share by Players (2016 and 2017)

9 India Casino Gaming Development Status and Outlook
9.1 India Casino Gaming Market Size (2012-2017)
9.2 India Casino Gaming Market Size and Market Share by Players (2016 and 2017)

10 Southeast Asia Casino Gaming Development Status and Outlook
10.1 Southeast Asia Casino Gaming Market Size (2012-2017)
10.2 Southeast Asia Casino Gaming Market Size and Market Share by Players (2016 and 2017)

11 Market Forecast by Regions, Type and Application (2017-2022)
11.1 Global Casino Gaming Market Size (Value) by Regions (2017-2022)
11.1.1 United States Casino Gaming Revenue and Growth Rate (2017-2022)
11.1.2 EU Casino Gaming Revenue and Growth Rate (2017-2022)
11.1.3 Japan Casino Gaming Revenue and Growth Rate (2017-2022)
11.1.4 China Casino Gaming Revenue and Growth Rate (2017-2022)
11.1.5 India Casino Gaming Revenue and Growth Rate (2017-2022)
11.1.6 Southeast Asia Casino Gaming Revenue and Growth Rate (2017-2022)
11.2 Global Casino Gaming Market Size (Value) by Type (2017-2022)
11.3 Global Casino Gaming Market Size by Application (2017-2022)

12 Casino Gaming Market Dynamics
12.1 Casino Gaming Market Opportunities
12.2 Casino Gaming Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 Casino Gaming Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 Casino Gaming Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application

…CONTINUED

Buy this Report @ https://www.wiseguyreports.com/checkout?currency=one_user-USD&report_id=1218945

Norah Trent
WiseGuy Research Consultants Pvt. Ltd.
+1 646 845 9349 / +44 208 133 9349
email us here


Source: EIN Presswire

Gaming Console Sales Market Drivers, Trends and Opportunities 2017

Global Gaming Console Sales

PUNE, MAHARASHTRA, INDIA, April 25, 2017 /EINPresswire.com/ —

Global Gaming Console Sales Market Report 2017

SUMMARY

In this report, the global Gaming Console 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 global into several key Regions, with sales (K Units), revenue (Million USD), market share and growth rate of Gaming Console for these regions, from 2012 to 2022 (forecast), covering

United States
China
Europe
Japan
Korea
Taiwan

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Global Gaming Console market competition by top manufacturers/players, with Gaming Console sales volume, Price (USD/Unit), revenue (Million USD) and market share for each manufacturer/player; the top players including

Mad Catz
Microsoft
Nintendo
Sony
NVIDIA
OUYA
Tommo

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

TV Gaming Consoles
Handheld Gaming Consoles
Other

On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, sales volume, market share and growth rate of Gaming Console for each application, including

Household Use
Commercial Use

ACCESS REPORT @ https://www.wiseguyreports.com/reports/1215352-global-gaming-console-sales-market-report-2017

Global Gaming Console Sales Market Report 2017

1 Gaming Console Market Overview
1.1 Product Overview and Scope of Gaming Console
1.2 Classification of Gaming Console by Product Category
1.2.1 Global Gaming Console Market Size (Sales) Comparison by Type (2012-2022)
1.2.2 Global Gaming Console Market Size (Sales) Market Share by Type (Product Category) in 2016
1.2.3 TV Gaming Consoles
1.2.4 Handheld Gaming Consoles
1.2.5 Other
1.3 Global Gaming Console Market by Application/End Users
1.3.1 Global Gaming Console Sales (Volume) and Market Share Comparison by Application (2012-2022)
1.3.2 Household Use
1.3.3 Commercial Use
1.4 Global Gaming Console Market by Region
1.4.1 Global Gaming Console Market Size (Value) Comparison by Region (2012-2022)
1.4.2 United States Gaming Console Status and Prospect (2012-2022)
1.4.3 China Gaming Console Status and Prospect (2012-2022)
1.4.4 Europe Gaming Console Status and Prospect (2012-2022)
1.4.5 Japan Gaming Console Status and Prospect (2012-2022)
1.4.6 Korea Gaming Console Status and Prospect (2012-2022)
1.4.7 Taiwan Gaming Console Status and Prospect (2012-2022)
1.5 Global Market Size (Value and Volume) of Gaming Console (2012-2022)
1.5.1 Global Gaming Console Sales and Growth Rate (2012-2022)
1.5.2 Global Gaming Console Revenue and Growth Rate (2012-2022)

2 Global Gaming Console Competition by Players/Suppliers, Type and Application
2.1 Global Gaming Console Market Competition by Players/Suppliers
2.1.1 Global Gaming Console Sales and Market Share of Key Players/Suppliers (2012-2017)
2.1.2 Global Gaming Console Revenue and Share by Players/Suppliers (2012-2017)
2.2 Global Gaming Console (Volume and Value) by Type
2.2.1 Global Gaming Console Sales and Market Share by Type (2012-2017)
2.2.2 Global Gaming Console Revenue and Market Share by Type (2012-2017)
2.3 Global Gaming Console (Volume and Value) by Region
2.3.1 Global Gaming Console Sales and Market Share by Region (2012-2017)
2.3.2 Global Gaming Console Revenue and Market Share by Region (2012-2017)
2.4 Global Gaming Console (Volume) by Application

3 United States Gaming Console (Volume, Value and Sales Price)
3.1 United States Gaming Console Sales and Value (2012-2017)
3.1.1 United States Gaming Console Sales and Growth Rate (2012-2017)
3.1.2 United States Gaming Console Revenue and Growth Rate (2012-2017)
3.1.3 United States Gaming Console Sales Price Trend (2012-2017)

…CONTINUED

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Norah Trent
Wise Guy Consultants Pvt. Ltd.
+1 (339) 368 6938 (US)/+91 841 198 5042 (IND)
email us here


Source: EIN Presswire