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Search for: "Global Virtual Goods Market 2012-2016"

Global Gamification Market Size, Share, Development, Growth and Demand Forecast to 2022

Global Gamification Market Size, Share, Development, Growth and Demand Forecast to 2022 - Industry Insights by Application (Marketing, Sales, Product Development, Human Resource, Others), by Deployment...

Published:  March 2016
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World Video Game Markets: Trends, Analyses and In-depth Market Outlook

The global video game market (including equipment) will grow from 74.5 billion EUR in 2016 to 107.6 billion EUR in 2020 (+9.6 % per year on average). This study follows the development of key indicators...

Published:  June 2016
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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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Global Mobile Entertainment Market 2015-2019

About Mobile Entertainment Mobile entertainment refers to a wide range of entertainment activities, such as games, music, and TV, which can be accessed on mobile devices. With the growing number of...

Published:  June 2015
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Social Networking & Social Media: 2012 to 2016

Social media is a once-in-a-generation, global phenomenon that is changing the world, unquestionably for the better Whether it is Caracas or Boston, Auckland or Budapest, anywhere where there is an...

Published:  April 2012
Price: 

Global and Chinese Automotive Head-up Display (HUD) and Instrument Cluster Industry Report, 2014-2015

Global and Chinese Automotive Head-up Display (HUD) and Instrument Cluster Industry Report, 2014-2015 is primarily concerned with the following: 1 Global and Chinese automobile market and industry...

Published:  October 2015
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Global and Chinese Automotive Head-up Display (HUD) and Instrument Cluster Industry Report, 2014-2015 (Chinese Version)

Global and Chinese Automotive Head-up Display (HUD) and Instrument Cluster Industry Report, 2014-2015 is primarily concerned with the following: 1 Global and Chinese automobile market and industry...

Published:  October 2015
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Over-the-Top Communications: Threats & Opportunities for Mobile Operators

Examining the implications that widespread adoption of mobile over-the-top IP communications will have for mobile operators, handset vendors and OTT providers Over-the-top (OTT) communications represents...

Published:  October 2012
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Global Mobile Gaming Market 2015-2019

About Mobile Games Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications...

Published:  April 2015
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Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020

The rising adoption of Bring Your Own Device (BYOD) among enterprises will help the gamification market grow significantly MarketsandMarkets forecasts the global gamification market to grow from USD...

Published:  February 2016
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Advanced Analytics in the Social Gaming Industry 2012

Advanced gaming analytics help social gaming companies improve their understanding of game-related data and use this understanding to gain insights into consumer behavior. These insights also help companies...

Published:  March 2013
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OTC Distribution in Europe 2016 Edition: The New Global Agenda

OTC Distribution in Europe - the 2016 edition is an in-depth strategic analysis that defines and explores the main themes of change running through the European region and shows how they will influence...

Published:  January 2016
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EMEA Online Gaming Market 2014

Online gaming increasing on mobile devices and social networks in emerging markets of Europe, Africa and the Middle East “EMEA Online Gaming Market 2014” reports a trend of gamers away from consoles...

Published:  March 2014
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Asia-Pacific Online Gaming Market 2015

Asia-Pacific is reported to be both the largest and the fastest growing gaming market worldwide. While the shift to digital games is happening worldwide, Asia-Pacific already leads the way in mobile...

Published:  April 2015
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Consumer Attitudes and Online Retail Dynamics in Malaysia, 2015-2020

Summary According to cia.gov, the total population in Malaysia was 30.5 million as of 2015, of which 20.6 million are active internet users meaning that 67% of the total population in Malaysia have...

Published:  June 2016
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Global LTE Technology Assessment, Market Analysis, and Forecasts 2014 - 2019

Fourth generation (4G) cellular technology represents a huge leap compared to previous generations. The Long Term Evolution (LTE) standard for 4G provides significant capacity gains as well as true...

Published:  October 2014
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The Definitive Guide to 4G Technology and LTE Business Intelligence (2014 Edition)

Fourth generation (4G) cellular technology represents a huge leap compared to previous generations The Long Term Evolution (LTE) standard for 4G provides significant capacity gains as well as true end-to-end...

Published:  June 2014
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Europe Online Gaming Market 2015

In Europe’s largest gaming market, Germany, the virtual goods segment is booming: revenues from micro-transactions in games more than doubled in 2014, while smartphones and mobile phones overtook PCs...

Published:  April 2015
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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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Ecuador - Telecoms, Mobile, Broadband and Digital Media - Statistics and Analyses

OTT services to expand in 2016 Ecuador's fixed-line teledensity is low for the region. To some extent this has resulted from topographical challenges which have rendered the cost of deploying fixed-line...

Published:  April 2016
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