Complete Guide to the Games, Apps & Social Media Industry From Plunkett Research 2020

HOUSTON, Texas – Plunkett Research, Ltd. recently announced an important market research and competitive analysis report, Games, Apps & Social Media Industry Almanac, 2020 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. 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. On the horizon, embedded, wearable and ubiquitous computing will be the next underlying technology advance that will further drive apps and social media, while virtual reality may take games and entertainment to an entirely new level.

Key Findings:

  • Plunkett Research analyzes the top trends changing the industry, and provides in-depth industry statistics. In addition, this publication profiles the top 200 companies in the Games, Apps & Social Media Industry.

Available Formats:

  • Printed Almanac: ISBN 978-1-62831-534-9 (Available Now)
  • E-book: ISBN 978-1-62831-842-5 (Available Now)
  • Online Subscription

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
  • Industry Glossary
  • Link to our 5-minute video overview of this industry

Pages: 306

Statistical Tables Provided: 14

Companies Profiled: 182

Geographic Focus: Global

Price: $379.99

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:

  1. Introduction to the Games, Apps and Social Media Industry
  2. Overview of the Electronic Games Industry
  3. Overview of the Mobile Apps Industry
  4. Overview of the Social Media Industry
  5. Social Media Generates Billions of Dollars in Global Online and Mobile Ad Revenues
  6. TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and Chromecast Stream Content
  7. New Video Game Console Technologies and Features Boost Sales
  8. Online Games Compete with Consoles
  9. Virtual Reality/Augmented Reality and 3-D Games Create Opportunities for the Tech Industry/Immersion Games to Grow
  10. Fantasy Sports Post Growth, with 60 Million Players
  11. eSports: Electronic Games Become Spectator Sports
  12. Virtual Worlds Provide Revenue for Games Publishers
  13. Global Mobile Apps Revenues Hit $92.1 Billion Yearly
  14. Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems
  15. Gamification: Games Technology Boosts Education and Training
  16. Sports Equipment and Social Media Converge
  17. Digital Assistants Include Amazon’s Echo and Google’s Home/Alexa and Similar Software Power Third-Party Developers
  18. The Future of Games, Apps & Social Media

Games, Apps & Social Media Industry Statistics

  1. Games, Apps & Social Media Industry Statistics and Market Size Overview
  2. Internet Usage Demographics, U.S.: 2018
  3. Use of Different Online Platforms: 2019
  4. Social Media Usage Demographics, U.S.: 2018
  5. Home Broadband Adoption Demographics, U.S.: 2018
  6. Smartphone Adoption Demographics, U.S.: 2018
  7. Number of Business & Residential High Speed Internet Lines, U.S.: 2013-2018
  8. Quarterly Software Publishing Industry Revenues, U.S.: 1st Quarter 2018-4th Quarter 2018
  9. Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2013-2018
  10. Software Publishing Industry, U.S.: Estimated Selected Expenses: 2013-2018
  11. Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2015-2018
  12. Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2013-2018
  13. Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2013-2018
  14. Internet Access Technologies Compared

Companies Mentioned Include:

  • Activision Blizzard Inc
  • NetEase Inc
  • Bally Technologies Inc
  • Samsung Electronics Co Ltd
  • Apple Inc
  • Aristocrat Leisure Ltd
  • Electronic Arts Inc (EA)
  • GameStop Corp