Entertainment & Gaming

Entertainment and Gaming Market Research Reports, Analysis & Trends

Entertainment and Gaming Market Research Reports, Analysis & Trends

 

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Virtual Reality in Gaming Market in APAC 2015-2019

Virtual Reality in Gaming Market in APAC 2015-2019

Date Published: Jul 24 2015

About Virtual reality in Gaming Market
The term virtual reality means ""closer to reality."" In technical terms, it can be described as a three-dimensional, computer generated environment, which gives users an option to engage with the virtual world. The emergence of major VR gaming hardware manufacturing vendors in the market has given a new lease of life to the market.

Technavio's analysts forecast the virtual reality in gaming market in APAC to grow at a CAGR of 52.57% over the period 2014-2019.

$2,500.00
Global Gesture Recognition Market for Consumer Electronic Devices 2015-2019

Global Gesture Recognition Market for Consumer Electronic Devices 2015-2019

Date Published: Jul 24 2015

About Gesture Recognition
Gesture recognition technology is a method of interpreting human gestures and movements using computer algorithms. The technology applies human gestures, such as movement of hand, fingers, arms, head or an entire body, as input mechanism to perform desired actions in a system.
It is a form of replacement of old-fashioned input mechanisms wherein keyboards, mouse, remote controls, and various other control devices are used to perform remote functions.

$2,500.00
Heads-up Display Market in Military Aviation in the US 2015-2019

Heads-up Display Market in Military Aviation in the US 2015-2019

Date Published: Jul 24 2015

About HUDs
An HUD is a display indicator that displays key flight information onto a transparent screen, a combiner, or windshield, positioned in front of the pilot's line of sight. The major application sectors for HUDs are automotive and aviation. HUDs help to increase the situational awareness and enhance safety margins in these sectors. The primary components of HUDs include the following: combiner, projector unit, display panel, and video generator.

$2,500.00
Assessment of the Gesture Recognition Market for Gaming Consoles 2015-2019

Assessment of the Gesture Recognition Market for Gaming Consoles 2015-2019

Date Published: Jul 15 2015
Report forecast the global gesture recognition market for gaming consoles to grow at a CAGR of 48% in terms of revenue over the period 2014-2019.
 
$2,000.00
Global Digital Cinema Screen Market 2015-2019

Global Digital Cinema Screen Market 2015-2019

Date Published: Jul 15 2015
Digital cinema is the usage of digital technology to distribute or project motion pictures instead of using motion picture film. As a result of the existence of digital content in the form of bits, a movie can be distributed using hard drives, through dedicated satellite links, through the Internet, or optical disks such as Blu-ray discs. Digital projectors are used instead of conventional film projectors to project digital movies.
 
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Virtual Reality (VR) in Global Gaming Market 2015-2019

Virtual Reality (VR) in Global Gaming Market 2015-2019

Date Published: Jul 8 2015
Report forecast virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019.
 
$2,500.00
Market Analysis of KTV Industry in China 2015-2020 Proposal

Market Analysis of KTV Industry in China 2015-2020 Proposal

Date Published: Jun 30 2015
By far, there are over 90,000 public entertainment places in China with gross revenue of over RMB100 billion. By May 2015, the number of KTV in some big cities exceeds 1000 in number, such as Shanghai, Beijing, Suzhou, Shenzhen, which have 2433, 2080, 1396 and1310 KTV respectively. 
 
$3,500.00
Global Mobile Entertainment Market 2015-2019

Global Mobile Entertainment Market 2015-2019

Date Published: Jun 24 2015
Report forecast the global mobile entertainment market to grow at a CAGR of 17.82% over the period 2014-2019.
 
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Smart Watch: Extending the Mobile Experience

Smart Watch: Extending the Mobile Experience

Date Published: Jun 19 2015
9% of US broadband households intend to buy a smartwatch in the next 12 months
$3,200.00
Capitalizing on Consumer Behavior in Embedded Gaming: Gamification and Big Data 2015 - 2020

Capitalizing on Consumer Behavior in Embedded Gaming: Gamification and Big Data 2015 - 2020

Date Published: Jun 10 2015
Two significant trends for consumer-based industries are to leverage Gamification (embedded entertainment) for customer engagement and Big Data and related analytics techniques to mine patterns and predictions from consumer behaviors. The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user interacts with the brand in a fun/pleasurable manner.
 
$2,995.00
Fantasy Sports Market in North America 2015-2019

Fantasy Sports Market in North America 2015-2019

Date Published: Jun 10 2015
Report forecast the fantasy sports market to grow at a CAGR of 7.3% during the period 2014-2019.
 
$2,500.00
Soft Power, Hard Fight: The Chinese Online Game Market and Leading Vendors

Soft Power, Hard Fight: The Chinese Online Game Market and Leading Vendors

Date Published: Jun 4 2015
Still at a high-growth stage, the Chinese online game market value is expected to exceed 150 billion RMB in 2016, replacing the United States to become the world's largest online game market. The 90's generation has become the target customers in replacement of the 80's generation, and leading online game vendors have placed a higher emphasis on intellectual property rights. With the Chinese government opening up the Chinese game console market in early 2015, what potential opportunities will arise in the online game market?
$1,600.00
Social Gaming Market in the US 2015-2019

Social Gaming Market in the US 2015-2019

Date Published: May 6 2015
Report forecast the revenue of the social gaming market in the US to grow at a CAGR of 19.63% over the period 2014-2019.
 
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Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020

Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020

Date Published: Apr 20 2015
Social gaming has exploded during the last decade.  Game-play and consumption patterns have dramatically changed during the last five years and we see similar big changes coming with the invasion of mobile platforms and in particular the emerging wearable platforms.  While Facebook individually leads the social gaming market, collectively non-Facebook social gaming platforms collectively represent a considerable portion of the market.   Non-Facebook platforms include app store, local social networks, and multiplayer social game networks.
$3,995.00
Global Cloud Gaming Market, By [Gaming Audience (Social, Serious, Core), Devices (Smartphones, Smart TVs, Consoles, Tablets, PCs), Technology (Data Streaming Technology, Server Technology, Gaming as a Service) Regions] – Trends & Forecast: 2015–2020

Global Cloud Gaming Market, By [Gaming Audience (Social, Serious, Core), Devices (Smartphones, Smart TVs, Consoles, Tablets, PCs), Technology (Data Streaming Technology, Server Technology, Gaming as a Service) Regions] – Trends & Forecast: 2015–2020

Date Published: Apr 20 2015
The Cloud Gaming Market set for a potential growth mainly driven by new entrants in the market and improved network performances. The global cloud gaming market is witnessing increasing adoption of next generation technologies. The social media games and mobile games are contributing major share to the overall market as these two channels consists of huge customer base. 
 
$3,500.00
Global Cloud Gaming Market 2015-2019

Global Cloud Gaming Market 2015-2019

Date Published: Apr 8 2015
Report forecast the Global Cloud Gaming market to grow at a CAGR of 23.36 percent over the period 2014-2019.
 
$2,500.00
Home Entertainment Market in the US 2015-2019

Home Entertainment Market in the US 2015-2019

Date Published: Apr 8 2015
Report forecast the revenue of the Home Entertainment market in the US to grow at a CAGR of 9.90 percent over the period 2014-2019.
 
$3,000.00
Global Mobile Gaming Market 2015-2019

Global Mobile Gaming Market 2015-2019

Date Published: Apr 1 2015
Report forecast the Global Mobile Gaming market to grow at a CAGR of 21.39 percent over the period 2014-2019.
 
Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications that are pre-installed or downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device's platform to run the gaming software. 
$3,000.00
Global Online Gaming Market 2015-2019

Global Online Gaming Market 2015-2019

Date Published: Mar 11 2015

About Online Gaming
Electronic systems used to play video games are known as platforms. These platforms include TVs, consoles, mobile devices, and PCs. A wide variety of games are available for different gaming platforms. Online gaming facilitates multiple players worldwide to connect and play against each other. Online Games constitute a key segment of video games. They include casual single-player games, multi-player games, community-based games, and MMO games.

$3,000.00
Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020

Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020

Date Published: Mar 7 2015
Wearable gaming represents an emerging entrant into the digital entertainment market that is best defined from a mobile gaming perspective. Non-wearable mobile gaming is played on various wireless devices (smartphones, tablets, phablets, etc.), which have limited interface capabilities compared to desktop, laptop, or console gaming. In many ways, wearable technology causes even more limitations, but also opens the door to new levels of interactivity and personal gaming intimacy.
 
$1,995.00

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