+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

PRINTER FRIENDLY

Games, Apps & Social Media Industry Almanac 2020: Games, Apps & Social Media Industry Market Research, Statistics, Trends and Leading Companies

  • ID: 4793283
  • Book
  • June 2019
  • Region: Global
  • 302 Pages
  • Plunkett Research Ltd
1 of 5

FEATURED COMPANIES

  • Activision Blizzard Inc
  • Capcom Co Ltd
  • GameStop Corp
  • LG Electronics Inc
  • Nintendo Co Ltd
  • SINA Corporation
  • MORE

Key findings:

This research analyzes the major trends and technologies in the global electronic games, mobile apps, and social media sectors. In addition, the publisher profiles hundreds of the industry’s top firms.

Key Features:

  • Industry trends analysis, market data and competitive intelligence
  • Market forecasts and Industry Statistics
  • Industry Associations and Professional Societies List
  • In-Depth Profiles of hundreds of leading companies
  • Industry Glossary
  • Link to our 5-minute video overview of this industry

Statistical Tables Provided: 17

Companies Profiled: 190

A complete market research report, including forecasts and market estimates, technologies analysis, and developments at innovative firms. You will gain vital insights that can help you shape your own strategy for business development, product development and investments.

Key Questions Answered:

  • How is the industry evolving?
  • How is the industry being shaped by new technologies?
  • How is demand growing in emerging markets and mature economies?
  • What is the size of the market now and in the future?
  • What are the financial results of the leading companies?
  • What are the names and titles of top executives?
  • What are the top companies and what are their revenues?

Contents, Statistics, Forecasts and Analysis Include:

Major Trends Affecting the Games, Apps & Social Media Industry

  1. Introduction to the Games, Apps, and Social Media Industry
  2. Overview of the Electronic Games Industry
  3. Overview of the Mobile Apps Industry
  4. Overview of the Social Media Industry
  5. Social Media Generates Billions of Dollars in Global Online and Mobile Ad Revenues
  6. TVs Are Internet Ready/Game Consoles and Set-Top Accessories like Roku and Chromecast Stream Content
  7. New Video Game Console Technologies and Features Boost Sales
  8. Online Games Compete with Consoles
  9. Virtual Reality/Augmented Reality and 3-D Games Create Opportunities for the Tech Industry/Immersion Games to Grow
  10. Fantasy Sports Post Growth, with 60 Million Players
  11. eSports: Electronic Games Become Spectator Sports
  12. Virtual Worlds Provide Revenue for Games Publishers
  13. Global Mobile Apps Revenues Hit $92.1 Billion Yearly
  14. Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems
  15. Gamification: Games Technology Boosts Education and Training
  16. Sports Equipment and Social Media Converge
  17. Digital Assistants Include Amazon’s Echo and Google’s Home/Alexa and Similar Software Power Third-Party Developers
  18. The Future of Games, Apps & Social Media

Games, Apps & Social Media Industry Statistics

  1. Games, Apps & Social Media Industry Statistics and Market Size Overview
  2. Internet Usage Demographics, U.S.: 2018
  3. Use of Different Online Platforms: 2019
  4. Social Media Usage Demographics, U.S.: 2018
  5. Home Broadband Adoption Demographics, U.S.: 2018
  6. Smartphone Adoption Demographics, U.S.: 2018
  7. Number of Business & Residential High-Speed Internet Lines, U.S.: 2013-2018
  8. Quarterly Software Publishing Industry Revenues, U.S.: 1st Quarter 2018-4th Quarter 2018
  9. Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2013-2018
  10. Software Publishing Industry, U.S.: Estimated Selected Expenses: 2013-2018
  11. Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2015-2018
  12. Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2013-2018
  13. Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2013-2018
  14. Internet Access Technologies Compared
Note: Product cover images may vary from those shown
2 of 5

FEATURED COMPANIES

  • Activision Blizzard Inc
  • Capcom Co Ltd
  • GameStop Corp
  • LG Electronics Inc
  • Nintendo Co Ltd
  • SINA Corporation
  • MORE

Introduction

How To Use This Book

Chapter 1: Major Trends Affecting the Games, Apps & Social Media Industry

  • Introduction to the Games, Apps, and Social Media Industry
  • Overview of the Electronic Games Industry
  • Overview of the Mobile Apps Industry
  • Overview of the Social Media Industry
  • Social Media Generates Billions of Dollars in Global Online and Mobile Ad Revenues
  • TVs Are Internet Ready/Game Consoles and Set-Top Accessories like Roku and Chromecast Stream Content
  • New Video Game Console Technologies and Features Boost Sales
  • Online Games Compete with Consoles
  • Virtual Reality/Augmented Reality and 3-D Games Create Opportunities for the Tech Industry/Immersion Games to Grow
  • Fantasy Sports Post Growth, with 60 Million Players
  • eSports: Electronic Games Become Spectator Sports
  • Virtual Worlds Provide Revenue for Games Publishers
  • Global Mobile Apps Revenues Hit $92.1 Billion Yearly
  • Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems
  • Gamification: Games Technology Boosts Education and Training
  • Sports Equipment and Social Media Converge
  • Digital Assistants Include Amazon’s Echo and Google’s Home/Alexa and Similar Software Power Third-Party Developers
  • The Future of Games, Apps & Social Media

Chapter 2: Games, Apps & Social Media Industry Statistics

  • Games, Apps & Social Media Industry Statistics and Market Size Overview
  • Internet Usage Demographics, U.S.: 2018
  • Use of Different Online Platforms: 2019
  • Social Media Usage Demographics, U.S.: 2018
  • Home Broadband Adoption Demographics, U.S.: 2018
  • Smartphone Adoption Demographics, U.S.: 2018
  • Number of Business & Residential High-Speed Internet Lines, U.S.: 2013-2018
  • Quarterly Software Publishing Industry Revenues, U.S.: 1st Quarter 2018-4th Quarter 2018
  • Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2013-2018
  • Software Publishing Industry, U.S.: Estimated Selected Expenses: 2013-2018
  • Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2015-2018
  • Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2013-2018
  • Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2013-2018
  • Internet Access Technologies Compared

Chapter 3: Games, Apps & Social Media Industry Contacts

  • Addresses, Telephone Numbers and Internet Sites

Chapter 4: The Games, Apps & Social Media 200:

  • Who They Are and How They Were Chosen
  • Index of Companies Within Industry Groups
  • Alphabetical Index
  • Index of U.S. Headquarters Location by State
  • Index of Non-U.S. Headquarters Location by Country
  • Individual Profiles on each of The Games, Apps & Social Media 200
  • Additional Indexes
  • Index of Hot Spots for Advancement for Women/Minorities
  • Index by Subsidiaries, Brand Names, and Affiliations
  • A Short Games, Apps & Social Media Industry Glossary
Note: Product cover images may vary from those shown
3 of 5

Loading
LOADING...

4 of 5
  • Activision Blizzard Inc
  • Alphabet Inc (Google)
  • Apple Inc
  • Aristocrat Leisure Limited
  • ASUSTeK Computer Inc
  • Baidu Inc
  • BlackBerry Ltd
  • Capcom Co Ltd
  • Changyou.com Limited
  • DeNA Co Ltd
  • Electronic Arts Inc (EA)
  • Facebook Inc
  • Gameloft SE
  • GameStop Corp
  • Gaming Partners International Corporation
  • GigaMedia Limited
  • Glu Mobile Inc
  • Gree Inc
  • iEntertainment Network Inc
  • International Game Technology PLC
  • Kantone Holdings Limited
  • Koei Tecmo Holdings Co Ltd
  • Konami Holdings Corporation
  • Leaf Group Ltd
  • LG Electronics Inc
  • Microsoft Corporation
  • mixi Inc
  • NCsoft Corporation
  • NetEase Inc
  • Nexon Co Ltd
  • Nintendo Co Ltd
  • Nokia Corporation
  • NTN Buzztime Inc
  • NVIDIA Corporation
  • PINE Technology Holdings Limited
  • Renren Inc
  • Samsung Electronics Co Ltd
  • Scientific Games Corporation
  • Sega Sammy Holdings Inc
  • SINA Corporation
  • Sohu.com Inc
  • Sony Corporation
  • Square Enix Holdings Co Ltd
  • Take-Two Interactive Software Inc
  • Telefon AB LM Ericsson (Ericsson)
  • Tencent Holdings Ltd
  • Ubisoft Entertainment SA
  • Webzen Inc
  • Zynga Inc
Note: Product cover images may vary from those shown
5 of 5
The data development evolved from research methods originally established by the founder of the company.

Through the years, a research methodology evolved based on strict guidelines used to build and maintain the content of six proprietary business and industry databases:

  • An industry trends database
  • An industry statistics database
  • Industry Analytics (deep financial data for hundreds of Industry codes)
  • A leading companies database
  • A business and industry glossary database
  • An industry associations and professional societies database
  • Analysts are trained to follow research formulas and methodology. They use company-approved sources in their work and post their findings daily to proprietary databases. All research results go through multi-step editing processes. And, all results are date-stamped.
Primary sources include:
  • Internal research, analysis, fact-checking and data gathering by the Research staff.
  • Over 3,500 industry associations, professional societies and government agencies worldwide with which the publisher maintains relationships and/or from which they obtain industry-specific/country-specific data.
  • Financial analysts, industry executives and industry experts with whom the publisher maintains communications.
  • Corporate disclosure documents and financial statements.
  • Industry conference proceedings.
  • Analysis of white papers, reports, periodicals and publications.
  • Multiple proprietaries, government, industry and financial databases developed by the publisher.

 

 

 

 

 

Loading
LOADING...

Adroll
adroll