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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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PRODUCT TITLE

Top Grossing Google Play Apps & Games

Top Grossing Google Play Apps features 500 top grossing mobile applications and games on Google Play for the month of March, 2015. Featuring data gathered, analyzed and compiled from over 5,000...

April 2015
FROM

Top Grossing iTunes Apps & Games

Top Grossing iOS Apps features 500 top grossing mobile applications and games on iTunes at the end of each month. Featuring data gathered, analyzed and compiled from over 5,000 sources including...

April 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
Gamification in E-Learning Marketplace Gamification in E-Learning Marketplace - Product Thumbnail Image

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

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
Entertainment & Games Software in the U.S. Entertainment & Games Software in the U.S. - Product Thumbnail Image

Entertainment & Games Software in the U.S.

Brief Excerpt from Industry Overview Chapter: Companies in this industry create video games and other entertainment software. Major companies include Activision Blizzard, Electronic Arts, and Take-Two...

March 2015
Russia: Video Games - Market Report Analysis And Forecast To 2020 Russia: Video Games - Market Report Analysis And Forecast To 2020 - Product Thumbnail Image

Russia: Video Games - Market Report Analysis And Forecast To 2020

The report provides an in-depth analysis of the Russian Market of Video Games. It presents the latest data of the market size and volume, domestic production, exports and imports, price dynamics and...

March 2015
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EU: Video Games - Market Report Analysis And Forecast To 2020 EU: Video Games - Market Report Analysis And Forecast To 2020 - Product Thumbnail Image

EU: Video Games - Market Report Analysis And Forecast To 2020

The report provides an in-depth analysis of the EU market for Video Games. It presents the latest data of the market size and volume, domestic production, exports and imports, price dynamics and turnover...

March 2015
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Video Games in Thailand Video Games in Thailand - Product Thumbnail Image

Video Games in Thailand

Comparing video games and digital gaming, sales of online games have continued to grow year after year whilst the video games trend has tended to remain the same. Out of all video game categories, mobile...

March 2015
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Traditional Toys and Games in Thailand Traditional Toys and Games in Thailand - Product Thumbnail Image

Traditional Toys and Games in Thailand

In 2013, current value sales of traditional toys and games in Thailand amounted to Bt9.6 billion after a 13% increase over the previous year. Competition within toys and games in the country is intense...

March 2015
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Toys and Games in Thailand Toys and Games in Thailand - Product Thumbnail Image

Toys and Games in Thailand

2013 seemed to be the difficult year of every industry including toys and games, having been impacted continuously since flooding at the end of 2012 followed by political turmoil and economic instability...

March 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...

March 2015
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2015 United States: Publishing of Computer Games-Industry Forecast report 2015 United States: Publishing of Computer Games-Industry Forecast report - Product Thumbnail Image

2015 United States: Publishing of Computer Games-Industry Forecast report

This report provides the most accurate industry forecasts based on proprietary economic models. The forecasts project the number of enterprises, establishments, turnover and employment for 2015 and...

March 2015
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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
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State of the Industry: Hobby, Toy, and Game Stores in the U.S. (9th Edition) State of the Industry: Hobby, Toy, and Game Stores in the U.S. (9th Edition) - Product Thumbnail Image

State of the Industry: Hobby, Toy, and Game Stores in the U.S. (9th Edition)

The “State of the Industry” reports are concise, yet detailed studies filled with priceless data, forecasts, and objective analysis. The amount of valuable data and analysis in this report far outweighs...

March 2015
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Japan OnlineGaming Market 2015 Japan OnlineGaming Market 2015 - Product Thumbnail Image

Japan OnlineGaming Market 2015

Executive Summary The United States is the leading gaming market in the world followed by China and Japan. While Japan’s console gaming market has stagnated, the online gaming market is fast growing....

February 2015
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2015 Italy: Publishing of Computer Games-Industry Forecast report 2015 Italy: Publishing of Computer Games-Industry Forecast report - Product Thumbnail Image

2015 Italy: Publishing of Computer Games-Industry Forecast report

This report provides the most accurate industry forecasts based on proprietary economic models. The forecasts project the number of enterprises, establishments, turnover and employment for 2015 and...

February 2015
FROM
2015 Germany: Games, Including Video & Electronic Games-Products Forecast report 2015 Germany: Games, Including Video & Electronic Games-Products Forecast report - Product Thumbnail Image

2015 Germany: Games, Including Video & Electronic Games-Products Forecast report

The report provides the most accurate Products Forecasts based on proprietary economic models. The forecasts project the number of enterprises, establishments, products sales and employment for 2015...

February 2015
FROM
2015 Germany: Toys, Hobby Goods, & Games-Products Forecast report 2015 Germany: Toys, Hobby Goods, & Games-Products Forecast report - Product Thumbnail Image

2015 Germany: Toys, Hobby Goods, & Games-Products Forecast report

The report provides the most accurate Products Forecasts based on proprietary economic models. The forecasts project the number of enterprises, establishments, products sales and employment for 2015...

February 2015
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
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