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Games, Apps & Social Media Industry Almanac 2026: Games, Apps & Social Media Industry Market Research, Statistics, Trends and Leading Companies

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    Book

  • 319 Pages
  • July 2025
  • 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 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
  • Statistical Tables

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.

Unique Analysis of the Following Major Trends Affecting the Games, Apps & Social Media Industry

  • Major Trends Affecting the Games, Apps & Social Media Industry
  • Introduction to the Games, Apps & Social Media Industry
  • Overview of the Electronic Games Industry
  • Overview of the Mobile Apps Industry
  • Overview of the Social Media Industry/TikTok Soars to 170 Million U.S. Users, Faces Ownership Legislation
  • Artificial Intelligence (AI) Rocks the Games, Apps & Social Media Industry
  • Social Media Rakes in Global Online and Mobile Ad Revenues
  • Streaming Apps Take Over TVs, Leading to Cord Cutting/Subscription Losses for Cable and Satellite
  • Video Game Console History/New Technologies and Features Boost Console Sales
  • Online (Cloud Gaming) & Mobile Games Compete with Consoles
  • Virtual Reality/Augmented Reality and 3-D Technologies Create Opportunities for the Tech Industry/Immersion Games to Grow
  • The Metaverse Has Difficulties Gaining Steam
  • Fantasy Sports Post Growth, with 63 Million Players
  • eSports: Electronic Games Become Spectator Sports
  • Virtual Worlds Provide Revenue for Games Publishers
  • Global Mobile Apps Revenues Hit $150 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
  • Regulatory Environment Is Challenging for Online Businesses & Social Media
  • The Future of Games, Apps & Social Media

In-Depth Tables for the Following Games, Apps & Social Media Industry Statistics

  • Games, Apps & Social Media Industry Statistics and Market Size Overview
  • Global Digital, Network, Computer & Telecom Industries - Key Statistics & Market Size Overview
  • Internet Usage Demographics, U.S.: 2024
  • Use of Different Online Platforms: 2024
  • Social Media Usage Demographics, U.S.: 2024
  • Home Broadband Adoption Demographics, U.S.: 2024
  • Smartphone Adoption Demographics, U.S.:  2024
  • Number of Business & Residential High Speed Internet Lines, U.S.: 2021-2026
  • Software Publishing Industry, U.S.: Estimated Revenue & Inventories: 2017-2022
  • Software Publishing Industry, U.S.: Estimated Selected Expenses: 2017-2022
  • Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2019-2022
  • Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2017-2022
  • Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2017 - 2022
  • Internet Access Technologies Compared

Table of Contents

Chapter 1: Major Trends Affecting the Games, Apps & Social Media Industry
  • Major Trends Affecting the Games, Apps & Social Media Industry
  • Introduction to the Games, Apps & Social Media Industry
  • Overview of the Electronic Games Industry
  • Overview of the Mobile Apps Industry
  • Overview of the Social Media Industry/TikTok Soars to 170 Million U.S. Users, Faces Ownership Legislation
  • Artificial Intelligence (AI) Rocks the Games, Apps & Social Media Industry
  • Social Media Rakes in Global Online and Mobile Ad Revenues
  • Streaming Apps Take Over TVs, Leading to Cord Cutting/Subscription Losses for Cable and Satellite
  • Video Game Console History/New Technologies and Features Boost Console Sales
  • Online (Cloud Gaming) & Mobile Games Compete with Consoles
  • Virtual Reality/Augmented Reality and 3-D Technologies Create Opportunities for the Tech Industry/Immersion Games to Grow
  • The Metaverse Has Difficulties Gaining Steam
  • Fantasy Sports Post Growth, with 63 Million Players
  • eSports: Electronic Games Become Spectator Sports
  • Virtual Worlds Provide Revenue for Games Publishers
  • Global Mobile Apps Revenues Hit $150 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
  • Regulatory Environment Is Challenging for Online Businesses & Social Media
  • 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
  • Global Digital, Network, Computer & Telecom Industries - Key Statistics & Market Size Overview
  • Internet Usage Demographics, U.S.: 2024
  • Use of Different Online Platforms: 2024
  • Social Media Usage Demographics, U.S.: 2024
  • Home Broadband Adoption Demographics, U.S.: 2024
  • Smartphone Adoption Demographics, U.S.:  2024
  • Number of Business & Residential High Speed Internet Lines, U.S.: 2021-2026
  • Software Publishing Industry, U.S.: Estimated Revenue & Inventories: 2017-2022
  • Software Publishing Industry, U.S.: Estimated Selected Expenses: 2017-2022
  • Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2019-2022
  • Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2017-2022
  • Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2017 - 2022
  • 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

  • Alphabet Inc (Google)
  • Apple Inc
  • AppLovin Corporation
  • Aristocrat Leisure Limited
  • ASUSTeK Computer Inc
  • Baidu Inc
  • 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 Group Corp
  • Kuaishou Technology
  • LG Electronics Inc
  • Light & Wonder Inc
  • LM Ericsson Telephone Company (Ericsson)
  • Meta Platforms Inc (Facebook)
  • Microsoft Corporation
  • mixi Inc
  • Moatable Inc
  • Ncsoft Corporation
  • NetEase Inc
  • Netmarble Corporation
  • Nexon Co Ltd
  • Nintendo Co Ltd
  • Nokia Corporation
  • NVIDIA Corporation
  • Personas Social Inc
  • PINE Technology Holdings Limited
  • Pinterest Inc
  • Playstudios Inc
  • Playtika Holding Corp
  • Reddit Inc
  • Roblox Corporation
  • Rumble Inc
  • Samsung Electronics Co Ltd
  • 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
  • Ubisoft Entertainment SA
  • Unity Software Inc
  • Vimeo Inc
  • Webzen 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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