• 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

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...

April 2015
FROM

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...

June 2015
FROM
Global Toys Market - Opportunities and Forecasts: 2015 Edition Global Toys Market - Opportunities and Forecasts: 2015 Edition - Product Thumbnail Image

Global Toys Market - Opportunities and Forecasts: 2015 Edition

The report titled “Global Toys Market: Opportunities and Forecasts (2015 Edition)” provides an insight into the global traditional toys market. The report analyzes the trends and challenges of the toys...

June 2015
FROM
2014 - 2015 Contact Center Gamification Product and Market Report 2014 - 2015 Contact Center Gamification Product and Market Report - Product Thumbnail Image

2014 - 2015 Contact Center Gamification Product and Market Report

The concept and practice of using challenges and reward levels to engage people has been around for years. Many customer-facing organizations like airlines, retailers and credit card companies use reward...

September 2014
FROM

Gamification Companies, Solutions, Market Outlook and Forecasts 2015 - 2020

The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user interacts with the brand in a fun/pleasurable manner. One of the keys to...

February 2015
FROM

Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020

Wearable gaming represents an emerging entrant into the digital entertainment market that is best defined from a mobile gaming perspective. Non-wearable mobile gaming is played on various wireless devices...

March 2015
FROM

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...

April 2015
FROM

Mobile Gaming Asia: Market and Forecast Analysis, 3rd Edition

Profound changes are occurring throughout Asia with respect to how consumers interact with mobile media. For example, the mobile phone has leapfrogged the PC and video game consoles as smartphone users...

October 2014
FROM
Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019 Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019 - Product Thumbnail Image

Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019

Social games are gaining popularity and witnessing increased demand across different application sectors such as web, smartphones, tablets and phablets among others The demand for these games is expected...

February 2014
FROM
Video Games - Global Strategic Business Report Video Games - Global Strategic Business Report - Product Thumbnail Image

Video Games - Global Strategic Business Report

This report analyzes the worldwide markets for Video Games in US$ Million by the following Platforms: Console Games, Handheld Games, PC Games (Digital and Boxed), Online Games, and Wireless Games The...

April 2014
FROM
Growth Opportunities in Global Gaming Software Industry 2013 – 2018: Trends, Forecasts and Opportunities Analysis Growth Opportunities in Global Gaming Software Industry 2013 – 2018: Trends, Forecasts and Opportunities Analysis - Product Thumbnail Image

Growth Opportunities in Global Gaming Software Industry 2013 – 2018: Trends, Forecasts and Opportunities Analysis

The global gaming software industry witnessed strong growth during the last five years and is expected to continue the same growth momentum and reach an estimated $80 7 billion by 2018 Due to lack of...

November 2013
FROM

China's Mobile Game Market Report 2013

'China's Mobile Game Market Report 2013' includes detailed data on the mobile games market size and forecast, installed mobile handset details, popular Chinese mobile games titles, mobile gamer behavioral...

September 2013

2013 Chinese Gamers Study

The in-depth research and analysis provided by '2013 Chinese Gamers Study' shows that Chinese gamers are savvy, discerning, opportunistic, and hungry for gaming on all platforms Chinese gamers embrace...

October 2013

Global MMO Game Market 2014-2018

About MMO Games MMO games or massively multiplayer online games refer to videogames that allow a large number of players to participate simultaneously over an internet connection These games usually...

May 2014
FROM

Global Packaged Console Gaming Market 2014-2018

About Packaged Console Games A video game is an electronic game that comprises a display device and platform. It works like an interactive computer with a user interface to generate the video display...

May 2014
FROM

Global Social Gaming Market 2014-2018

About Social Gaming Social gaming refers to the playing of online games on social media platforms, network sites, or within social media applications. It involves playing games with family and friends....

May 2014
FROM

Chinese PC Online and Console Games Market Report 2014

This comprehensive report on the PC online games and console segments of China’s vast games industry includes a market size and five year forecast for all online games segments and the number of online...

April 2014

China's Location of Gameplay and Games Hardware Report 2013

Location of Gameplay and Gaming Hardware Report 2013, is the latest market update with detailed data on gamer preferences, actual behavior, installed PC hardware details, and more The report contains...

July 2013

Next Gen Home Consoles: The Eighth and Final Generation?

This report explores the technical specifications of the latest generation of home consoles, their features and the gaming and non-gaming services they deliver It focuses on machines produced by Nintendo...

January 2014
FROM

Social Gaming Market in the US 2012-2016

The analysts forecast the Social Gaming market in the US to grow at a CAGR of 24 06 percent over the period 2012-2016 One of the key factors contributing to this market growth is the growing number...

November 2013
FROM
Loading Indicator

Our Clients

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