Global Industry Analysts, Inc., June 2009, Pages: 1174
This report analyzes the worldwide markets for Video Games in Millions of US$. The market for Video Games Software is analyzed by the following platforms: ConsoleGames, Handheld Games, PC Games
Business Insights, Feb 2011, Pages: 118
and adult content to drive revenues Gaming and retailing Adult viewing ‘Picks and shovels’ Stakeholders further down the value chain make the most of Connected TV Cisco’s Videoscape features European
The Diffusion Group, April 2007, Pages: 59
usage models beyondgaming.
This report examines the use of gameconsoles for viewing movies on home TVs either directly (using an embedded or connect DVD drive) or indirectly (using an Internet adapter
Parks Associates, June 2007
.3.1 Advertisers: Looking for the Lost Eyeballs
3.3.2 Ad Agencies: Path toward Digitization
3.3.3 Developers and Publishers: Business Model Diversification
3.3.4 Console Manufacturers: beyondGames
3.3.5 Online
Mind Commerce LLC, Nov 2011, Pages: 189
GamingConnectingConsole and Mobile Cloud: The Next Big Play of Gaming
Mobile Video Game Infographics: A Growing Trend
Angry Birds Infographics: 140 million Downloads
Case Study: Zynga and Mobile
Parks Associates, April 2009, Pages: 106
Media-Connected CE Vision
3.0 Connected CE Product Overview
3.1 ConnectedGameConsoles
- Microsoft Xbox 360
- Sony PlayStation 3
- Nintendo Wii
3.2 Media Center PCs
3.3 Multi-room DVR and Connected
The Diffusion Group, Dec 2008, Pages: 49
LIVE Users
4.2.2.3 Regional Variations
4.2.3 Xbox Experience
4.3 Nintendo’s WiiConnect
4.4 Comparison of Console-Related Media Offerings
4.5 GameConsoles as IP-STBs?
5.0 Platform/Portal Summary
DFC Intelligence, Sep 2009, Pages: 157
. Multipurpose Device
Universal Media Disc (UMD) Format and PSP Movies
Cartridge/Flash Memory
2. Competing with Apple: Game Systems as Multifunction Devices
3. Online Connectivity
Subscription Model and Working
Parks Associates, Feb 2009, Pages: 110
consolegaming, digital distribution, and micro-transaction games. The report supplements detailed industry analysis with company profiles, consumer data, and market forecasts.
“Millions of U.S. gamers
In-Stat/MDR, May 2011
of the market for portable consumer electronics, including e-readers, tablets, digital photo frames, portable media players, handheld gameconsoles, personal navigation devices, digital radio, digital cameras, and handheld
MultiMedia Intelligence, Sep 2007, Pages: 64
? Executive Summary
Introduction
Current Advertising is Becoming Less Effective
The DVR: More Than Just Time Shifting
Beyond the Direct DVR Impact: Internet Connectivity in the Living Room
Media Overcomes
Business Insights, Oct 2009, Pages: 167
. The rise of broadband networks and consumer connections is a key driver for online video services, enabling consumers to connect to a broader range of rich media content and applications without the delays
The Diffusion Group, Jan 2007, Pages: 40
of TVs by Room
5.2 Penetration of HDTVs by Room
5.3 Penetration of Stand-Alone Stereos by Room
5.4 Penetration of GameConsoles by Room
5.5 Penetration of Desktop PCs by Room
5.6 Use of Laptop
Cientifica Ltd., Nov 2007, Pages: 300
- Roadmaps for the adoption of nanotechnologies in consumer electronics:
- Mobile Devices
- Computing
- Portable Multimedia Players (PMPs)
- GameConsoles
- TVs and Displays
- Digital Camera
- Analysis
Parks Associates, Dec 2010, Pages: 97
Inhibitors to GameConsole Video Consumption
Inhibitors to Mobile Phone Video Consumption Trends in Digital Rights Management and Content Protection 4Q 10
Mintel, Aug 2008, Pages: 101
the following insights:
- How innovators are integrating competing media and establishing partnerships to share and distribute sports content
- How market operators expect to generate revenue through live game
The Diffusion Group, May 2006, Pages: 53
.1 Computing Device Ownership
5.1.1 Desktop PCs
5.1.2 Laptop PCs
5.2 CE Device Ownership
5.2.1 GameConsoles
5.2.2 Digital Video Recorder
5.2.3 Digital Music Players
5.3 Service Subscriptions
5