Plunkett's Games, Apps & Social Media Industry Almanac 2016

Plunkett's Games, Apps & Social Media Industry Almanac 2016

by Jack W. Plunkett


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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. Purchasers will find a form in the book enabling them to register for 1-year, 1-seat online access to tools at Plunkett Research Online, including the ability to view the market research/industry trends section and industry statistics. You have access, at no additional charge, to the very latest data posted to Plunkett Research Online. Online tools enable you to search and view selected companies, and then export selected company contact data, including executive names. You'll find a complete overview, industry analysis and market research report in one superb, value-priced package.

Product Details

ISBN-13: 9781628313666
Publisher: Plunkett Research, Ltd.
Publication date: 06/17/2015
Pages: 310
Product dimensions: 8.50(w) x 11.00(h) x 0.65(d)

Table of Contents

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) Social Media to Generate $23.6 Billion in Global Ad Revenues 10
3) Social Media Privacy Concerns Plague the Industry 11
4) TVs Are Internet Ready/Game Consoles and Set Top Accessories like Roku and
Chromecast Stream Content 12
5) New Video Game Console Technologies and Features Boost Sales 13
6) Virtual Reality and 3-D Games Open New Opportunities/Immersion Games to Grow 15
7) Tablets and Smartphones Cause Shift in Desktop PC Market 16
8) Fantasy Sports Post Growth, Creating $3.6 Billion in Revenue/Electronic Games Become
Spectator Sports 17
9) Cloud Gaming Grows 17
10) Virtual Worlds Provide Revenue for Games Publishers 18
11) Global Mobile Apps Revenues to Hit $77 Billion Yearly in 2017 18
12) Mobile Devices are Fastest Growing Platform for Electronic Games 19
13) Revenues Continue to Soar for MMORPGs, Massively Multiplayer Online Role Playing
Games 19
14) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car
Infotainment Systems 20
15) Gamification: Games Technology Boosts Education and Training 22
Chapter 2: Games, Apps & Social Media Industry Statistics 23
Games, Apps & Social Media Industry Overview 24
Internet Usage Demographics, U.S.: 2014 25
Top 10 Social Networking Websites: May 2015 26
Percent of Internet Users who Use Social Networking Sites, U.S.: 2014 27
Top 5 Search Engines, U.S.: May 2015 28
Home Broadband Adoption Demographics, U.S.: September 2013 29
Smartphone Adoption Demographics, U.S.: 2014 30
Number of Business & Residential High Speed Internet Lines, U.S.: 2008-2014 31
Number of Business & Residential High Speed Internet Lines, by Speed, U.S.: 2010-2013 32
Quarterly Software Publishing Industry Revenues, U.S.: 4th Quarter 2013-4th Quarter 2014 33
Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2009-2014 34
Software Publishing Industry, U.S.: Estimated Operating Expenses: 2009-2013 35
Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue &
Expenses, U.S.: 2011-2014 36
Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses,
U.S.: 2009-2014 37
Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2009-2014 38
Wireless Standards & Speeds 39
Chapter 3: Games, Apps & Social Media Industry Contacts
Addresses, Telephone Numbers and Internet Sites 41
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 264
Index by Subsidiaries, Brand Names and Affiliations 265
A Short Games, Apps & Social Media Industry Glossary 277

What People are Saying About This

Don Spring

These resources are valuable tools that help the students, from bachelor's to Ph.D., understand the many industries and their companies, and ultimately get jobs and careers. --Don Spring, Librarian, UCLA Career Center

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