Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018

Sunday, April 7, 2013




"The ecosystem is expected to experience massive disruption with the evolution of social networking and the convergent usage of the so-called "Second Screen" devices including smartphones, tablet, phablet, netbook, laptop and other devices."


Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018 :  MarketInfoResearch.comThe digital entertainment market is experiencing growing pains within the era of the multiscreen (TV, phone, tablet, PC, and more) environment.  The ecosystem is expected to experience massive disruption with the evolution of social networking and the convergent usage of the so-called "Second Screen" devices including smartphones, tablet, phablet, netbook, laptop and other devices.  Mind Commerce anticipates localization and other personalization methods on Second Screen applications and services as well as innovative OTT business models.

MarketInfoResearch.com, has introduced new market report "Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018".

This research analyzes the digital entertainment ecosystem and the profound impact of social networking including evaluation of the multiscreen role in business strategy.  The report analyzes the market approach of ecosystem players with case study analysis.  The report provides revenue forecasting analysis globally as well as regional and by country.  The report also provides quantitative analysis of user engagement and interaction.


Target Audience:
  • Social networking companies
  • Media companies and portals
  • Advertising agencies and brands
  • Consumer electronics companies
  • Gaming and gamification companies
  • Content Delivery Network (CDN) companies
  • Network operators and service providers of all types
  • Personalization, identity, and preference control companies

Companies in Report:
  • Facebook
  • Twitter
  • Tumblr
  • Google
  • Adobe
  • Akamai
  • Alcatel Lucent
  • Best Buy
  • Sky Broadcasting
  • British Telecom
  • Cisco
  • Fox Entertainment
  • Fujitsu
  • HP
  • Huawei
  • IBM
  • Intel
  • LG
  • Liberty
  • Microsoft
  • Motorola
  • NBC Universal
  • Netflix
  • Neustar
  • Panasonic
  • Paramount Pictures
  • Samsung
  • Sony
  • VeriSign
  • Warner Bros Entertainment
  • Walt Disney
  • Time Warner
  • Apple
  • Amazon
  • Verizon
  • AT&T
  • Accenture
  • Pinterest
  • NOKIA
  • Hollywood UltraViolet
  • Spotify
  • Rdio
  • Rhapsody
  • MOG
  • 6Waves
  • BBC
  • Hungama.com
  • Box
  • NetSuite
  • Salesforce
  • Xbox
  • Nintendo
  • HMV
  • Pokemon
  • McDonald
  • NTT DoCoMo
  • KDDI
  • NBA China
  • We7
  • Deezer
  • Vodafone
  • O2 Germany
  • HTC
  • DECE LLC
  • Arxan Technologies
  • BluFocus
  • CableLabs
  • castLabs
  • Catch Media
  • Cineplex Entertainment
  • Comcast
  • Cox Communications
  • CSG Systems
  • Deluxe Digital
  • Dolby
  • DTS (sound system)
  • Elemental Technologies
  • Empathy Lab
  • Fanhattan
  • FilmFlex
  • Irdeto
  • Kaleidescape
  • Lionsgate
  • LOVEFiLM
  • Marvell
  • MOD Systems
  • Nagravision
  • NDS
  • Ooyala
  • PacketVideo
  • Royal Philips Electronics
  • QuickPlay Media
  • RIAA
  • Red Bee Media
  • Rovi Corporation
  • Saffron Digital
  • SeaChange International
  • Sonic Solutions
  • Switch Communications
  • Technicolor
  • Tesco
  • Testronic Labs
  • Toshiba
  • Verance
  • Verimatrix
  • Widevine Technologies
  • Zoran
  • Top Gear
  • Jelli
  • DreamWorks
  • Proctor & Gamble
  • Random House
  • TaylorMade
  • Jive
  • LIFO Interactive
  • Transmension
  • UUCun (China)
  • Yu-Gi-Oh
  • Nippon Rental Cars
  • Japan Airlines
  • Miaozhen Systems
  • IFPI
  • Zavvi
  • Woolworths
  • Borders
  • Musicload
  • AOL
  • Musik
  • Saturn
  • Media Markt
  • ECO
  • Mondia Media


    Selected Findings: 
    • Video is the most consuming & revenue generating segments
    • North America is the top revenue contributor among regions and USA among countries
    • Most user interaction and engagement including social will occur on Second Screen Space   
    • Social and digital entertainment users is predicted to reach 2.4 billion by 2018 with 7.9% CAGR
    • Digital entertainment revenue including social driven is expected to grow 10.06% CAGR reaching US$ 850 billion by 2018


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