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Gaming

Making money with games is not a virtual reality: video games are a serious business proposition which exceeds age groups. The global gaming industry is forecast to reach a value of $68 billion business by the end of 2012.

Stay in touch with the latest trends in this dynamic industry with the reports, books, and subscriptions listed under Research and Markets’ Gaming category can provide you with a wealth of information, including historical data and forecasts, industry guides, in-depths analysis and much more.

Topics covered in our publications listed under Research and Markets’ Gaming category include but are not limited to: games hardware and software, video game publishers, game development studios, gaming consoles, mobile/portable gaming, in-game advertising, online games and interactive entertainment.

Hundreds of players that are operating in today’s market are profiled in our publications, including niche players and world giants such as Nintendo, Sony, Microsoft, Activision Blizzard, Electronic Arts, Zynga, Playdom, Big Fish Games, Gameloft, and more.

You can find other publications of your interest in the following categories: Consumer Electronics, under Consumer and Personal; Hardware and Software, under Computing and Technology. Show Less
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499 Products

Serious Game Market by Vertical, Application, Platform, End-User, and Region - Forecast to 2020

Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer),...

Published:  May 2015
Price:  From

Mobile Gaming - Global Strategic Business Report

This report analyzes the worldwide markets for Mobile Gaming in US$ Million by the following Product Segments: Tablet, and Smartphone. The report provides separate comprehensive analytics for the US,...

Published:  February 2015
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Virtual Reality (VR) in Global Gaming Market 2015-2019

About Virtual Reality in Gaming Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality...

Published:  July 2015
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Virtual Reality in Gaming Market in APAC 2015-2019

About Virtual reality in Gaming Market The term virtual reality means ""closer to reality."" In technical terms, it can be described as a three-dimensional, computer generated environment, which gives...

Published:  July 2015
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Casino Gaming Market in the UK 2015-2019

About Casino Gaming A modern casino comprises hotels, restaurants, shopping malls, and various other attractions. It is an indoor amusement zone. The majority of the revenue is generated from gambling....

Published:  July 2015
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2015 Chinese TV-Based Gaming Report

This report covers consoles and console games, Smart TV gaming and OTT, or Android-based, TV gaming. We did multiple gamer surveys, industry executive interviews to derive our market size and five year...

Published:  June 2015
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Global Online Gaming Market 2015-2019

About Online Gaming Electronic systems used to play video games are known as platforms. These platforms include TVs, consoles, mobile devices, and PCs. A wide variety of games are available for different...

Published:  March 2015
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Global Mobile Gaming Market 2015-2019

About Mobile Games Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications...

Published:  April 2015
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Virtual Reality for Consumer Markets: Head-Mounted Displays, Mobile Virtual Reality, Accessory Devices, and Virtual Reality Content: Global Market Analysis and Forecasts

The year 2016 will be the make or break year for the second coming of consumer virtual reality (VR). Facebook and Sony are both set to release the much-anticipated Oculus Rift and Project Morpheus headsets,...

Published:  July 2015
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Social Gaming Market in the US 2015-2019

About Social Gaming Social gaming refers to playing online games on social media platforms, networking sites, or social media applications. It was born as a result of the collaboration between the...

Published:  May 2015
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2014 Southeast Asian Games Market & 5-year Forecast Report

A comprehensive report covering the games markets in Indonesia, Malaysia, the Philippines, Singapore, Thailand and Vietnam. Includes data from a survey of 10,000 gamers in those six countries, a ranking...

Published:  November 2014
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Gamification in E-Learning Marketplace

E-Learning represents delivery of part or all of a course using computing technology (computer, mobile or wearable devices) whether it's in a school or business training or full distance learning course....

Published:  April 2015
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Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020

Social gaming has exploded during the last decade. Game-play and consumption patterns have dramatically changed during the last five years and we see similar big changes coming with the invasion of...

Published:  April 2015
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Global Games Market 2014-2018

About Games At the beginning, games were restricted to board games and associated video games. The introduction and popularity of PCs and electronic devices and the rise of the internet has led to...

Published:  September 2014
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Capitalizing on Consumer Behavior in Embedded Gaming: Gamification and Big Data 2015 - 2020

Two significant trends for consumer-based industries are to leverage Gamification (embedded entertainment) for customer engagement and Big Data and related analytics techniques to mine patterns and...

Published:  June 2015
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Global Game-based Learning Market 2014-2018

About Game-based Learning Game-based learning or serious game refers to all digital applications that are developed to impart learning through games. This encourages learning in players by taking...

Published:  November 2014
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Mobile Gaming: Crushing it

This study takes a look at the state of gaming on mobile platforms – i.e. smartphones, tablets and handheld consoles – in terms of technology and device shipments, and in terms of usage which has been...

Published:  December 2014
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Global Gamification Market 2014-2018

About Gamification Gamification is the process of implementing game mechanics into the non-gaming context, in order to better audience engagement and solve problems. Points, badges, leaderboards,...

Published:  October 2014
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Social Gaming Market in the APAC Region 2014-2018

About Social Gaming Social gaming refers to the activity of playing games on social media platforms, networking sites, or within social media applications as a form of social interaction. Social games...

Published:  September 2014
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Mobile Gaming Application Store Analysis 2015

Mobile gaming has become a very lucrative business sector globally with application stores playing a vital role as major OTT distribution platform. Mobile gaming app stores primarily distribute non-network...

Published:  April 2015
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