Plunkett's Games, Apps & Social Media Industry Almanac 2018
Plunkett Research, Ltd (Verlag)
978-1-62831-443-4 (ISBN)
Three of the most exciting areas in the world of information technology have tremendous synergies and are closely connected in the worlds of information and entertainment: electronic games, mobile apps and social media. Competition continues to heat up as mergers and acquisitions create international mega-firms, and hundreds of millions of people connect worldwide via online gaming platforms and social media such as Facebook. As social media grows more global, it is also being incorporated in virtually all online activities, from business collaboration to online retailing. Games are growing in two channels at once: online and offline. While multi-player games online are vastly popular, game machine manufacturers such as Microsoft, Sony and Nintendo continue to introduce big breakthroughs in handsets that keep players excited, including the new move towards 3D. Meanwhile, apps are changing the shape of the mobile and wireless industry. This carefully-researched book is a complete market research and business intelligence tool—everything you need to know about the business of games, apps and social media. The book includes our analysis of games, apps and social media industry trends; dozens of statistical tables; an industry glossary; a database of industry associations and professional organizations; and our in-depth profiles of more than 200 of the world's leading companies, both in the U.S. and abroad. You'll find a complete overview, industry analysis and market research report in one superb, value-priced package.
Jack W. Plunkett is CEO & Publisher of Plunkett Research, Ltd., a Houston-based provider of market research and industry information in printed and electronic formats. Plunkett Research provides analysis, statistics and other vital data on all major industry sectors, from InfoTech to Retailing to Banking and Nanotechnology. Plunkett's client list includes 10,000 leading corporations, universities and government agencies worldwide. Plunkett's research products are distributed electronically through subscriptions to its website and around the globe by major booksellers and news distributors, including Bloomberg and ThomsonReuters. Jack Plunkett is the author of numerous books, including The Next Boom: What you absolutely, positively have to know about the world between now and 2025. This book won a 2011 gold medal in the Business Book Awards competition sponsored by Axiom and INC Magazine. Plunkett is frequently interviewed as an expert source by publications such as Time magazine, The Wall Street Journal, The New York Times and Investor's Business Daily, media outlets such as NPR's Marketplace, ABC, and CBS Marketwatch, as well as local and regional newspapers and national columnists. Plunkett received an Academic Book of the Year Award for his Plunkett’s Health Care Industry Almanac, and he was a regional finalist in the Entrepreneur of the Year Awards sponsored by Ernst & Young.
Introduction 1
How To Use This Book 3
Chapter 1: Major Trends Affecting the Games, Apps & Social Media Industry 7
1) Introduction to the Games, Apps and Social Media Industry 7
2) Overview of the Electronic Games Industry 8
3) Overview of the Mobile Apps Industry 9
4) Overview of the Social Media Industry 9
5) Social Media Generates $31 Billion in Global Online and Mobile Ad Revenues 10
6) TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and Chromecast Stream Content 12
7) New Video Game Console Technologies and Features Boost Sales 13
8) Virtual Reality/Augmented Reality and 3-D Games Create Opportunities for the Tech Industry/Immersion Games to Grow 16
9) Tablets and Smartphones Cause Decline in PC and Laptop Computer Market 17
10) Fantasy Sports Post Growth, with 57.4 Million Players 17
11) eSports: Electronic Games Become Spectator Sports 18
12) Virtual Worlds Provide Revenue for Games Publishers 18
13) Global Mobile Apps Revenues to Hit $77 Billion Yearly in 2017 19
14) Mobile Devices Are Fastest Growing Platform for Electronic Games 20
15) Revenues Continue to Soar for MMORPGs, Massively Multiplayer Online Role Playing Games 20
16) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems 21
17) Gamification: Games Technology Boosts Education and Training 22
18) Sports Equipment and Social Media Converge 23
19) Digital Assistants Include Amazon’s Echo and Google’s Home/Alexa and Similar Software Power Third-Party Developers 23
Chapter 2: Games, Apps & Social Media Industry Statistics 25
Games, Apps & Social Media Industry Statistics and Market Size Overview 26
Internet Usage Demographics, U.S.: 2016 27
Top 10 Social Networking Websites: May 2015 28
Social Media Usage Demographics, U.S.: November 2016 29
Top 5 Search Engines, U.S.: May 2015 30
Home Broadband Adoption Demographics, U.S.: November 2016 31
Smartphone Adoption Demographics, U.S.: 2016 32
Number of Business & Residential High Speed Internet Lines, U.S.: 2011-2016 33
Quarterly Software Publishing Industry Revenues, U.S.: 4th Quarter 2015-4th Quarter 2016 34
Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2010-2016 35
Software Publishing Industry, U.S.: Estimated Operating Expenses: 2011-2015 36
Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2013-2016 37
Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2010-2015 38
Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2011-2016 39
Internet Access Technologies Compared 40
Chapter 3: Games, Apps & Social Media Industry Contacts Addresses, Telephone Numbers and Internet Sites 41
Chapter 4: THE GAMES, APPS & SOCIAL MEDIA 200: Who They Are and How They Were Chosen 69
Index of Companies Within Industry Groups 70
Alphabetical Index 75
Index of U.S. Headquarters Location by State 77
Index of Non-U.S. Headquarters Location by Country 78
Individual Profiles on each of THE GAMES, APPS & SOCIAL MEDIA 200 81
Additional Indexes
Index of Hot Spots for Advancement for Women/Minorities 270
Index by Subsidiaries, Brand Names and Affiliations 271
A Short Games, Apps & Social Media Industry Glossary 283
| Erscheinungsdatum | 27.07.2017 |
|---|---|
| Reihe/Serie | Plunkett's Industry Almanacs |
| Verlagsort | Houston |
| Sprache | englisch |
| Maße | 215 x 279 mm |
| Gewicht | 525 g |
| Themenwelt | Schulbuch / Wörterbuch ► Lexikon / Chroniken |
| Mathematik / Informatik ► Informatik ► Web / Internet | |
| Wirtschaft ► Betriebswirtschaft / Management ► Wirtschaftsinformatik | |
| ISBN-10 | 1-62831-443-5 / 1628314435 |
| ISBN-13 | 978-1-62831-443-4 / 9781628314434 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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