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Gaming

Making money with games is not a virtual reality: video games are a serious business proposition among several different age groups. Research and Markets’ Gaming category makes it easy for you to stay in touch with the latest trends in this dynamic industry. The reports, books, and subscriptions contained within this category can provide you with a wealth of information, including historical data and forecasts, industry guides, in-depths analysis and much more. The topics covered in our Gaming publications include software, video game publishers, game development studios, mobile/portable gaming, in-game advertising, online games and interactive entertainment. You may also be interested in our Video Games and Consoles category under Consumer Electronics. Show Less Read more

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
Price:  From

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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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...

Published:  March 2015
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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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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...

Published:  February 2015
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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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Impact of Gamification in Key Industries

Gamification is the use of game thinking and mechanics in real-life contexts to solve real-life problems. It is applied to non-game applications to encourage people for better engagement and adoption...

Published:  September 2015
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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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The Gaming Directory Online Service

Contains thousands of gaming properties, owners, and their executive contacts with online search and download features for marketing and selling to the gaming industry The Gaming Directory is an online...

Published:  May 2015
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Virtual Reality in Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019

'Virtual Reality in Gaming Market By Component (Software, Hardware), By Type of Gaming Console from Different Manufacturers - (Microsoft Xbox, Apple Mac, Sony PlayStation, Personal computer, Nintendo...

Published:  June 2014
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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...

Published:  February 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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Global Digital Game Market 2014-2018

About Digital Game Market Video games are electronic games that include a video device for human interaction with the user interface of the game. The video device might be a mobile display, PC monitor,...

Published:  July 2014
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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...

Published:  May 2014
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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...

Published:  May 2014
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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...

Published:  October 2014
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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...

Published:  September 2014
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Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment (On-Premise, On-Demand); Application (Marketing, Sales, Hr, Support, and Development); Size (SMB, Enterprise)]: Worldwide Market Forecasts and Analysis (2013 - 2018)

Gamification refers to the social layer that involves engagement and loyalty, which exists on any enterprise or consumer-facing application Gamification at its core is a marketing tool, which is used...

Published:  June 2013
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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...

Published:  October 2013
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