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Games, Apps & Social Media Industry Almanac 2023: Global Market Research, Statistics, Trends and Leading Companies

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    Book

  • 311 Pages
  • July 2022
  • Region: Global
  • Plunkett Research Ltd
  • ID: 5360620

A complete market research report, including forecasts and market estimates, technologies analysis and developments at innovative firms within the Games, Apps & Social Media Industry. Gain vital insights that can help shape strategy for business development, product development and investments

Key Findings:

A complete market research report, including forecasts and market estimates, technologies analysis and developments at innovative firms within the Games, Apps & Social Media Industry.  Gain vital insights that can help shape strategy for business development, product development and investments.

Key Features:

  • Business trends analysis
  • In-depth industry overview
  • Technology trends analysis
  • Forecasts
  • Spending, investment, and consumption discussions
  • In-depth industry statistics and metrics
  • Industry employment numbers

Additional Key Features Include:

  • Industry Glossary
  • Industry Contacts list, including Professional Societies and Industry Associations
  • Profiles of industry-leading companies
  • U.S. and Global Firms
  • Publicly held, Private and Subsidiaries
  • Executive Contacts
  • Revenues
  • For Public Companies: Detailed Financial Summaries

Pages: 314

Statistical Tables Provided: 14

Companies Profiled: 200

Geographic Focus: Global

Key Questions Answered Include:

  • 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?

This feature-rich report covers competitive intelligence, market research and business analysis - everything you need to know about the Games, Apps & Social Media Industry.

Major Trends Affecting the Games, Apps & Social Media Industry

  1. Introduction to the Games, Apps and Social Media Industry
  2. The Coronavirus’ Effect on the Games, Apps & Social Media Industry
  3. Overview of the Electronic Games Industry
  4. Overview of the Mobile Apps Industry
  5. Overview of the Social Media Industry
  6. Social Media Generates Billions of Dollars in Global Online and Mobile Ad Revenues
  7. Streaming Apps Take Over TVs
  8. New Video Game Console Technologies and Features Boost Sales
  9. Online & Mobile Games Compete with Consoles
  10. Virtual Reality/Augmented Reality and 3-D Technologies Create Opportunities for the Tech Industry/Immersion Games to Grow
  11. The Metaverse Builds Momentum
  12. Fantasy Sports Post Growth, with 60 Million Players
  13. eSports: Electronic Games Become Spectator Sports
  14. Virtual Worlds Provide Revenue for Games Publishers
  15. Global Mobile Apps Revenues Hit $170 Billion Yearly
  16. Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems
  17. Gamification:  Games Technology Boosts Education and Training
  18. Sports Equipment and Social Media Converge
  19. Digital Assistants Include Amazon’s Echo and Google’s Home/Alexa and Similar Software Power Third-Party Developers
  20. 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.: 2021
  3. Use of Different Online Platforms: 2021
  4. Social Media Usage Demographics, U.S.: 2021
  5. Home Broadband Adoption Demographics, U.S.: 2021
  6. Smartphone Adoption Demographics, U.S.: 2021
  7. Number of Business & Residential High Speed Internet Lines, U.S.: 2016-2021
  8. Quarterly Software Publishing Industry Revenues, U.S.: 1st Quarter 2021-4th Quarter 2021
  9. Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2016-2021
  10. Software Publishing Industry, U.S.: Estimated Selected Expenses: 2016-2021
  11. Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2018-2021
  12. Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2016-2021
  13. Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2016-2021
  14. Internet Access Technologies Compared

Table of Contents

IntroductionHow To Use This Book
Chapter 1: Major Trends Affecting the Games, Apps & Social Media Industry
1) Introduction to the Games, Apps and Social Media Industry
2) The Coronavirus’ Effect on the Games, Apps & Social Media Industry
3) Overview of the Electronic Games Industry
4) Overview of the Mobile Apps Industry
5) Overview of the Social Media Industry
6) Social Media Generates Billions of Dollars in Global Online and Mobile Ad Revenues
7) Streaming Apps Take Over TVs
8) New Video Game Console Technologies and Features Boost Sales
9) Online & Mobile Games Compete with Consoles
10) Virtual Reality/Augmented Reality and 3-D Technologies Create Opportunities for the Tech Industry/Immersion Games to Grow
11) The Metaverse Builds Momentum
12) Fantasy Sports Post Growth, with 60 Million Players
13) eSports: Electronic Games Become Spectator Sports
14) Virtual Worlds Provide Revenue for Games Publishers
15) Global Mobile Apps Revenues Hit $170 Billion Yearly
16) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems
17) Gamification:  Games Technology Boosts Education and Training
18) Sports Equipment and Social Media Converge
19) Digital Assistants Include Amazon’s Echo and Google’s Home/Alexa and Similar Software Power Third-Party Developers
20) 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.: 2021
  • Use of Different Online Platforms: 2021
  • Social Media Usage Demographics, U.S.: 2021
  • Home Broadband Adoption Demographics, U.S.: 2021
  • Smartphone Adoption Demographics, U.S.: 2021
  • Number of Business & Residential High Speed Internet Lines, U.S.: 2016-2021
  • Quarterly Software Publishing Industry Revenues, U.S.: 1st Quarter 2021-4th Quarter 2021
  • Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2016-2021
  • Software Publishing Industry, U.S.: Estimated Selected Expenses: 2016-2021
  • Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2018-2021
  • Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2016-2021
  • Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2016-2021
  • 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

Companies Mentioned

  • Activision Blizzard Inc
  • Alphabet Inc (Google)
  • Apple Inc
  • AppLovin Corporation
  • Aristocrat Leisure Limited
  • ASUSTeK Computer Inc
  • Baidu Inc
  • Beijing Kuaishou Technology Co Ltd
  • Bilibili Inc
  • BlackBerry Limited
  • Capcom Co Ltd
  • DeNA Co Ltd
  • DouYu International Holdings Ltd
  • DraftKings Inc
  • Electronic Arts Inc (EA)
  • Embracer Group AB
  • GameStop Corp
  • Giant Network Group Co Ltd
  • GigaMedia Limited
  • Gree Inc
  • GungHo Online Entertainment Inc
  • HUYA Inc
  • iEntertainment Network Inc
  • International Game Technology PLC
  • iQiyi Inc
  • JOYY Inc
  • Kantone Holdings Limited
  • Koei Tecmo Holdings Co Ltd
  • Konami Holdings Corporation
  • LG Electronics Inc
  • Light & Wonder Inc
  • LM Ericsson Telephone Company (Ericsson)
  • Meta Platforms Inc (Facebook)
  • Microsoft Corporation
  • mixi Inc
  • NCsoft Corporation
  • NetEase Inc
  • Netmarble Games Corporation
  • Nexon Co Ltd
  • Nintendo Co Ltd
  • Nokia Corporation
  • NVIDIA Corporation
  • PINE Technology Holdings Limited
  • Pinterest Inc
  • Playstudios Inc
  • Playtika Holding Corp
  • Renren Inc
  • Roblox Corporation
  • Rovio Entertainment Corporation
  • Samsung Electronics Co Ltd
  • SciPlay Corporation
  • Sega Sammy Holdings Inc
  • Skillz Inc
  • Snap Inc (Snapchat)
  • Sohu.com Limited
  • Sony Group Corporation
  • Square Enix Holdings Co Ltd
  • Take-Two Interactive Software Inc
  • Tencent Holdings Limited
  • Twilio Inc
  • Twitter Inc
  • Ubisoft Entertainment SA
  • Unity Software Inc
  • Vimeo Inc
  • Webzen Inc
  • Zuora Inc
  • Zynga Inc

Methodology

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.

 

 

 

 

 

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