Plunkett's Games, Apps & Social Media Industry Almanac 2015 - Plunkett Research

Plunkett's Games, Apps & Social Media Industry Almanac 2015

Plunkett's Games, Apps & Social Media Industry Almanac 2015 - Plunkett Research
Plunkett's Games, Apps & Social Media Industry Almanac 2015
Published Aug 22, 2014
318 pages — Published Aug 22, 2014
Price US$ 349.99  |  Buy this Report Now

About This Report

  
Abstract:

PLUNKETT'S GAMES, APPS & SOCIAL MEDIA INDUSTRY ALMANAC 2015
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: 318
Statistical Tables Provided: 16
Companies Profiled: 191
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 Electronic Game Consoles Help Revive Sales
7)3-D Games Open New Opportunities/Immersion Games Offer Virtual Reality
8)PC Sales Drop While Tablet and Smartphone Sales Soar/eBook Sales Grow
9)Bluetooth Provides Wireless Connectivity to Millions of Cellphones and Other Devices
10)Fantasy Sports Post Growth, Creating $3.6 Billion in Revenue
11)Online and Mobile Game Playing Booms/Multi-Player Gaming (MMORPG) is Strong Worldwide
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 2014
4)Percent of Internet Users who Use Social Networking Sites, U.S.: 2013
5)Top 5 Search Engines, U.S.: May 2014
6)Home Broadband Adoption Demographics, U.S.: 2013
7)Smartphone Adoption Demographics, U.S.: 2014
8)Number of Business & Residential High Speed Internet Lines, U.S.: 2008-2013
9)Number of Business & Residential High Speed Internet Lines, by Speed, U.S.: 2009-2012
10)Quarterly Software Publishing Industry Revenues, U.S.: 1st Quarter 2013-1st Quarter 2014
11)Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2008-2013
12)Software Publishing Industry, U.S.: Estimated Operating Expenses: 2008-2012
13)Wireless Telecommunications Carriers (except Satellite), U.S.: Estimated Sources of Revenue & Expenses: 2010-2013

  
Source:
Document ID
978-1-62831-667-4
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AOL=US
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ATVI=US
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BYI=US
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COOL=US
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EA=US
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Format:
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Sections

TitleStarting PageNumber of Pages
COVER13
PLUNKETT S GAMES, APPS &SOCIAL MEDIA INDUSTRY ALMANAC 201544
CONTENTS82
INTRODUCTION102
HOW TO USE THIS BOOK123
Chapter 1 MAJOR TRENDS AFFECTING THE GAMES, APPS &SOCIAL MEDIA INDUSTRY1519
  1) Introduction to the Games, Apps and Social Media Industry153
  2) User Generated Content Drives Social Media and Generates Ad Revenues181
  3) Online Advertising Becomes More Targeted, Takes 25% Share of U.S. Advertising Market192
  4) Social Media Privacy Concerns Plague the Industry211
  5) Multimedia Hub Homes Slowly Become a Reality/TVs Are Internet Ready212
  6) New Electronic Game Consoles Help Revive Sales233
  7) 3-D Games Open New Opportunities/Immersion Games Offer Virtual Reality261
  8) PC Sales Drop While Tablet and Smartphone Sales Soar/eBook Sales Grow261
  9) Bluetooth Provides Wireless Connectivity to Millions of Cellphones and Other Devices271
  10) Fantasy Sports Post Growth, Creating $3.6 Billion in Revenue281
  11) Online and Mobile Game Playing Booms/Multi-Player Gaming (MMORPG) is Strong Worldwide282
  12) Virtual Worlds Open Up New Revenue Sources for Games Publishers301
  13) App Revenues Approach $26 Billion301
  14) Wireless Devices are Fastest Growing Platform for Electronic Games311
  15) Ford Sync and Microsoft Software Race to Bring Onboard Apps to New Car Buyers/In-Car Internet Grows321
  16) Gamification: Games Technology Boosts Education and Training331
Chapter 2 GAMES, APPS &SOCIAL MEDIA INDUSTRY STATISTICS3417
  Games, Apps and Social Media Industry Overview351
  Internet Usage Demographics, U.S.: 2014361
  Top 10 Social Networking Websites: May 2014371
  Percent of Internet Users who Use Social Networking Sites, U.S.: 2013381
  Top 5 Search Engines, U.S.: May 2014391
  Home Broadband Adoption Demographics, U.S.: 2013401
  Smartphone Adoption Demographics, U.S.: 2014411
  Number of Business &Residential High Speed Internet Lines, U.S.: 2008-2013421
  Number of Business &Residential High Speed Internet Lines, by Speed, U.S.: 2009-2012431
  Quarterly Software Publishing Industry Revenues, U.S.: 1st Quarter 2013-1st Quarter 2014441
  Software Publishing Industry, U.S.: Estimated Revenue, Inventories &Expenses: 2008-2013451
  Software Publishing Industry, U.S.: Estimated Operating Expenses: 2008-2012461
  Wireless Telecommunications Carriers (except Satellite), U.S.: Estimated Sources of Revenue &Expenses: 2010-2013471
  Internet Publishing &Broadcasting &Web Search Portals, U.S.: Estimated Sources of Revenue &Expenses: 2008-2013481
  Estimated U.S. Information &Entertainment Sector Revenues by NAICS Code: 2008-2013491
  Wireless Standards &Speeds501
Chapter 3 IMPORTANT GAMES, APPS &SOCIAL MEDIA INDUSTRY CONTACTS5126
Chapter 4 THE GAMES, APPS &SOCIAL MEDIA 200: WHO THEY ARE AND HOW THEY WERE CHOSEN77205
  INDUSTRY LIST, WITH CODES782
  INDEX OF COMPANIES WITHIN INDUSTRY GROUPS805
  ALPHABETICAL INDEX852
  INDEX OF U.S. HEADQUARTERS LOCATION BY STATE871
  INDEX OF NON-U.S. HEADQUARTERS LOCATION BY COUNTRY882
  Individual Data Profiles On Each Of THE GAMES, APPS &SOCIAL MEDIA 20090192
ADDITIONAL INDEXES28213
  INDEX OF FIRMS NOTED AS HOT SPOTS FOR ADVANCEMENT FOR WOMEN &MINORITIES2831
  INDEX OF SUBSIDIARIES, BRAND NAMES AND AFFILIATIONS28411
A Short Games, Apps &Social Media Industry Glossary29524

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 2015" Aug 22, 2014. Alacra Store. May 04, 2025. <http://www.alacrastore.com/storecontent/Plunkett-Research/Plunkett-s-Games-Apps-Social-Media-Industry-Almanac-2015-2082-1285>
  
APA:
Plunkett Research. (2014). Plunkett's Games, Apps & Social Media Industry Almanac 2015 Aug 22, 2014. New York, NY: Alacra Store. Retrieved May 04, 2025 from <http://www.alacrastore.com/storecontent/Plunkett-Research/Plunkett-s-Games-Apps-Social-Media-Industry-Almanac-2015-2082-1285>
  
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