Report

  • Home |
  • Reports |
  • Global Online Gaming Market by Product Type (Smartphone, Tablet and PC) and by E....
src

Global Online Gaming Market by Product Type (Smartphone, Tablet and PC) and by End-Users/Application (Young Adults, Adults and Senior Adults) Global Market Share, Forecast Data, In-Depth Analysis, and Detailed Overview, and Forecast, 2015 - 2027

The report on the global online gaming market analyzes complete scenario i.e., existing as well as future visions of global online gaming market. It includes detailed overview of global online gaming market along with market pictures. Additionally, report has included complete data of the various segments in the global online gaming market followed by its applications, end users and region wide segmentation. Moreover, report has highlights of global key players present in this market. Top global players are analyzed completely along with their financials, technological innovations, key developments, apart from future strategies, SWOT analysis, acquisitions & mergers, and market footprint.

Global online gaming market report offers in-depth insights, revenue details, and other vital information regarding the global online gaming market, and the various trends, drivers, restraints, opportunities, and threats in the target market till year 2026. Hence, it covers the impact of these drivers and restraints on demand for this market during the forecast period. The report also includes PEST analysis, Porter’s Five Forces analysis, and opportunity map analysis for in-depth understanding of the market.

It provides historical data along with future forecast as well as detailed analysis of market on a global, regional and country level. Important market data of this market is projected in the form of form of tables, graphics, and pictures. On a regional basis, the market is categorized into five regions that include North America, Europe, Asia Pacific, Latin America, and Middle & East Africa. It analyzes complete scenario of each and every region along with highest share holder of global online gaming market.

Market Segmentation:
Segmentation by Type Smartphone
Tablet
PC
Segmentation by Application Young Adults
Adults
Senior Adults
Market, By Regions North America (the United States, Canada, and Mexico)
Europe (Germany, UK, France, Italy, and Russia, etc.)
Asia-Pacific (China, Japan, ASEAN, India, and Korea)
The Middle East and Africa (UAE, Egypt, South Africa, Saudi Arabia)
South America (Brazil, Chile, Peru, and Argentina)

In addition, global online gaming market report sorted and categorized the information and data according to the major geographical regions which are expected to impact on the industry in forecast period.

Report also provides factors that are contributing to and influencing the expansion of the global online gaming market. It projects the market assessment for the predicted time. Along with all this report includes the manufacturing process along with shipment, price, revenue, gross profit, potential, interview records, business distribution, etc. This enables users to get complete scenario of competitive analysis of the market.

Pivotal Fundamentals of the Global Online Gaming Market Report:
  • Holistic in-depth detailed analysis, regarding the parent market.
  • Detailed information about the current R&D activities performed by each global online gaming market player.
  • Region-wise and country-wise breakdown of the global online gaming market to get the revenue, and growth lookout in these areas.
  • Key factors which are influencing the consumption pattern of consumers across various regions and countries.
  • Historical and future progress of the global online gaming market.
  • Year-on-year growth of the global online gaming market in terms of value and volume.
Conclusion:
At last report covers a short outline of the dealers, distributors, and suppliers. Additionally, it provides sales channel, analysis findings and results. It spots some new entrants within the market. The study thus, suggests a brand-new proposition to embellish global online gaming market and nurture business as it explains current global market as well as future market.
 
Chapter 1 Global Online Gaming Market Overview
1.1 Product Overview and Scope of Global Online Gaming Market

Chapter 2 Executive Summary  
2.1 Drivers for Online Gaming Market: 
2.2 Restrain for Online Gaming Market:
2.3 Opportunity for Online Gaming Market: 
2.4 Global Online Gaming market, 2015 - 2027
2.5 Global Online Gaming market, by Region, 2015 - 2027
2.6 Global Online Gaming market, by Type, 2015 - 2027
2.7 Global Online Gaming market, by Application, 2015 - 2027

Chapter 3 Global Online Gaming Segment by Types (Product Category) 
3.1 Global Online Gaming Revenue (USD Billion) and Growth Rate (%) Comparison by Types (2015-2020) 
3.2 Global Online Gaming Revenue Market Share (%) by Types in 2019
3.3 Smartphone
3.4 Tablet
3.5 PC

Chapter 4 Global Online Gaming Segment by Application 
4.1 Global Online Gaming Revenue (USD Billion) Comparison by Application (2015-2027) 
4.2 Young Adults
4.3 Adults
4.4 Senior Adults

Chapter 5 Global Online Gaming Market by Regions (2015-2027) 
5.1 Global Online Gaming Market Size and Growth Rate (%) Comparison by Regions (2015-2027) 
5.2 North America Online Gaming Status and Prospect (2015-2027) 
5.3 Europe Online Gaming Status and Prospect (2015-2027) 2
5.4 Asia Pacific Online Gaming Status and Prospect (2015-2027) 3
5.5 South America Online Gaming Status and Prospect (2015-2027) 
5.6 Middle East & Africa Online Gaming Status and Prospect (2015-2027) 
5.7 Global Online Gaming Market Size (2015-2027) 
            5.7.1 Global Online Gaming Revenue Status and Outlook (2015-2027) 
            
Chapter 6 Global Online Gaming Market Competition by Manufacturers
6.1 Global Online Gaming Revenue and Share by Manufacturers (2015-2019) 

Chapter 7 Company (Top Players) Profiles and Key Data
7.1 Sony Corp. 
            7.1.1 Sony Corp. Basic Information and Sales Area
            7.1.2 Business Segment/ Overview
            7.1.3 Investment in Research and Development
            7.1.4 Online Gaming Product Types Specification
            7.1.5 Key Developments
            7.1.6 Business Strategy
7.2 Microsoft
            7.2.1  Microsoft Basic Information and Sales Area
            7.2.2 Business Segment/ Overview
            7.2.3 Investment in Research and Development
            7.2.4 Online Gaming Product Types Specification
            7.2.5 Business Strategy
7.3 Ubisoft
            7.3.1 Ubisoft Basic Information, and Sales Area
            7.3.2 Business Segment/ Overview
            7.3.3 Online Gaming Product Types Specification
            7.3.4 Key Developments
            7.3.5 Business Strategy
7.4 Sega
            7.4.1 Sega Basic Information and Sales Area. 
            7.4.2 Business Segment/ Overview
            7.4.3 Online Gaming Product Types Specification
            7.4.4 Business Strategy
7.5 Konami
            7.5.1 Konami Basic Information and Sales Area. 
            7.5.2 Business Segment/ Overview
            7.5.3 Online Gaming Product Types Specification
            7.5.4 Business Strategy
7.6 Electronics Arts
            7.6.1 Electronic Arts Basic Information, and Sales Area
            7.6.2 Business Segment/ Overview
            7.6.3 Online Gaming Product Types Specification
            7.6.4 Business Strategy
7.7 Peak Games 
            7.7.1 Peak Games Basic Information, and Sales Area
            7.7.2 Business Segment/ Overview
            7.7.3 Investment in Research and Development
            7.7.4 Online Gaming Product Types Specification
            7.7.5 Key Developments
            7.7.6 Business Strategy
7.8 King Digital Entertainment
            7.8.1 King Digital Entertainment Basic Information and Sales Area. 
            7.8.2 Business Segment/ Overview
            7.8.3 Online Gaming Product Types Specification
            7.8.4 Business Strategy
7.9 Arkadium
            7.9.1 Arkadium Basic Information, and Sales Area
            7.9.2 Business Segment/ Overview
            7.9.3 Online Gaming Product Types Specification
            7.9.4 Business Strategy
7.10 Fun Technologies
            7.10.1 Fun Technologies Basic Information, and Sales Area
            7.10.2 Business Segment/ Overview
            7.10.3 Online Gaming Product Types Specification
            7.10.4 Business Strategy
            
Chapter 8 Global Online Gaming Revenue by Regions (2015-2020) 
8.1 Global Online Gaming Revenue and Market Share (%) by Regions (2015-2020) 

Chapter 9 Global Online Gaming Revenue by Types
9.1 Global Online Gaming Revenue and Market Share (%) by Types (2015-2020) 

Chapter 10 Global Online Gaming Market Analysis by Application
10.1 Global Online Gaming Revenue (USD Billion) and Market Share (%) by Application (2015-2020) 
10.2 Global Online Gaming Revenue Growth Rate by Application (2015-2020) 

Chapter 11 North America Online Gaming Market Development Status and Outlook
11.1 North America Online Gaming Market Size (2015-2020) 
            11.1.1 North America Online Gaming Market Size by Type (USD Billion) (2015-2020) 
11.2 North America Online Gaming Market Size (2015-2020) 
            11.2.1 North America Online Gaming Market Size by Application (USD Billion) (2015-2020) 
11.3 U.S
            11.3.1 U.S. Online Gaming market, by Type, 2015 - 2027
            11.3.2 U.S. Online Gaming market, by Application, 2015 – 2027
11.4 Canada
            11.4.1 Canada Online Gaming market, by Type, 2015 - 2027
            11.4.2 Canada Online Gaming market, by Application, 2015 – 2027
11.5 Mexico
            11.5.1 Mexico Online Gaming market, by Type, 2015 - 2027
            11.5.2 Mexico Online Gaming market, by Application, 2015 – 2027
            
Chapter 12 Europe Online Gaming Market Development Status and Outlook
12.1 Europe Online Gaming Market Size (2015-2020) 
            12.1.1 Europe Online Gaming Market Size by Type (USD Billion) (2015-2020) 
12.2 Europe Online Gaming Market Size (2015-2020) 
            12.2.1 Europe Online Gaming Market Size by Application (USD Billion) (2015-2020) 
12.3 U.K.
            12.3.1 U.K. Online Gaming market, by Type, 2015 - 2027
            12.3.2 U.K. Online Gaming market, by Application, 2015 – 2027
12.4 Germany
            12.4.1 Germany Online Gaming market, by Type, 2015 - 2027
            12.4.2 Germany Online Gaming market, by Application, 2015 – 2027
12.5 France
            12.5.1 France Online Gaming market, by Type, 2015 – 2027
            12.5.2 France Online Gaming market, by Application, 2015 – 2027
12.6 Italy
            12.6.1 Italy Online Gaming market, by Type, 2015 – 2027
            12.6.2 Italy Online Gaming market, by Application, 2015 – 2027
12.7 Spain
            12.7.1 Spain Online Gaming market, by Type, 2015 – 2027
            12.7.2 Spain Online Gaming market, by Application, 2015 – 2027
12.8 Rest of Europe
            12.8.1 Rest of Europe Online Gaming market, by Type, 2015 – 2027
            12.8.2 Rest of Europe Online Gaming market, by Application, 2015 – 2027
            
Chapter 13 Asia Pacific Online Gaming Market Development Status and Outlook
13.1 Asia Pacific Online Gaming Market Size (2015-2020) 
            13.1.1 Asia Pacific Online Gaming Market Size by Type (USD Billion) (2015-2020) 
13.2 Asia Pacific Online Gaming Market Size (2015-2020) 
            13.2.1 Asia Pacific Online Gaming Market Size by Application (USD Billion) (2015-2020) 
13.3 China
            13.3.1 China Online Gaming market, by Type, 2015 – 2027
            13.3.2 China Online Gaming market, by Application, 2015 – 2027
13.4 Japan
            13.4.1 Japan Online Gaming market, by Type, 2015 – 2027
            13.4.2 Japan Online Gaming market, by Application, 2015 – 2027
13.5 India
            13.5.1 India Online Gaming market, by Type, 2015 – 2027
            13.5.2 India Online Gaming market, by Application, 2015 – 2027
13.6 Southeast Asia
            13.6.1 Southeast Asia Online Gaming market, by Type, 2015 – 2027
            13.6.2 Southeast Asia Online Gaming market, by Application, 2015 – 2027
            
Chapter 14 South America Online Gaming Market Development Status and Outlook
14.1 South America Online Gaming Market Size (2015-2020) 
            14.1.1 South America Online Gaming Market Size by Type (USD Billion) (2015-2020) 
14.2 South America Online Gaming Market Size (2015-2020) 
            14.2.1 South America Online Gaming Market Size by Application (USD Billion) (2015-2020) 
14.3 Brazil
            14.3.1 Brazil Online Gaming market, by Type, 2015 – 2027
            14.3.2 Brazil Online Gaming market, by Application, 2015 – 2027 
14.4 Argentina
            14.4.1 Argentina Online Gaming market, by Type, 2015 – 2027
            14.4.2 Argentina Online Gaming market, by Application, 2015 – 2027 
14.5 Colombia
            14.5.1 Colombia Online Gaming market, by Type, 2015 – 2027
            14.5.2 Colombia Online Gaming market, by Application, 2015 – 2027
14.6 Rest of South America
            14.6.1 Colombia Online Gaming market, by Type, 2015 – 2027
            14.6.2 Colombia Online Gaming market, by Application, 2015 – 2027
            
Chapter 15 Middle East & Africa Online Gaming Market Development Status and Outlook
15.1 Middle East & Africa Online Gaming Market Size (2015-2020) 
            15.1.1 Middle East & Africa Online Gaming Market Size by Type (USD Billion) (2015-2020) 
15.2 Middle East & Africa Online Gaming Market Size (2015-2020) 
            15.2.1 Middle East & Africa Online Gaming Market Size by Application (2015-2020) 
15.3 UAE
            15.3.1 UAE Online Gaming market, by Type, 2015 – 2027
            15.3.2 UAE Online Gaming market, by Application, 2015 – 2027
15.4 South Africa
            15.4.1 South Africa Online Gaming market, by Type, 2015 – 2027
            15.4.2 South Africa Online Gaming market, by Application, 2015 – 2027
15.5 Egypt
            15.5.1 Egypt Online Gaming market, by Type, 2015 – 2027
            15.5.2 Egypt Online Gaming market, by Application, 2015 – 2027
15.6 Rest of MEA
            15.6.1 Rest of MEA Online Gaming market, by Type, 2015 – 2027
            15.6.2 Rest of MEA Online Gaming market, by Application, 2015 – 2027
            
Chapter 16 Online Gaming Manufacturing Cost Analysis
16.1 Proportion of Manufacturing Cost Structure
            16.1.1 Raw Materials
            16.1.2 Labor Cost
            16.1.3 USA Labor Cost Analysis
            16.1.4 EU Labor Costs Analysis
            16.1.5 China Labor Costs Analysis
            16.1.6 Manufacturing Expenses
            
Chapter 17 Marketing Strategy Analysis, Distributors/ Traders
17.1 Marketing Channel
            17.1.1 Direct Marketing
            17.1.2 Indirect Marketing
            17.1.3 Marketing Channel Development Trend
17.2 Market Positioning
            17.2.1 Pricing Strategy
            
Chapter 18 Global Online Gaming Market Forecast (2020-2027) 
18.1 Global Online Gaming Revenue Forecast (2020-2027) 
            18.1.1 Global Online Gaming Revenue (USD Billion) and Growth Rate (%) Forecast (2020-2027) 
18.2 Global Online Gaming Revenue (USD Billion) Forecast by Regions (2020-2027) 
            18.2.1 North America Online Gaming Revenue (USD Billion) Forecast (2020-2027) 
            18.2.2 Europe Online Gaming Revenue (USD Billion) Forecast (2020-2027) 
            18.2.3 Asia Pacific Online Gaming and Revenue (USD Billion) Forecast (2020-2027) 
            18.2.4 South America Online Gaming and Revenue (USD Billion) Forecast (2020-2027) 
            18.2.5 Middle East & Africa Online Gaming and Revenue (USD Billion) Forecast (2020-2027) 
18.3 Global Online Gaming Revenue Forecast by Type (2020-2027) 
18.4 Global Online Gaming Revenue (USD Billion) Forecast by Application (2020-2027) 

Chapter 19 North America Online Gaming Market Development Status and Outlook
19.1 North America Online Gaming Market Size (2020-2027) 
            19.1.1 North America Online Gaming Market Size by Type (USD Billion) (2020-2027) 
19.2 North America Online Gaming Market Size (2020-2027) 
            19.2.1 North America Online Gaming Market Size by Application (USD Billion) (2020-2027) 
19.3 U.S.
            19.3.1 U.S. Online Gaming market, by Type, 2020 – 2027
            19.3.2 U.S. Online Gaming market, by Application, 2020 – 2027
19.4 Canada
            19.4.1 Canada Online Gaming market, by Type, 2020 – 2027
            19.4.2 Canada Online Gaming market, by Application, 2020 – 2027
19.5 Mexico
            19.5.1 Mexico Online Gaming market, by Type, 2020 – 2027
            19.5.2 Mexico Online Gaming market, by Application, 2020 – 2027
            
Chapter 20 Europe Online Gaming Market Development Status and Outlook
20.1 Europe Online Gaming Market Size (2020-2027) 
            20.1.1 Europe Online Gaming Market Size by Type (USD Billion) (2020-2027) 
20.2 Europe Online Gaming Market Size (2020-2027) 
            20.2.1 Europe Online Gaming Market Size by Application (USD Billion) (2020-2027) 
20.3 U.K.
            20.3.1 U.K. Online Gaming market, by Type, 2020 – 2027
            20.3.2 U.K. Online Gaming market, by Application, 2020 – 2027
20.4 Germany
            20.4.1 Germany Online Gaming market, by Type, 2020 – 2027
            20.4.2 Germany Online Gaming market, by Application, 2020 – 2027
20.5 France
            20.5.1 France Online Gaming market, by Type, 2020 – 2027
            20.5.2 France Online Gaming market, by Application, 2020 – 2027
20.6 Italy
            20.6.1 France Online Gaming market, by Type, 2020 – 2027
            20.6.2 France Online Gaming market, by Application, 2020 – 2027
20.7 Spain
            20.7.1 France Online Gaming market, by Type, 2020 – 2027
            20.7.2 France Online Gaming market, by Application, 2020 – 2027
20.8 Rest of Europe
            20.8.1 France Online Gaming market, by Type, 2020 – 2027
            20.8.2 France Online Gaming market, by Application, 2020 – 2027
                        
Chapter 21 Asia Pacific Online Gaming Market Development Status and Outlook
21.1 Asia Pacific Online Gaming Market Size (2020-2027) 
            21.1.1 Asia Pacific Online Gaming Market Size by Type (USD Billion) (2020-2027) 
21.2 Asia Pacific Online Gaming Market Size (2020-2027) 
            21.2.1 Asia Pacific Online Gaming Market Size by Application (USD Billion) (2020-2027) 
21.3 China
            21.3.1 China Online Gaming market, by Type, 2020 – 2027
            21.3.2 China Online Gaming market, by Application, 2020 – 2027
21.4 Japan
            21.4.1 Japan Online Gaming market, by Type, 2020 – 2027
            21.4.2 Japan Online Gaming market, by Application, 2020 – 2027
21.5 India
            21.5.1 India Online Gaming market, by Type, 2020 – 2027
            21.5.2 India Online Gaming market, by Application, 2020 – 2027
21.6 Southeast Asia
            21.6.1 Southeast Asia Online Gaming market, by Type, 2020 – 2027
            21.6.2 Southeast Asia Online Gaming market, by Application, 2020 – 2027
            
Chapter 22 South America Online Gaming Market Development Status and Outlook
22.1 South America Online Gaming Market Size (2020-2027) 
            22.1.1 South America Online Gaming Market Size by Type (USD Billion) (2020-2027) 
22.2 South America Online Gaming Market Size (2020-2027) 
            22.2.1 South America Online Gaming Market Size by Application (USD Billion) (2020-2027) 
22.3 Brazil
            22.3.1 Brazil Online Gaming market, by Type, 2020 – 2027
            22.3.2 Brazil Online Gaming market, by Application, 2020 – 2027 
22.4 Argentina
            22.4.1 Argentina Online Gaming market, by Type, 2020 – 2027
            22.4.2 Argentina Online Gaming market, by Application, 2020 – 2027 
22.5 Colombia
            22.5.1 Colombia Online Gaming market, by Type, 2020 – 2027
            22.5.2 Colombia Online Gaming market, by Application, 2020 – 2027
22.6 Rest of South America
            22.6.1 Colombia Online Gaming market, by Type, 2020 – 2027
            22.6.2 Colombia Online Gaming market, by Application, 2020 – 2027
            
Chapter 23 Middle East & Africa Online Gaming Market Development Status and Outlook
23.1 Middle East & Africa Online Gaming Market Size (2020-2027) 
            23.1.1 Middle East & Africa Online Gaming Market Size by Type (USD Billion) (2020-2027) 
23.2 Middle East & Africa Online Gaming Market Size (2020-2027) 
            23.2.1 Middle East & Africa Online Gaming Market Size by Application (USD Billion) (2020-2027) 
23.3 UAE
            23.3.1 UAE Online Gaming market, by Type, 2020 – 2027
            23.3.2 UAE Online Gaming market, by Application, 2020 – 2027
23.4 South Africa
            23.4.1 South Africa Online Gaming market, by Type, 2020 – 2027
            23.4.2 South Africa Online Gaming market, by Application, 2020 – 2027
23.5 Egypt
            23.5.1 Egypt Online Gaming market, by Type, 2020 – 2027
            23.5.2 Egypt Online Gaming market, by Application, 2020 – 2027
24.6 Rest of MEA
            24.6.1 Rest of MEA Online Gaming market, by Type, 2020 – 2027
            24.6.2 Rest of MEA Online Gaming market, by Application, 2020 – 2027
            
Chapter 25 Research Findings and Conclusion

 
No Methodology
Global Online Gaming Market Trends:
The global online gaming market is estimated to be worth USD 118.7 billion in 2019 and is projected to reach USD 245.3 billion by 2027, at a CAGR of 9.5% from 2020 to 2027. With constant internet growth and technological innovation some of the markets have begun to flourish. The online gaming universe is one such market. Also known as iGaming which was mostly common with the younger generation, nowadays, attracts people across all different ages and genders. Moreover, the online gaming market is the one in which the associated players make their moves in real time scenario sitting at different places, connected to a server. This makes the game more interesting as it adds up a new behavioral response to various players at different times as the players change almost every time.

According to current market condition, increasing popularity of online gaming among the young population across the globe is a key factor expected to drive the growth of the global online gaming market over the forecast period. A major opportunity in the gaming market lies in the advent of Apple watch, the mobile game developers are focused on working with Apple to create gaming apps for Apple watch. One of the restraints for online gaming market are the regulations which revolve around the online gaming market.

Global Online Gaming Market, By Type:
The global online gaming market by its device type includes Smartphone, Tablet and PC. On the basis of device type, smartphone segment is expected to dominate in the global market, owing to increasing penetration of smartphones across the globe.

Global Online Gaming Market, By Application:
The global online gaming market by its application includes Young Adults, Adults and Senior Adults. On the basis of application, young adults segment is estimated to account for a significant share in terms of revenue in the global market, owing to increasing popularity of online gaming among young adults across the globe.
 
Global Online Gaming Market, By Region:
On the basis of region, global online gaming market include North America, Europe, Asia Pacific, Latin America, Middle East and Africa. The market in Asia Pacific is estimated to account for highest revenue share in the global market, owing to high number of online gamers, increasing disposable income, and high number of smartphone users in economies in the region. Asia Pacific region is followed by North America and Europe.

Major Market Players:
The research study includes profiles of leading companies operating in the global online gaming market. Key players profiled in the report include: Peak Games, Gree, Electronics Arts, Bwin, Party Digital Entertainment, King Digital Entertainment, Arkadium, Playdom, Fun Technologies, Riot Games, NCSOFT, GungHo Online, Giant Interactive, Zynga, Wargaming, Tencent, Microsoft, Sony Corp., Activision Blizzard, Ubisoft, Sega, Konami, Valve and Others.

Global Online Gaming Market Report Scope:
Report Parameters Details of Parameter
Market Size 2015-2027
Based Year 2019
Forecast Period Covered 2020-2027
Units for value USD (Billion)
Covered Segments Product Type, Applications, Geographic Regions
Product Type Smartphone, Tablet and PC
Applications Young Adults, Adults and Senior Adults
Region Covered North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Companies Covered Peak Games, Gree, Electronics Arts, Bwin. Party Digital Entertainment, King Digital Entertainment, Arkadium, Playdom, Fun Technologies, Riot Games, NCSOFT, GungHo Online, Giant Interactive, Zynga, Wargaming, Tencent, Microsoft, Sony Corp., Activision Blizzard, Ubisoft, Sega, Konami, Valve and Others

The report analyzes all the factors which are impacting on the market and on that basis describes the drivers, restraints, and opportunities for the growth of the global online gaming market. Similarly, report provides the all the segmentations along with the qualitative analysis.

Global Online Gaming Market: Product analysis
  • Smartphone
  • Tablet
  • PC
Global Online Gaming Market: Application analysis
  • Young Adults
  • Adults
  • Senior Adults
Market, By regions:
In addition, global online gaming market report sorted and categorized the information and data according to the major geographical regions which are expected to impact on the industry in forecast period. Following are the regions we covered in this report:
  • North America (U.S., Canada, Mexico)
  • Europe (U.K., France, Germany, Spain, Italy, Central & Eastern Europe, CIS)
  • Asia Pacific (China, Japan, South Korea, ASEAN, India, Rest of Asia Pacific)
  • Latin America (Brazil, Rest of L.A.)
  • Middle East and Africa (Turkey, GCC, Rest of Middle East)