Sections
Title | Starting Page | Number of Pages |
---|
COVER | 1 | 3 |
PLUNKETT S GAMES, APPS &SOCIAL MEDIA INDUSTRY ALMANAC 2016 | 4 | 4 |
CONTENTS | 8 | 2 |
INTRODUCTION | 10 | 2 |
HOW TO USE THIS BOOK | 12 | 3 |
Chapter 1 MAJOR TRENDS AFFECTING THE GAMES, APPS &SOCIAL MEDIA INDUSTRY | 15 | 16 |
1) Introduction to the Games, Apps and Social Media Industry | 15 | 3 |
2) Social Media to Generate $23.6 Billion in Global Ad Revenues | 18 | 1 |
3) Social Media Privacy Concerns Plague the Industry | 19 | 1 |
4) TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and Chromecast Stream Content | 20 | 1 |
5) New Video Game Console Technologies and Features Boost Sales | 21 | 2 |
6) Virtual Reality and 3-D Games Open New Opportunities/Immersion Games to Grow | 23 | 1 |
7) Tablets and Smartphones Cause Shift in Desktop PC Market | 24 | 1 |
8) Fantasy Sports Post Growth, Creating $3.6 Billion in Revenue Online/Electronic Games Become Spectator Sports | 25 | 1 |
9) Cloud Gaming Grows | 25 | 1 |
10) Virtual Worlds Provide Revenue For Games Publishers | 26 | 1 |
11) Global Mobile Apps Revenues to Hit $77 Billion Yearly in 2017 | 26 | 1 |
12) Mobile Devices Are Fastest Growing Platform for Electronic Games | 27 | 1 |
13) Revenues Continue to Soar for MMORPGs, Massively Multiplayer Online Role Playing Games | 27 | 1 |
14) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems | 28 | 2 |
15) Gamification: Games Technology Boosts Education and Training | 30 | 1 |
Chapter 2 GAMES, APPS &SOCIAL MEDIA INDUSTRY STATISTICS | 31 | 17 |
Games, Apps and Social Media Industry Overview | 32 | 1 |
Internet Usage Demographics, U.S.: 2014 | 33 | 1 |
Top 10 Social Networking Websites: May 2015 | 34 | 1 |
Percent of Internet Users who Use Social Networking Sites, U.S.: 2014 | 35 | 1 |
Top 5 Search Engines, U.S.: May 2015 | 36 | 1 |
Home Broadband Adoption Demographics, U.S.: September 2013 | 37 | 1 |
Smartphone Adoption Demographics, U.S.: 2014 | 38 | 1 |
Number of Business &Residential High Speed Internet Lines, U.S.: 2008-2014 | 39 | 1 |
Number of Business &Residential High Speed Internet Lines, by Speed, U.S.: 2010-2013 | 40 | 1 |
Quarterly Software Publishing Industry Revenues, U.S.: 4th Quarter 2013 - 4th Quarter 2014 | 41 | 1 |
Software Publishing Industry, U.S.: Estimated Revenue, Inventories &Expenses: 2009-2014 | 42 | 1 |
Software Publishing Industry, U.S.: Estimated Operating Expenses: 2009-2013 | 43 | 1 |
Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue &Expenses, U.S.: 2011-2014 | 44 | 1 |
Internet Publishing &Broadcasting &Web Search Portals: Estimated Revenue &Expenses, U.S.: 2009-2014 | 45 | 1 |
Estimated U.S. Information &Entertainment Sector Revenues by NAICS Code: 2009-2014 | 46 | 1 |
Wireless Standards &Speeds | 47 | 1 |
Chapter 3 IMPORTANT GAMES, APPS &SOCIAL MEDIA INDUSTRY CONTACTS | 48 | 27 |
Chapter 4 THE GAMES, APPS &SOCIAL MEDIA 200: WHO THEY ARE AND HOW THEY WERE CHOSEN | 75 | 193 |
INDEX OF COMPANIES WITHIN INDUSTRY GROUPS | 76 | 5 |
ALPHABETICAL INDEX | 81 | 2 |
INDEX OF U.S. HEADQUARTERS LOCATION BY STATE | 83 | 1 |
INDEX OF NON-U.S. HEADQUARTERS LOCATION BY COUNTRY | 84 | 2 |
Individual Data Profiles On Each Of THE GAMES, APPS &SOCIAL MEDIA 200 | 86 | 182 |
ADDITIONAL INDEXES | 268 | 14 |
INDEX OF FIRMS NOTED AS HOT SPOTS FOR ADVANCEMENT FOR WOMEN &MINORITIES | 269 | 1 |
INDEX OF SUBSIDIARIES, BRAND NAMES AND AFFILIATIONS | 270 | 12 |
A Short Games, Apps &Social Media Industry Glossary | 282 | 25 |