HOUSTON, Texas – Plunkett Research, Ltd. recently announced an important market research and competitive analysis report, Games, Apps & Social Media Industry Almanac, 2018 edition. A complete market research report, including forecasts and market estimates, technologies analysis and developments at innovative firms.
In the history of the world of business, very few industries have enjoyed the stellar growth that we have seen in electronic media and entertainment over the past few decades. This spectacular growth has included electronic games, mobile apps and social media, but the meteoric growth in these three fields has been possible only because of underlying technology trends. There is every reason for continued optimism regarding future growth of games, apps and social media due to the booming growth in Internet users globally, improvements in Internet access, and the continuing and dramatic evolution of electronic platforms, particularly smartphones and tablet computers.
Plunkett Research lists top 200 companies in the Games, Apps & Social Media Industry and names the top trends changing for the mid term.
Printed Almanac: ISBN 978-1-62831-443-4 (Available Now)
E-book: ISBN 978-1-62831-783-1 (Available Now)
Key Features Include:
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
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
Statistical Tables Provided: 15
Companies Profiled: 186
Geographic Focus: Global
Key Questions Answered Include:
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?
This feature-rich book covers competitive intelligence, market research and business analysis—everything you need to know about the games, apps & social media business including:
Introduction to the Games, Apps and Social Media Industry
Social Media Generates $31 Billion in Global Online and Mobile Ad Revenues
TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and Chromecast Stream Content
New Video Game Console Technologies and Features Boost Sales
Virtual Reality/Augmented Reality and 3-D Games Create Opportunities for the Tech Industry/Immersion Games to Grow
Tablets and Smartphones Cause Decline in PC and Laptop Computer Market
Fantasy Sports Post Growth, with 57.4 Million Players
eSports: Electronic Games Become Spectator Sports
Virtual Worlds Provide Revenue for Games Publishers
Global Mobile Apps Revenues to Hit $77 Billion Yearly in 2017
Mobile Devices Are Fastest Growing Platform for Electronic Games
Revenues Continue to Soar for MMORPGs, Massively Multiplayer Online Role Playing Games
Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems
Gamification: Games Technology Boosts Education and Training
Sports Equipment and Social Media Converge
Digital Assistants Include Amazon’s Echo and Google’s Home/Alexa and Similar Software Power Third-Party Developers
Games, Apps & Social Media Industry Statistics
Games, Apps & Social Media Industry Statistics and Market Size Overview
Internet Usage Demographics, U.S.: 2016
Top 10 Social Networking Websites: May 2015
Social Media Usage Demographics, U.S.: November 2016
Top 5 Search Engines, U.S.: May 2015
Home Broadband Adoption Demographics, U.S.: November 2016
Smartphone Adoption Demographics, U.S.: 2016
Number of Business & Residential High Speed Internet Lines, U.S.: 2011-2016
Quarterly Software Publishing Industry Revenues, U.S.: 4th Quarter 2015-4th Quarter 2016
Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2010-2016
Software Publishing Industry, U.S.: Estimated Operating Expenses: 2011-2015
Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2013-2016
Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2010-2015
Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2011-2016
Internet Access Technologies Compared
Companies Mentioned Include:
Activision Blizzard Inc
Bally Technologies Inc
Samsung Electronics Co Ltd
AMERICAN WAGERING INC
Aristocrat Leisure Ltd
Electronic Arts Inc (EA)