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Games, Apps & Social Media Industry Almanac 2025: Global Market Research, Statistics, Trends and Leading Companies

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    Book

  • 316 Pages
  • July 2024
  • Region: Global
  • Plunkett Research Ltd
  • ID: 5360620

A complete market research report, including forecasts and market estimates, technologies analysis and developments at innovative firms within the Games, Apps & Social Media Industry. Gain vital insights that can help shape strategy for business development, product development and investments

A complete market research report, including forecasts and market estimates, technologies analysis and developments at innovative firms within the Games, Apps & Social Media Industry.  Gain vital insights that can help shape strategy for business development, product development and investments.

Key Features:

  • Business trends analysis
  • In-depth industry overview
  • Technology trends analysis
  • Forecasts
  • Spending, investment, and consumption discussions
  • In-depth industry statistics and metrics
  • Industry employment numbers

Additional Key Features Include:

  • Industry Glossary
  • Industry Contacts list, including Professional Societies and Industry Associations
  • Profiles of industry-leading companies
  • U.S. and Global Firms
  • Publicly held, Private and Subsidiaries
  • Executive Contacts
  • Revenues
  • For Public Companies: Detailed Financial Summaries
  • Statistical Tables

Key Questions Answered Include:

  • How is the industry evolving?
  • How is the industry being shaped by new technologies?
  • How is demand growing in emerging markets and mature economies?
  • What is the size of the market now and in the future?
  • What are the financial results of the leading companies?
  • What are the names and titles of top executives?
  • What are the top companies and what are their revenues?

This feature-rich report covers competitive intelligence, market research and business analysis - everything you need to know about the Games, Apps & Social Media Industry.

The Report Provides Unique Analysis of the Following 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/TikTok Soars to 150+ Million U.S. Users, Faces Ownership Legislation
  5. Social Media Rakes in Global Online and Mobile Ad Revenues
  6. Streaming Apps Take Over TVs, Leading to Cord Cutting/Subscription Losses for Cable and Satellite
  7. Video Game Console History/New Technologies and Features Boost Console 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 Has Difficulties Gaining Steam
  11. Fantasy Sports Post Growth, with 63 Million Players
  12. eSports: Electronic Games Become Spectator Sports
  13. Virtual Worlds Provide Revenue for Games Publishers
  14. Global Mobile Apps Revenues Hit $171 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. Regulatory Environment Is Challenging for Online Businesses & Social Media
  20. The Future of Games, Apps & Social Media

The Research Provides In-Depth Tables for the Following Games, Apps & Social Media Industry Statistics

  1. Games, Apps & Social Media Industry Statistics and Market Size Overview
  2. Internet Usage Demographics, U.S.: 2023
  3. Use of Different Online Platforms: 2023
  4. Social Media Usage Demographics, U.S.: 2023
  5. Home Broadband Adoption Demographics, U.S.: 2023
  6. Smartphone Adoption Demographics, U.S.:  2023
  7. Number of Business & Residential High Speed Internet Lines, U.S.: 2019-2024
  8. Software Publishing Industry, U.S.: Estimated Revenue & Inventories: 2017-2022
  9. Software Publishing Industry, U.S.: Estimated Selected Expenses: 2017-2022
  10. Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2019-2022
  11. Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue U.S.: 2017-2023
  12. Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2017 - 2022
  13. Internet Access Technologies Compared

Table of Contents


IntroductionHow 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/TikTok Soars to 150+ Million U.S. Users, Faces Ownership Legislation
5) Social Media Rakes in Global Online and Mobile Ad Revenues
6) Streaming Apps Take Over TVs, Leading to Cord Cutting/Subscription Losses for Cable and Satellite
7) Video Game Console History/New Technologies and Features Boost Console 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 Has Difficulties Gaining Steam
11) Fantasy Sports Post Growth, with 63 Million Players
12) eSports: Electronic Games Become Spectator Sports
13) Virtual Worlds Provide Revenue for Games Publishers
14) Global Mobile Apps Revenues Hit $171 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) Regulatory Environment Is Challenging for Online Businesses & Social Media
20) 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.: 2023
  • Use of Different Online Platforms: 2023
  • Social Media Usage Demographics, U.S.: 2023
  • Home Broadband Adoption Demographics, U.S.: 2023
  • Smartphone Adoption Demographics, U.S.:  2023
  • Number of Business & Residential High Speed Internet Lines, U.S.: 2019-2024
  • Software Publishing Industry, U.S.: Estimated Revenue & Inventories: 2017-2022
  • Software Publishing Industry, U.S.: Estimated Selected Expenses: 2017-2022
  • Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2019-2022
  • Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue U.S.: 2017-2023
  • 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

Companies Mentioned

  • Alphabet Inc (Google)
  • Apple Inc
  • AppLovin Corporation
  • Aristocrat Leisure Limited
  • ASUSTeK Computer Inc
  • Baidu Inc
  • Bilibili Inc
  • BlackBerry Limited
  • Capcom Co Ltd
  • DeNA Co Ltd
  • DouYu International Holdings Ltd
  • DraftKings Inc
  • Electronic Arts Inc (EA)
  • Embracer Group AB
  • GameStop Corp
  • Giant Network Group Co Ltd
  • GigaMedia Limited
  • Gree Inc
  • GungHo Online Entertainment Inc
  • HUYA Inc
  • iEntertainment Network Inc
  • International Game Technology PLC
  • iQiyi Inc
  • JOYY Inc
  • Kantone Holdings Limited
  • Koei Tecmo Holdings Co Ltd
  • Konami Holdings Corporation
  • Kuaishou Technology
  • LG Electronics Inc
  • Light & Wonder Inc
  • LM Ericsson Telephone Company (Ericsson)
  • Meta Platforms Inc (Facebook)
  • Microsoft Corporation
  • mixi Inc
  • Moatable Inc
  • Ncsoft Corporation
  • NetEase Inc
  • Netmarble Corporation
  • Nexon Co Ltd
  • Nintendo Co Ltd
  • Nokia Corporation
  • NVIDIA Corporation
  • Personas Social Inc
  • PINE Technology Holdings Limited
  • Pinterest Inc
  • Playstudios Inc
  • Playtika Holding Corp
  • Reddit Inc
  • Roblox Corporation
  • Samsung Electronics Co Ltd
  • Sega Sammy Holdings Inc
  • Skillz Inc
  • Snap Inc (Snapchat)
  • Sohu.com Limited
  • Sony Group Corporation
  • Square Enix Holdings Co Ltd
  • Take-Two Interactive Software Inc
  • Tencent Holdings Limited
  • Twilio Inc
  • Ubisoft Entertainment SA
  • Unity Software Inc
  • Vimeo Inc
  • Webzen Inc
  • Zuora Inc

Methodology

The data development evolved from research methods originally established by the founder of the company.

 

Through the years, a research methodology evolved based on strict guidelines used to build and maintain the content of six proprietary business and industry databases:

  • An industry trends database
  • An industry statistics database
  • Industry Analytics (deep financial data for hundreds of Industry codes)
  • A leading companies database
  • A business and industry glossary database
  • An industry associations and professional societies database
  • Analysts are trained to follow research formulas and methodology. They use company-approved sources in their work and post their findings daily to proprietary databases. All research results go through multi-step editing processes. And, all results are date-stamped.
Primary sources include:
  • Internal research, analysis, fact-checking and data gathering by the Research staff.
  • Over 3,500 industry associations, professional societies and government agencies worldwide with which the publisher maintains relationships and/or from which they obtain industry-specific/country-specific data.
  • Financial analysts, industry executives and industry experts with whom the publisher maintains communications.
  • Corporate disclosure documents and financial statements.
  • Industry conference proceedings.
  • Analysis of white papers, reports, periodicals and publications.
  • Multiple proprietaries, government, industry and financial databases developed by the publisher.

 

 

 

 

 

 

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