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

Plunkett's Games, Apps & Social Media Industry Trends & Statistics 2015

Plunkett's Games, Apps & Social Media Industry Trends & Statistics 2015 - Plunkett Research
Plunkett's Games, Apps & Social Media Industry Trends & Statistics 2015
Published Aug 22, 2014
46 pages — Published Aug 22, 2014
Price US$ 199.99  |  Buy this Report Now

About This Report

  
Abstract:

PLUNKETT'S GAMES, APPS & SOCIAL MEDIA INDUSTRY TRENDS & STATISTICS 2015
Key Features:
-Industry trends analysis, market data and competitive intelligence
-Market forecasts and Industry Statistics
Pages: 46
Statistical Tables Provided: 16
Geographic Focus: Global
A condensed market research report excerpted from Plunkett?s Games, Apps & Social Media Industry Almanac 2015, including forecasts and market estimates, technologies analysis and vital statistical tables. You will gain significant 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?
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
12)Virtual Worlds Open Up New Revenue Sources for Games Publishers
13)App Revenues Approach $26 Billion
14)Wireless Devices Are the 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
16)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 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
14)Internet Publishing & Broadcasting & Web Search Portals, U.S.: Estimated Sources of Revenue & Expenses: 2008-2013

  
Source:
Document ID
978-1-62831-011-5
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Format:
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Sections

TitleStarting PageNumber of Pages
COVER12
PLUNKETT S GAMES, APPS &SOCIAL MEDIA INDUSTRY TRENDS &STATISTICS 201533
CONTENTS61
Chapter 1 MAJOR TRENDS AFFECTING THE GAMES, APPS &SOCIAL MEDIA INDUSTRY722
  1) Introduction to the Games, Apps and Social Media Industry73
  2) User Generated Content Drives Social Media and Generates Ad Revenues101
  3) Online Advertising Becomes More Targeted, Takes 25% Share of U.S. Advertising Market113
  4) Social Media Privacy Concerns Plague the Industry141
  5) Multimedia Hub Homes Slowly Become a Reality/TVs are Internet Ready142
  6) New Electronic Game Consoles Help Revive Sales163
  7) 3-D Games Open New Opportunities/Immersion Games Offer Virtual Reality191
  8) PC Sales Drop While Tablet and Smartphone Sales Soar/eBook Sales Grow201
  9) Bluetooth Provides Wireless Connectivity to Millions of Cellphones and Other Devices211
  10) Fantasy Sports Post Growth, Creating $3.6 Billion in Revenue221
  11) Online and Mobile Game Playing Booms/Multi-Player Gaming (MMORPG) is Strong Worldwide231
  12) Virtual Worlds Open Up New Revenue Sources for Games Publishers241
  13) App Revenues Approach $26 Billion251
  14) Wireless Devices are Fastest Growing Platform for Electronic Games261
  15) Ford Sync and Microsoft Software Race to Bring Onboard Apps to New Car Buyers/In-Car Internet Grows262
  16) Gamification: Games Technology Boosts Education and Training281
Chapter 2 GAMES, APPS &SOCIAL MEDIA INDUSTRY STATISTICS2918
  Games, Apps and Social Media Industry Overview301
  Internet Usage Demographics, U.S.: 2014311
  Top 10 Social Networking Websites: May 2014321
  Percent of Internet Users who Use Social Networking Sites, U.S.: 2013331
  Top 5 Search Engines, U.S.: May 2014341
  Home Broadband Adoption Demographics, U.S.: 2013351
  Smartphone Adoption Demographics, U.S.: 2014361
  Number of Business &Residential High Speed Internet Lines, U.S.: 2008-2013371
  Number of Business &Residential High Speed Internet Lines, by Speed, U.S.: 2009-2012381
  Quarterly Software Publishing Industry Revenues, U.S.: 1st Quarter 2013-1st Quarter 2014391
  Software Publishing Industry, U.S.: Estimated Revenue, Inventories &Expenses: 2008-2013401
  Software Publishing Industry, U.S.: Estimated Operating Expenses: 2008-2012411
  Wireless Telecommunications Carriers (except Satellite), U.S.: Estimated Sources of Revenue &Expenses: 2010-2013421
  Internet Publishing &Broadcasting &Web Search Portals, U.S.: Estimated Sources of Revenue &Expenses: 2008-2013431
  Estimated U.S. Information &Entertainment Sector Revenues by NAICS Code: 2008-2013441
  Wireless Standards &Speeds452

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 Trends & Statistics 2015" Aug 22, 2014. Alacra Store. May 04, 2025. <http://www.alacrastore.com/storecontent/Plunkett-Research/Plunkett-s-Games-Apps-Social-Media-Industry-Trends-Statistics-2015-2082-1288>
  
APA:
Plunkett Research. (2014). Plunkett's Games, Apps & Social Media Industry Trends & Statistics 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-Trends-Statistics-2015-2082-1288>
  
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