Singapore Gaming Market 2023-2030

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    SINGAPORE GAMING MARKET

     

    INTRODUCTION

    With 45% of gamers worldwide residing in Asia, the gaming market is the largest. The gaming market in Singapore is expected to expand over the next few years due to the country’s rapid growth.

     

    Computer Space, an arcade game, was the first consumer video game. Pong, a well-known arcade game, and the Magnavox Odyssey, the first home console, followed. 

     

    Singapore is a significant esports nation and something of a hub for Southeast Asian esports due to its developed economy, high-quality technology infrastructure, and government support. 

     

    Research has demonstrated that games are essential for healthy development in early childhood and beyond.

     

    Children can practice both what they know and what they don’t know through play. They can try new things by making mistakes, figure out how to solve problems, come up with the best strategies, and gain new confidence and skills.

     

    SINGAPORE GAMING MARKET SIZE AND FORECAST

     

    infographic: Singapore Gaming Market, Singapore Gaming Market Size, Singapore Gaming Market Trends, Singapore Gaming Market Forecast, Singapore Gaming Market Risks, Singapore Gaming Market Report, Singapore Gaming Market Share

     

    The Singapore Gaming Market accounted for $XX Billion in 2022 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2023 to 2030.

     

    NEW PRODUCT LAUNCH

    the Singaporean tech startup Neeuro have unveiled their home-based attention training program.

     

    Cogo, a digital therapy program that pairs the SenzeBand 2 EEG headband with a guided game for 24 sessions, aims to address inattention in children between the ages of 6 and 12. Based on Neeuro’s Brain-Computer Interface technology, it was developed.

     

    The objective of the mobile game is to guide a character through a maze, according to a press release. However, unlike the majority of games, in which characters are controlled by a gamepad or touchscreen, Cogo’s characters can only be controlled by brainwaves.

     

    In order to monitor users’ brainwaves, its paired headband has seven EEG sensors and four distinct data channels.

     

    These are then sent over Bluetooth in real time, captured and interpreted by AI algorithms, whose findings are later used to drive game challenges.

     

    A large, randomized clinical trial supported by the National Medical Research Council had evaluated this non-invasive intervention program.

     

    Twenty children aged 6 to 12 who were receiving treatment for ADHD at IMH participated in a pilot program following the publication of its findings.

     

     that, in accordance with the clinical findings, the best and most effective session is two to three times per week, 30 minutes per session, and 24 sessions over the course of two to three months for the best results.

     

    COMPANY PROFILE

     

    THIS REPORT WILL ANSWER FOLLOWING QUESTIONS

    1. How many Gaming are manufactured per annum in Singapore? Who are the sub-component suppliers in this region?
    2. Cost breakup of a Singapore Gaming and key vendor selection criteria
    3. Where is the Gaming manufactured? What is the average margin per unit?
    4. Market share of Singapore Gaming market manufacturers and their upcoming products
    5. Cost advantage for OEMs who manufacture Singapore Gaming in-house
    6. key predictions for next 5 years in Singapore Gaming market
    7. Average B-2-B Gaming market price in all segments
    8. Latest trends in Gaming market, by every market segment
    9. The market size (both volume and value) of the Gaming market in 2023-2030 and every year in between?
    10. Production breakup of Gaming market, by suppliers and their OEM relationship

     

    Sl no Topic
    1 Market Segmentation
    2 Scope of the report
    3 Abbreviations
    4 Research Methodology
    5 Executive Summary
    6 Introduction
    7 Insights from Industry stakeholders
    8 Cost breakdown of Product by sub-components and average profit margin
    9 Disruptive innovation in the Industry
    10 Technology trends in the Industry
    11 Consumer trends in the industry
    12 Recent Production Milestones
    13 Component Manufacturing in US, EU and China
    14 COVID-19 impact on overall market
    15 COVID-19 impact on Production of components
    16 COVID-19 impact on Point of sale
    17 Market Segmentation, Dynamics and Forecast by Geography, 2022-2030
    18 Market Segmentation, Dynamics and Forecast by Product Type, 2022-2030
    19 Market Segmentation, Dynamics and Forecast by Application, 2022-2030
    20 Market Segmentation, Dynamics and Forecast by End use, 2022-2030
    21 Product installation rate by OEM, 2022
    22 Incline/Decline in Average B-2-B selling price in past 5 years
    23 Competition from substitute products
    24 Gross margin and average profitability of suppliers
    25 New product development in past 12 months
    26 M&A in past 12 months
    27 Growth strategy of leading players
    28 Market share of vendors, 2022
    29 Company Profiles
    30 Unmet needs and opportunity for new suppliers
    31 Conclusion
    32 Appendix
     
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