Plunkett's Games, Apps & Social Media Industry Almanac 2016: Games, Apps & Social Media Industry Market Research, Statistics, Trends & Leading Companies by Jack W. Plunkett

Plunkett's Games, Apps & Social Media Industry Almanac 2016: Games, Apps & Social Media Industry Market Research, Statistics, Trends & Leading Companies

Jack W. Plunkett
309 pages
Plunkett Research, Ltd.
Jun 2015
Paperback
Computers & Internet WSBN
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PLUNKETT'S GAMES, APPS & SOCIAL MEDIA INDUSTRY ALMANAC 2016 Key findings: * Plunkett Research lists top 200 companies in Games, Apps & Social Media and names top trends changing the industry for the mid term.Key Features: * Industry trends analysis, market data and competitive intelligence * Market forecasts and Industry Statistics * Industry Associations and Professional Societies List * In-Depth Profiles of hundreds of leading companies * Industry Glossary * Buyer may register for free access to search and export data at Plunkett Research Online * Link to our 5-minute video overview of this industryPages: 306 Statistical Tables Provided: 16 Companies Profiled: 181 Geographic Focus: GlobalA complete market research report, including forecasts and market estimates, technologies analysis and developments at innovative firms. You will gain vital insights that can help you shape your own strategy for business development, product development and investments. * How is the industry evolving? * How is the industry being shaped by new technologies? * How is demand growing in emerging markets and mature economies? * What is the size of the market now and in the future? * What are the financial results of the leading companies? * What are the names and titles of top executives? * What are the top companies and what are their revenues?Contents, Statistics, Forecasts and Analysis Include: Major Trends Affecting the Games, Apps & Social Media Industry 1) Introduction to the Games, Apps and Social Media Industry 2) Social Media to Generate $23.6 Billion in Global Ad Revenues 3) Social Media Privacy Concerns Plague the Industry 4) TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and Chromecast Stream Content 5) New Video Game Console Technologies and Features Boost Sales 6) Virtual Reality and 3-D Games Open New Opportunities/Immersion Games to Grow 7) Tablets and Smartphones Cause Shift in Desktop PC Market 8) Fantasy Sports Post Growth, Creating $3.6 Billion in Revenue/Electronic Games Become Spectator Sports 9) Cloud Gaming Grows 10) Virtual Worlds Provide Revenue for Games Publishers 11) Global Mobile Apps Revenues to Hit $77 Billion Yearly in 2017 12) Mobile Devices are Fastest Growing Platform for Electronic Games 13) Revenues Continue to Soar for MMORPGs, Massively Multiplayer Online Role Playing Games 14) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems 15) Gamification: Games Technology Boosts Education and Training Games, Apps & Social Media Industry Statistics 1) Games, Apps & Social Media Industry Overview 2) Internet Usage Demographics, U.S.: 2014 3) Top 10 Social Networking Websites: May 2015 4) Percent of Internet Users who Use Social Networking Sites, U.S.: 2014 5) Top 5 Search Engines, U.S.: May 2015 6) Home Broadband Adoption Demographics, U.S.: September 2013 7) Smartphone Adoption Demographics, U.S.: 2014 8) Number of Business & Residential High Speed Internet Lines, U.S.: 2008-2014 9) Number of Business & Residential High Speed Internet Lines, by Speed, U.S.: 2010-2013 10) Quarterly Software Publishing Industry Revenues, U.S.: 4th Quarter 2013-4th Quarter 2014 11) Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2009-2014 12) Software Publishing Industry, U.S.: Estimated Operating Expenses: 2009-2013 13) Wireless Telecommunications Carriers (except Satellite) : Estimated Sources of Revenue & Expenses, U.S.: 2011-2014
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About this book
Pages 309
Publisher Plunkett Research, L...
Published 2015
Readers 0