Plunkett's Games, Apps & Social Media Industry Almanac 2016: Games, Apps & Social Media Industry Market Research, Statistics, Trends & Leading Companies
PLUNKETT'S GAMES, APPS & SOCIAL MEDIA INDUSTRY ALMANAC 2016
Key findings:
Statistical Tables Provided: 16
Companies Profiled: 181
Geographic Focus: Global
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.
Major Trends Affecting the Games, Apps & Social Media Industry
1) Introduction to the Games, Apps and Social Media Industry
2) Social Media to Generate $23.6 Billion in Global Ad Revenues
3) Social Media Privacy Concerns Plague the Industry
4) TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and Chromecast Stream Content
5) New Video Game Console Technologies and Features Boost Sales
6) Virtual Reality and 3-D Games Open New Opportunities/Immersion Games to Grow
7) Tablets and Smartphones Cause Shift in Desktop PC Market
8) Fantasy Sports Post Growth, Creating $3.6 Billion in Revenue/Electronic Games Become Spectator Sports
9) Cloud Gaming Grows
10) Virtual Worlds Provide Revenue for Games Publishers
11) Global Mobile Apps Revenues to Hit $77 Billion Yearly in 2017
12) Mobile Devices are Fastest Growing Platform for Electronic Games
13) Revenues Continue to Soar for MMORPGs, Massively Multiplayer Online Role Playing Games
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
Games, Apps & Social Media Industry Statistics
1) Games, Apps & Social Media Industry Overview
2) Internet Usage Demographics, U.S.: 2014
3) Top 10 Social Networking Websites: May 2015
4) Percent of Internet Users who Use Social Networking Sites, U.S.: 2014
5) Top 5 Search Engines, U.S.: May 2015
6) Home Broadband Adoption Demographics, U.S.: September 2013
7) Smartphone Adoption Demographics, U.S.: 2014
8) Number of Business & Residential High Speed Internet Lines, U.S.: 2008-2014
9) Number of Business & Residential High Speed Internet Lines, by Speed, U.S.: 2010-2013
10) Quarterly Software Publishing Industry Revenues, U.S.: 4th Quarter 2013-4th Quarter 2014
11) Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2009-2014
12) Software Publishing Industry, U.S.: Estimated Operating Expenses: 2009-2013
13) Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2011-2014
14) Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2009-2014
15) Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2009-2014
16) Wireless Standards & Speeds
Key findings:
- Plunkett Research lists top 200 companies in Games, Apps & Social Media and names top trends changing the industry for the mid term.
- 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
- Buyer may register for free access to search and export data at Plunkett Research Online
- Link to our 5-minute video overview of this industry
Statistical Tables Provided: 16
Companies Profiled: 181
Geographic Focus: Global
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.
- 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?
Major Trends Affecting the Games, Apps & Social Media Industry
1) Introduction to the Games, Apps and Social Media Industry
2) Social Media to Generate $23.6 Billion in Global Ad Revenues
3) Social Media Privacy Concerns Plague the Industry
4) TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and Chromecast Stream Content
5) New Video Game Console Technologies and Features Boost Sales
6) Virtual Reality and 3-D Games Open New Opportunities/Immersion Games to Grow
7) Tablets and Smartphones Cause Shift in Desktop PC Market
8) Fantasy Sports Post Growth, Creating $3.6 Billion in Revenue/Electronic Games Become Spectator Sports
9) Cloud Gaming Grows
10) Virtual Worlds Provide Revenue for Games Publishers
11) Global Mobile Apps Revenues to Hit $77 Billion Yearly in 2017
12) Mobile Devices are Fastest Growing Platform for Electronic Games
13) Revenues Continue to Soar for MMORPGs, Massively Multiplayer Online Role Playing Games
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
Games, Apps & Social Media Industry Statistics
1) Games, Apps & Social Media Industry Overview
2) Internet Usage Demographics, U.S.: 2014
3) Top 10 Social Networking Websites: May 2015
4) Percent of Internet Users who Use Social Networking Sites, U.S.: 2014
5) Top 5 Search Engines, U.S.: May 2015
6) Home Broadband Adoption Demographics, U.S.: September 2013
7) Smartphone Adoption Demographics, U.S.: 2014
8) Number of Business & Residential High Speed Internet Lines, U.S.: 2008-2014
9) Number of Business & Residential High Speed Internet Lines, by Speed, U.S.: 2010-2013
10) Quarterly Software Publishing Industry Revenues, U.S.: 4th Quarter 2013-4th Quarter 2014
11) Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2009-2014
12) Software Publishing Industry, U.S.: Estimated Operating Expenses: 2009-2013
13) Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2011-2014
14) Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2009-2014
15) Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2009-2014
16) Wireless Standards & Speeds
INTRODUCTION
HOW 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) Social Media to Generate $23.6 Billion in Global Ad Revenues
3) Social Media Privacy Concerns Plague the Industry
4) TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and Chromecast Stream Content
5) New Video Game Console Technologies and Features Boost Sales
6) Virtual Reality and 3-D Games Open New Opportunities/Immersion Games to Grow
7) Tablets and Smartphones Cause Shift in Desktop PC Market
8) Fantasy Sports Post Growth, Creating $3.6 Billion in Revenue/Electronic Games Become Spectator Sports
9) Cloud Gaming Grows
10) Virtual Worlds Provide Revenue for Games Publishers
11) Global Mobile Apps Revenues to Hit $77 Billion Yearly in 2017
12) Mobile Devices are Fastest Growing Platform for Electronic Games
13) Revenues Continue to Soar for MMORPGs, Massively Multiplayer Online Role Playing Games
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
CHAPTER 2: GAMES, APPS & SOCIAL MEDIA INDUSTRY STATISTICS
Games, Apps & Social Media Industry Overview
Internet Usage Demographics, U.S.: 2014
Top 10 Social Networking Websites: May 2015
Percent of Internet Users who Use Social Networking Sites, U.S.: 2014
Top 5 Search Engines, U.S.: May 2015
Home Broadband Adoption Demographics, U.S.: September 2013
Smartphone Adoption Demographics, U.S.: 2014
Number of Business & Residential High Speed Internet Lines, U.S.: 2008-2014
Number of Business & Residential High Speed Internet Lines, by Speed, U.S.: 2010-2013
Quarterly Software Publishing Industry Revenues, U.S.: 4th Quarter 2013-4th Quarter 2014
Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2009-2014
Software Publishing Industry, U.S.: Estimated Operating Expenses: 2009-2013
Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2011-2014
Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2009-2014
Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2009-2014
Wireless Standards & Speeds
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
HOW 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) Social Media to Generate $23.6 Billion in Global Ad Revenues
3) Social Media Privacy Concerns Plague the Industry
4) TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and Chromecast Stream Content
5) New Video Game Console Technologies and Features Boost Sales
6) Virtual Reality and 3-D Games Open New Opportunities/Immersion Games to Grow
7) Tablets and Smartphones Cause Shift in Desktop PC Market
8) Fantasy Sports Post Growth, Creating $3.6 Billion in Revenue/Electronic Games Become Spectator Sports
9) Cloud Gaming Grows
10) Virtual Worlds Provide Revenue for Games Publishers
11) Global Mobile Apps Revenues to Hit $77 Billion Yearly in 2017
12) Mobile Devices are Fastest Growing Platform for Electronic Games
13) Revenues Continue to Soar for MMORPGs, Massively Multiplayer Online Role Playing Games
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
CHAPTER 2: GAMES, APPS & SOCIAL MEDIA INDUSTRY STATISTICS
Games, Apps & Social Media Industry Overview
Internet Usage Demographics, U.S.: 2014
Top 10 Social Networking Websites: May 2015
Percent of Internet Users who Use Social Networking Sites, U.S.: 2014
Top 5 Search Engines, U.S.: May 2015
Home Broadband Adoption Demographics, U.S.: September 2013
Smartphone Adoption Demographics, U.S.: 2014
Number of Business & Residential High Speed Internet Lines, U.S.: 2008-2014
Number of Business & Residential High Speed Internet Lines, by Speed, U.S.: 2010-2013
Quarterly Software Publishing Industry Revenues, U.S.: 4th Quarter 2013-4th Quarter 2014
Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2009-2014
Software Publishing Industry, U.S.: Estimated Operating Expenses: 2009-2013
Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2011-2014
Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2009-2014
Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2009-2014
Wireless Standards & Speeds
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