• 1-800-526-8630U.S. (TOLL FREE)
  • 1-917-300-0470EAST COAST U.S.
  • +353-1-416-8900REST OF WORLD

PRODUCT FILTERS

REGION

203
169
145
144
133

COUNTRY

47
44
26
19
12

PRICE

341
446
543
663

PUBLISHED

17
47
218
663

PRODUCT TYPE

640
11
10
2

Gaming

(663 Products)

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
Read more

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),...

May 2015
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,...

February 2015
FROM

World Video Games Market - Markets and Forecasts, 2014-2018: Bundle Presentation

The global market for video games represents a total of nearly 62bn€ in 2014 and we estimate a strong CAGR of 8.5% for the period 2014-2018. This study follows the development of key indicators for...

January 2015
FROM

Global Cloud Gaming Market 2015-2019

About Cloud Gaming In cloud gaming, the games reside in a vendor's server. These games can be accessed through a pre-installed client program from any internet-connected device. These cloud games utilize...

April 2015
FROM

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...

May 2015
FROM

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...

April 2015
FROM

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...

March 2015
FROM

World Video Games Market - Markets and Forecasts, 2014-2018: Dataset Presentation

The global market for video games represents a total of nearly 62bn€ in 2014 and we estimate a strong CAGR of 8.5% for the period 2014-2018. This study follows the development of key indicators for...

January 2015
FROM

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...

November 2014

World Video Games Market - Markets and Forecasts, 2014-2018: Report Presentation

The global market for video games represents a total of nearly 62bn€ in 2014 and we estimate a strong CAGR of 8.5% for the period 2014-2018. This study follows the development of key indicators for...

January 2015
FROM

Global Casino Gaming Market 2015-2019

About Casino Gaming Casino is a place that hosts various types of gambling activities. Modern casino includes hotels, restaurants, shopping malls, and various other tourist attractions; it is an indoor...

December 2014
FROM

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...

November 2014
FROM

Global Video Game Market 2014-2018

About Video Game Video game is an electronic game that has a video device, such as a mobile display, PC monitor, or TV, for human interaction with the user interface of the game. The electronic systems...

September 2014
FROM

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...

September 2014
FROM

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...

December 2014
FROM

Video Game Market in the US 2014-2018

About Video Game Market Video games are electronic games, which includes a video device for human interaction with the user interface. The video device might be a mobile display, a PC monitor or a...

October 2014
FROM

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...

September 2014
FROM

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,...

October 2014
FROM

Chinese Mobile Games Market Report 2014

This report includes 76 slides of data and analysis on Chinese mobile games and mobile devices, mobile gamers preferences, behavior, trends, games, market size and five-year forecast, and more. Included...

August 2014

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....

April 2015
FROM
Loading Indicator

Our Clients

Texas Lottery Commission Redbox Automated Retail, LLC. Crytek GmbH Hasbro, Inc. Nintendo of America Inc. SONY Corporation LEGO Group