Plunkett's Games, Apps & Social Media Industry Almanac 2017 - Plunkett Research

Plunkett's Games, Apps & Social Media Industry Almanac 2017

Plunkett's Games, Apps & Social Media Industry Almanac 2017 - Plunkett Research
Plunkett's Games, Apps & Social Media Industry Almanac 2017
Published Nov 14, 2016
314 pages — Published Nov 14, 2016
Price US$ 349.99  |  Buy this Report Now

About This Report

  
Abstract:

PLUNKETT'S GAMES, APPS & SOCIAL MEDIA INDUSTRY ALMANAC 2017
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 industry
Pages: 314
Statistical Tables Provided: 17
Companies Profiled: 190
Geographic Focus: Global
A 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)TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and Chromecast Stream Content
4)New Video Game Console Technologies and Features Boost Sales
5)Virtual Reality and 3-D Games Create Opportunities for the Tech Industry/Immersion Games to Grow
6)Tablets and Smartphones Cause Decline in PC and Laptop Computer Market
7)Fantasy Sports Post Growth, with 51.8 Million Players
8)eSports: Electronic Games Become Spectator Sports
Games, Apps & Social Media Industry Statistics
1)Games, Apps & Social Media Industry Statistics and Market Size Overview
2)Internet Usage Demographics, U.S.: 2015
3)Top 10 Social Networking Websites: May 2015
4)Percent of Internet Users Who Use Social Networking Sites, U.S.: 2015
5)Top 5 Search Engines, U.S.: May 2015
6)Home Broadband Adoption Demographics, U.S.: 2015
7)Smartphone Adoption Demographics, U.S.: 2015
8)Number of Business & Residential High Speed Internet Lines, U.S.: 2009-2015
9)Number of Total Fixed Internet Connections, by Speed, U.S.: 2011-2014

  
Source:
Document ID
978-1-62831-733-6
Country
Country
Country
Country
Country
Country
Country
Country
Country
Country
Industry
Industry
Industry
Industry
Industry
Industry
Industry
Industry
Ticker
AOL=US
Ticker
ATVI=US
Ticker
BYI=US
Ticker
COOL=US
Ticker
DMD=US
Ticker
EA=US
Ticker
FB=US
Ticker
GLUU=US
Ticker
GME=US
Ticker
GOOG=US
Ticker
Company
Format:
PDF Adobe Acrobat
Buy Now

Sections

TitleStarting PageNumber of Pages
COVER 13
PLUNKETT S GAMES, APPS &SOCIAL MEDIA INDUSTRY ALMANAC 201744
CONTENTS82
INTRODUCTION102
HOW TO USE THIS BOOK123
Chapter 1 MAJOR TRENDS AFFECTING THE GAMES,APPS &SOCIAL MEDIA INDUSTRY1516
  1) Introduction to the Games, Apps and Social Media Industry153
  2) Social Media to Generate $23.6 Billion in Global Online and Mobile Ad Revenues182
  3) TVs Are Internet Ready/GameConsoles and Set Top Accessories like Roku and Chromecast Stream Content201
  4) New Video Game Console Technologies and Features Boost Sales212
  5) Virtual Reality and 3-D Games Create Opportunities for the Tech Industry/Immersion Games to Grow231
  6) Tablets and Smartphones Cause Decline in PC and Laptop Computer Market241
  7) Fantasy Sports Post Growth, with 51.8 Million Players251
  8) eSports: Electronic Games Become Spectator Sports251
  9) Virtual Worlds Provide Revenue For Games Publishers261
  10) Global Mobile Apps Revenues to Hit $77 Billion Yearly in 2017261
  11) Apps Converge with Messaging and Voice Recognition271
  12) Mobile Devices Are Fastest Growing Platform for Electronic Games271
  13) Revenues Continue to Soar for MMORPGs, Massively Multiplayer Online Role Playing Games281
  14) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems291
  15) Gamification: Games Technology Boosts Education and Training301
Chapter 2 GAMES, APPS &SOCIAL MEDIA INDUSTRY STATISTICS3118
  Games, Apps and Social Media Industry Statistics and Market Size Overview321
  Internet Usage Demographics, U.S.: 2015331
  Top 10 Social Networking Websites: May 2015341
  Percent of Internet Users Who Use Social Networking Sites, U.S.: 2015351
  Top 5 Search Engines, U.S.: May 2015361
  Home Broadband Adoption Demographics, U.S.: 2015371
  Smartphone Adoption Demographics, U.S.: 2015381
  Number of Business &Residential High Speed Internet Lines, U.S.: 2009-2015391
  Number of Total Fixed Internet Connections, by Speed, U.S.: 2011-2014401
  Distribution of Mobile Connections, by Minimum Downstream Speed, U.S.: December 2014411
  Quarterly Software Publishing Industry Revenues, U.S.: 4th Quarter 2014-4th Quarter 2015421
  Software Publishing Industry, U.S.: Estimated Revenue, Inventories &Expenses: 2010-2015431
  Software Publishing Industry, U.S.: Estimated Operating Expenses: 2010-2014441
  Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue &Expenses, U.S.: 2012-2015451
  Internet Publishing &Broadcasting &Web Search Portals: Estimated Revenue &Expenses, U.S.: 2010-2015461
  Estimated U.S. Information &Entertainment Sector Revenues by NAICS Code: 2010-2015471
  Internet Access Technologies Compared481
Chapter 3 IMPORTANT GAMES, APPS &SOCIAL MEDIA INDUSTRY CONTACTS4926
Chapter 4 THE GAMES, APPS &SOCIAL MEDIA 200: WHO THEY ARE AND HOW THEY WERE CHOSEN75202
  INDEX OF COMPANIES WITHIN INDUSTRY GROUPS765
  ALPHABETICAL INDEX812
  INDEX OF U.S. HEADQUARTERS LOCATION BY STATE831
  INDEX OF NON-U.S. HEADQUARTERS LOCATION BY COUNTRY842
  Individual Data Profiles On Each Of THE GAMES, APPS &SOCIAL MEDIA 20086191
ADDITIONAL INDEXES27714
  INDEX OF FIRMS NOTED AS HOT SPOTS FOR ADVANCEMENT FOR WOMEN &MINORITIES2781
  INDEX OF SUBSIDIARIES, BRAND NAMES AND AFFILIATIONS27912
A Short Games, Apps &Social Media Industry Glossary29124

Table Of Contents

Plunkett Research—Plunkett Research, Ltd., established in 1985, is a leading provider of business and industry information to the corporate, library, academic and government markets. We specialize in market research that analyzes industry trends, provides competitive intelligence and determines the scope and qualities of market leaders.

About the Author


Cite this Report

  
MLA:
Plunkett Research. "Plunkett's Games, Apps & Social Media Industry Almanac 2017" Nov 14, 2016. Alacra Store. Jun 27, 2019. <http://www.alacrastore.com/storecontent/Plunkett-Research/Plunkett-s-Games-Apps-Social-Media-Industry-Almanac-2017-2082-1423>
  
APA:
Plunkett Research. (2016). Plunkett's Games, Apps & Social Media Industry Almanac 2017 Nov 14, 2016. New York, NY: Alacra Store. Retrieved Jun 27, 2019 from <http://www.alacrastore.com/storecontent/Plunkett-Research/Plunkett-s-Games-Apps-Social-Media-Industry-Almanac-2017-2082-1423>
  
US$ 349.99
$  £  
Have a Question?

Any questions about the report you're considering? Our Customer Service Team can help! Or visit our FAQs.

More Research

Search all our Market Research from one place.