Plunkett's Games, Apps & Social Media Industry Almanac 2024 - Jack W. Plunkett

Plunkett's Games, Apps & Social Media Industry Almanac 2024

Games, Apps & Social Media Industry Market Research, Statistics, Trends and Leading Companies
Buch | Softcover
314 Seiten
2023
Plunkett Research, Ltd (Verlag)
978-1-64788-004-0 (ISBN)
409,95 inkl. MwSt
  • Titel nicht im Sortiment
  • Artikel merken
Offers a complete market research and business intelligence tool - everything you need to know about the business of games, apps and social media. This is a complete overview, industry analysis and market research report in one superb, value-priced package.
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.

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) Overview of the Electronic Games Industry
3) Overview of the Mobile Apps Industry
4) Overview of the Social Media Industry
5) Social Media Rakes in Global Online and Mobile Ad Revenues
6) Streaming Apps Take Over TVs
7) New Video Game Console Technologies and Features Boost Sales
8) Online (Cloud Gaming) & Mobile Games Compete with Consoles
9) Virtual Reality/Augmented Reality and 3-D Technologies Create Opportunities for the Tech Industry/Immersion Games to Grow
10) The Metaverse Attracts Investment
11) Fantasy Sports Post Growth, with 60 Million Players
12) eSports: Electronic Games Become Spectator Sports
13) Virtual Worlds Provide Revenue for Games Publishers
14) Global Mobile Apps Revenues Hit $167 Billion Yearly
15) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems
16) Gamification: Games Technology Boosts Education and Training
17) Sports Equipment and Social Media Converge
18) Digital Assistants Include Amazon's Echo and Google's Home/Alexa and Similar Software Power Third-Party Developers
19) 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: 2022
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.: 2018-2023
Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2017-2022
Software Publishing Industry, U.S.: Estimated Selected Expenses: 2017-2022
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.: 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

Erscheinungsdatum
Verlagsort Houston
Sprache englisch
Gewicht 272 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Informatik Web / Internet
ISBN-10 1-64788-004-1 / 1647880041
ISBN-13 978-1-64788-004-0 / 9781647880040
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
2D- und 3D-Spiele entwickeln

von Thomas Theis

Buch | Softcover (2023)
Rheinwerk (Verlag)
29,90