PALM BEACH, Fla., Nov. 1, 2022 /PRNewswire/ -- The preventive measures taken by a majority of the global population from the coronavirus fostered a large number of people to spend most of their time in their homes. The gloomy situation resulted in stress and anxiety, and fear amongst people… most were not able to participate in outdoor activities or social gatherings. All these factors cumulatively acted as a propelling force driving the consumption of different online games leading to coping with various mental issues. A large number of people worldwide are inclined toward gaming as one of their major sources of entertainment. Playing video games offers stress relief. Besides, it gives the experience of working in a team and helps to provide a sense of achievement to players. Thus, such a feeling of self-satisfaction and joy is expected to generate more traction. Additionally, it acts as a significant tool for calming down playful kids and entertaining older adults with more free time. Besides, the escalating expenditure on home entertainment systems worldwide acts as the driving factor for the market growth. A report from Fortune Business Insights projected that the global gaming market is projected to grow from USD 229.16 billion in 2021 to USD 545.98 billion in 2028 at a CAGR of 13.20% during the 2021-2028 period. Today, young people are increasingly using video games as one of the major tools for occupying their free time. It has played a vital role in boosting the market growth. Active Gaming Companies in the markets today include: Good Gaming, Inc. (OTCQB: GMER), Roblox Corporation (NYSE: RBLX), Take-Two Interactive Software, Inc. (NASDAQ: TTWO), Activision Blizzard, Inc. (NASDAQ: ATVI), Nintendo Co., Ltd. (OTCPK: NTDOY).