Consumer Electronics market research

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Bookmark and Share Global Online Gaming Market 2015-2019

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About Online Gaming
Electronic systems used to play video games are known as platforms. These platforms include TVs, consoles, mobile devices, and PCs. A wide variety of games are available for different gaming platforms. Online gaming facilitates multiple players worldwide to connect and play against each other. Online Games constitute a key segment of video games. They include casual single-player games, multi-player games, community-based games, and MMO games.

TechNavio's analysts forecast the Global Online Gaming market to grow at a CAGR of 11.95 percent over the period 2014-2019.

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Bookmark and Share LEDs in Night Vision Imaging System Compatible Lighting Global Market Forecast

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This is the ElectroniCast forecast of global market consumption of packaged light emitting diodes (LEDs), also known as component-level bulbs, used in Night Vision Imaging System (NVIS) compatible lighting for non-civilian use, such as military, law enforcement, emergency medical services (EMS) and related.

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Bookmark and Share Service Robotics Market (Professional and Personal), by Application

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The service robotics market is expected to reach $19.41 Billion by 2020 at a CAGR of 21.5% from 2014 to 2020.

Service robotics deals with the development of robotic technology that assists human beings in various personal and professional tasks. These robots help in reducing physical workloads and intervene in hazardous or life-critical environments. Robots that are used for personal tasks can educate, assist, or entertain at home. They largely perform/assist in daily chores, extend home security, and also serve as companions or pets for entertainment.

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Bookmark and Share Global Rehabilitation Robotics Industry 2014 Market Research Report

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The report firstly introduced the Rehabilitation Robotics basics: definitions, classifications, applications and industry chain overview; industry policies and plans; product specifications; manufacturing processes; cost structures and so on. Then it analyzed the world's main region market conditions, including the product price, profit, capacity, production, capacity utilization, supply, demand and industry growth rate etc. In the end, the report introduced new project SWOT analysis, investment feasibility analysis, and investment return analysis.

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Bookmark and Share Global Headphone Market 2015-2019

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About Headphones
Headphones are devices used for listening to audio from radios, MP3 players, smartphones, desktops, laptops, gaming consoles, and other portable audio and video devices. They comprise small speakers placed close to a user's ears. Many headphones are also equipped with microphones.

TechNavio's analysts forecast the Global Headphone market to grow at a CAGR of 12.70 percent in terms of revenue over the period 2014-2019. In terms of volume, the market is forecasted to grow at a CAGR of 4.18 percent.

Covered in this Report

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