DFC Intelligence, Sep 2011, Pages: 167
in Excel spreadsheets (September 2011)
AN ORDER OF WORLDWIDEFORECASTS ALSO INCLUDES THE NEXT THREE ISSUES OF THE DFC DOSSIER
Worldwide Market Forecasts for the VideoGame and InteractiveEntertainment
DFC Intelligence, Sep 2009
for the VideoGame and InteractiveEntertainmentIndustry (05/20/2010)
The Market for Portable VideoGames (09/17/2009)
VideoGame Genre Forecasting (06/26/2008)
WorldwideGame Market Forecast Spreadsheet (06
DFC Intelligence, Sep 2011, Pages: 45
, a recent DFC report estimated that the worldwidevideogameindustry generated $67 billion in consumer spending in 2011 and will grow to over $81 billion by 2016.
“Videogames have reached beyond
Global Industry Analysts, Inc., June 2009, Pages: 1174
VideoGames: An Evolution Scan II-2
Entertainment Software Industry: A Primer II-2
Market Fundamentals
AM Mind Power Solutions, July 2010, Pages: 69
. While recession has its effect, videogamesindustry has soon showcased the recovery and is considered as one of the fastest growing component of the media sector worldwide growing at a over 12% annually
Global Industry Analysts, Inc., Sep 2011, Pages: 247
and most influential markets worldwide, as stated by Global Industry Analysts's new research report on In-Game Advertising. The US alone represents a formidable market with American male population
Mintel, July 2008, Pages: 123
Abbreviations
Terms
Executive Summary
Key themes and findings
Videogame sales are hot despite troubles in PC gamingIndustry is highly competitive, innovation driven
Wal-Mart, Game Stop are the preferred
Global Industry Analysts, Inc., Oct 2008, Pages: 663
VideoGames – Gross Abuse of Entertainment Concept II-9
Winds of Change in the Toy Industry II-10
Diversification of Doll Manufacturers
IDATE, Nov 2009, Pages: 50
questions
- What momentum for the different market segments: In-Game, Around-Game Advertising and Advergames?
- How can advertising adapt to the immersive and interactive nature of videogames
Business Insights, April 2010, Pages: 170
entertainment market, namely: TV & Video; Music & audio; and Gaming.
- Provides market sizing and opportunity statistics for consumer electronics manufacturers.
- Provides forecasts for the growth of the IPTV
Mind Commerce LLC, Nov 2011, Pages: 189
One
93% of Apps Downloader and Willingness to Pay Money for Games
iOS Gamers Pay Twice Than Average Gamers: the Real Target Market
LEARNING OF VIDEOGAMEINDUSTRY FROM MOBILE GAMINGVideoGame
DFC Intelligence, Sep 2009, Pages: 157
sales broken down by platform.
This report is based on a review of historical trends and opinions of leading members of the videogameindustry, including analysts, consultants, developers, publishers
Global Industry Analysts, Inc., Feb 2011, Pages: 407
Holdings Limited and
Galaxy Entertainment Group Limited in Macau and Las Vegas
(includes corresponding Graph/Chart) 5
Worldwide Gambling Industry
Global Industry Analysts, Inc., May 2008, Pages: 495
This report analyzes the worldwide markets for Wireless Gaming in Millions of US$. The major Product Segments analyzed are Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming
DFC Intelligence, March 2004, Pages: 590
the interactiveentertainment business and the music and movie business. This report can be supplemented by other reports focusing on narrower aspects of the industry including WorldwideForecasts for the Video
Business Insights, Dec 2009, Pages: 120
, interactive TV and gaming platforms provide new opportunities, but adds to the evident fragmentation of both content services and business models.
Key features of this report
- Overview of the industry trends
Global Industry Analysts, Inc., June 2006, Pages: 489
This report analyzes the worldwide markets for Online Paid Content in US$ Million. The major product segments analyzed are Personals/Dating, Entertainment & Lifestyles (Music, Video and Gaming