Plunkett's Games, Apps & Social Media Industry Almanac 2014 - Plunkett Research

Plunkett's Games, Apps & Social Media Industry Almanac 2014

Plunkett's Games, Apps & Social Media Industry Almanac 2014 - Plunkett Research
Plunkett's Games, Apps & Social Media Industry Almanac 2014
Published Aug 12, 2013
327 pages — Published Aug 12, 2013
Price US$ 349.99  |  Buy this Report Now

About This Report

  
Abstract:

PLUNKETT'S GAMES, APPS & SOCIAL MEDIA INDUSTRY ALMANAC 2014
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: 327
Statistical Tables Provided: 16
Companies Profiled: 196
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)User Generated Content Drives Social Media and Generates Ad Revenues
3)Online Advertising Becomes More Targeted, Takes 25% Share of U.S. Advertising Market
4)Social Media Privacy Concerns Plague the Industry
5)Multimedia Hub Homes Slowly Become a Reality/TVs are Internet Ready
6)New Game Consoles Attempt to Revive Sales
7)3-D Games Open New Opportunities/Immersion Games Offer Virtual Reality
8)Kindle, Tablets and Smartphones Download Entertainment and Games/eBook Sales Soar
9)Bluetooth Provides Wireless Connectivity to Millions of Cellphones and Other Devices
10)Fantasy Sports Post Growth, Creating $1 Billion in Revenue Online
11)Online and Mobile Game Playing Booms/Multi-Player Gaming (MMORPG) is Strong Worldwide
12)Virtual Worlds Open Up New Revenue Sources for Games Publishers
13)App Revenues Approach $25 Billion
14)Wireless Devices are Fastest Growing Platform for Electronic Games
15)Ford Sync and Microsoft Software Race to Bring Onboard Apps to New Car Buyers/In- Car Internet Grows
Games, Apps & Social Media Industry Statistics
1)Games, Apps & Social Media Industry Overview
2)Top 10 Social Networking Websites: May 2013
3)Percent of Internet Users who Use Social Networking Sites, U.S.: 2012
4)Top 5 Search Engines, U.S.: May 2013
5)Home Broadband Adoption Demographics, U.S.: 2012
6)Number of Business & Residential High Speed Internet Lines, U.S.: 2008-2012
7)Number of Business & Residential High Speed Internet Lines, by Speed, U.S.: 2010-2012
8)Quarterly Software Publishing Industry Revenues, U.S.: 2012-1st Quarter 2013
9)Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses, 2007-2011
10)Software Publishing Industry, U.S.: Estimated Operating Expenses, 2007-2011

  
Source:
Document ID
978-1-60879-967-1
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Ticker
AAPL=US
Ticker
AOL=US
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ATVI=US
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BYI=US
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COOL=US
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DELL=US
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DMD=US
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EA=US
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FB=US
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GLUU=US
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HPQ=US
Company
Format:
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Sections

TitleStarting PageNumber of Pages
COVER14
PLUNKETT S GAMES, APPS &SOCIAL MEDIA INDUSTRY ALMANAC 201454
CONTENTS92
INTRODUCTION112
HOW TO USE THIS BOOK133
Chapter 1 MAJOR TRENDS AFFECTING THE GAMES, APPS &SOCIAL MEDIA INDUSTRY1620
  1) Introduction to the Games, Apps and Social Media Industry163
  2) User Generated Content Drives Social Media and Generates Ad Revenues191
  3) Online Advertising Becomes More Targeted, Takes 25% Share of U.S. Advertising Market202
  4) Social Media Privacy Concerns Plague the Industry221
  5) Multimedia Hub Homes Slowly Become a Reality/TVs are Internet Ready231
  6) New Game Consoles Attempt to Revive Sales243
  7) 3-D Games Open New Opportunities/Immersion Games Offer Virtual Reality271
  8) Kindle, Tablets and Smartphones Download Entertainment and Games/eBook Sales Soar272
  9) Bluetooth Provides Wireless Connectivity to Millions of Cellphones and Other Devices291
  10) Fantasy Sports Post Growth, Creating $1 Billion in Revenue Online301
  11) Online and Mobile Game Playing Booms/Multi-Player Gaming (MMORPG) is Strong Worldwide301
  12) Virtual Worlds Open Up New Revenue Sources for Games Publishers311
  13) App Revenues Approach $25 Billion321
  14) Wireless Devices are Fastest Growing Platform for Electronic Games331
  15) Ford Sync and Microsoft Software Race to Bring Onboard Apps to New Car Buyers/In-Car Internet Grows342
Chapter 2 GAMES, APPS &SOCIAL MEDIA INDUSTRYSTATISTICS3617
  Games, Apps and Social Media Industry Overview371
  Top 10 Social Networking Websites: May 2013381
  Percent of Internet Users who Use Social Networking Sites, U.S.: 2012391
  Top 5 Search Engines, U.S.: May 2013401
  Home Broadband Adoption Demographics, U.S.: 2012411
  Number of Business &Residential High Speed Internet Lines, U.S.: 2008-2012421
  Number of Business &Residential High Speed Internet Lines, by Speed, U.S.: 2010-2012431
  Quarterly Software Publishing Industry Revenues, U.S.: 2012-1st Quarter 2013441
  Software Publishing Industry, U.S.: Estimated Revenue, Inventories &Expenses, 2007-2011451
  Software Publishing Industry, U.S.: Estimated Operating Expenses, 2007-2011461
  Wireless Telecommunications Carriers (except Satellite), Estimated Sources of Revenue &Expenses, U.S.: 2007-2012471
  Internet Publishing &Broadcasting &Web Search Portals: Estimated Revenue &Expenses, U.S. 2007-2012481
  Estimated U.S. Information &Entertainment Sector Revenues by NAICS Code: 2007-2012491
  Wireless Standards &Speeds501
  Common Internet Activities, U.S.511
  Common Daily Internet Activities, U.S.521
Chapter 3 IMPORTANT GAMES, APPS &SOCIAL MEDIA INDUSTRY CONTACTS5327
Chapter 4 THE GAMES, APPS &SOCIAL MEDIA 200: WHO THEY ARE AND HOW THEY WERE CHOSEN80210
  INDUSTRY LIST, WITH CODES811
  INDEX OF COMPANIES WITHIN INDUSTRY GROUPS825
  ALPHABETICAL INDEX872
  INDEX OF U.S. HEADQUARTERS LOCATION BY STATE891
  INDEX OF NON-U.S. HEADQUARTERS LOCATION BY COUNTRY902
  Individual Data Profiles On Each Of THE GAMES, APPS &SOCIAL MEDIA 20092198
ADDITIONAL INDEXES29014
  INDEX OF FIRMS NOTED AS HOT SPOTS FOR ADVANCEMENT FOR WOMEN &MINORITIES2911
  INDEX OF SUBSIDIARIES, BRAND NAMES AND AFFILIATIONS29212
A Short Games, Apps &Social Media Industry Glossary30424

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.

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Cite this Report

  
MLA:
Plunkett Research. "Plunkett's Games, Apps & Social Media Industry Almanac 2014" Aug 12, 2013. Alacra Store. May 12, 2025. <http://www.alacrastore.com/storecontent/Plunkett-Research/Plunkett-s-Games-Apps-Social-Media-Industry-Almanac-2014-2082-995>
  
APA:
Plunkett Research. (2013). Plunkett's Games, Apps & Social Media Industry Almanac 2014 Aug 12, 2013. New York, NY: Alacra Store. Retrieved May 12, 2025 from <http://www.alacrastore.com/storecontent/Plunkett-Research/Plunkett-s-Games-Apps-Social-Media-Industry-Almanac-2014-2082-995>
  
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