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Your Search for 'Connected Consoles: Gaming, Media, and Beyond' returned 37 results - Page 1 of 2

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Video Games - Global Strategic Business Report  
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: Console Games, Handheld Games, PC Games


The Future of Connected TV  
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


On the Use of Game Consoles for Movie Viewing  
The Diffusion Group, April 2007, Pages: 59
usage models beyond gaming. This report examines the use of game consoles for viewing movies on home TVs either directly (using an embedded or connect DVD drive) or indirectly (using an Internet adapter


Electronic Gaming in the Digital Home: Game Advertising  
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: beyond Games 3.3.5 Online


Mobile Gaming Asia: Market and Forecast Analysis  
Mind Commerce LLC, Nov 2011, Pages: 189
Gaming Connecting Console 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


Home Networks for Consumer Electronics 2Q 2009  
Parks Associates, April 2009, Pages: 106
Media-Connected CE Vision 3.0 Connected CE Product Overview 3.1 Connected Game Consoles - Microsoft Xbox 360 - Sony PlayStation 3 - Nintendo Wii 3.2 Media Center PCs 3.3 Multi-room DVR and Connected


Console Vendors and OTT Video Delivery: Let the Games Begin!  
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 Game Consoles as IP-STBs? 5.0 Platform/Portal Summary


The Market for Portable Video Games 2009  
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


Networked Gaming: Driving the Future II (Q1 09)  
Parks Associates, Feb 2009, Pages: 110
console gaming, 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


Worldwide 3G/4G Portable and Computing Connected Device Database  
In-Stat/MDR, May 2011
of the market for portable consumer electronics, including e-readers, tablets, digital photo frames, portable media players, handheld game consoles, personal navigation devices, digital radio, digital cameras, and handheld


Wi-Fi in Consumer Electronics: Wi-Fi Continues Its Push Into the Digital Home  
In-Stat/MDR, July 2011
-DVD/Blu-ray players -Edutainment toys -E-readers -Gaming consoles -Handheld game consoles -MFPs -Mini-notes -Mobile hotspots -MP3 players -Network attached storage devices -Notebooks -Personal video


Advertising & Technology Collide: Semiconductor Companies, Technology Providers, Media Companies and Ad Agencies Partner to Move from Disruption to Monetization  
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


The Future of PC/TV Convergence: Opportunities and Challenges in Online Video  
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


Understanding the In-Home CE Ecosystem and Its Relationship to Home Networking  
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 Game Consoles by Room 5.5 Penetration of Desktop PCs by Room 5.6 Use of Laptop


A comprehensive study of the UK Computer & Video Games market in 2012, rating & valuing each of the 174 companies that operate in today's market  
Plimsoll Publishing Ltd., Feb 2012, Pages: 498
-VENDING (NI) LTD ALTERNATIVE SOFTWARE LTD AMAZING INTERACTIVES LTD ASCARON ENTERTAINMENT (UK) LTD AVANQUEST SOFTWARE PUBLISHING LTD BABEL MEDIA LTD BEYOND REALITY GAMES LTD BIZARRE CREATIONS LTD BLAST


Nanotechnologies for the Electronics Market  
Cientifica Ltd., Nov 2007, Pages: 300
- Roadmaps for the adoption of nanotechnologies in consumer electronics: - Mobile Devices - Computing - Portable Multimedia Players (PMPs) - Game Consoles - TVs and Displays - Digital Camera - Analysis


Trends in Digital Rights Management and Content Protection 4Q 10  
Parks Associates, Dec 2010, Pages: 97
Inhibitors to Game Console Video Consumption Inhibitors to Mobile Phone Video Consumption Trends in Digital Rights Management and Content Protection 4Q 10


Remote Seats: How Sports Fans Stay Connected in the United States 2008  
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


Understanding Portable Gamers: A Profile of Nintendo DS and Gameboy Advance Owners  
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 Game Consoles 5.2.2 Digital Video Recorder 5.2.3 Digital Music Players 5.3 Service Subscriptions 5


Virtual Worlds: the Internet of Avatars (Q4 08)  
Parks Associates, Oct 2008, Pages: 127
content and engaging activities.” 1.0 Introduction: 3D Virtual Worlds 1.1 Definition and Taxonomy 1.2 Key Market Trends 1.3 Drivers and Inhibitors 1.4 Device Diversification 1.4.1 Game Consoles 1


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