Research and Markets: Global Games Market 2014-2018: Activision Blizzard, Electronic Arts, Microsoft, Sony & Tencent Holdings Dominate the Market
Business Wire - Fri Sep 26, 7:49AM CDT
Research and Markets (http://www.researchandmarkets.com/research/xt4rlr/global_games) has announced the addition of the "Global Games Market 2014-2018" report to their offering.
Global Games Market 2014-2018: Activision Blizzard, Electronic Arts, Microsoft, Sony & Tencent Holdings Dominate the Market
M2 - Fri Sep 26, 6:48AM CDT
Research and Markets (http://www.researchandmarkets.com/research/b76jn2/global_games) has announced the addition of the "Global Games Market 2014-2018" report to their offering. The Global Games market to grow at a CAGR of 9.19% over the period 2013-2018 At the beginning, games were restricted to board games and associated video games. The introduction and popularity of PCs and electronic devices and the rise of the internet has led to the development and commercialization of gaming. Consumers are now yearning for interactive entertainment in the form of games. Games now have different genres and offer different user experiences across a wide variety of platforms. One of the major trends in this market is the increased number of platforms such as mobile platforms, social network gaming, handheld games, and online games on the PC. According to the report, one of the major drivers of market growth is the emergence of mobile games because of the rapid adoption of smartphones and tablets with internet. Further, the report states that one key inhibitor of market growth is the piracy of games because pirate servers are offering licensed, fee-based games for free. The Global Games market can be segmented into seven divisions: - TV/Console - MMO - Mobile - Casual/Social - PC/MAC - Handheld - Tablet Key Vendors - Activision Blizzard - Electronic Arts - Microsoft - Sony - Tencent Holdings Other Prominent Vendors - Apple - Changyou - DeNA - Disney - Facebook - Google - GREE - GungHo Entertainment - King - Konami - Namco Bandai - NCSoft - NetEase - Nexon - Nintendo - Sega - Square Enix - Take-Two Interactive - Ubisoft - Zynga Key Topics Covered: - Executive Summary - List of Abbreviations - Scope of the Report - Market Research Methodology - Introduction - Global Games Market: An Overview - Market Landscape - Market Segmentation by Product - Geographical Segmentation - Key Leading Countries - Buying Criteria - Market Growth Drivers - Drivers and their Impact - Market Challenges - Impact of Drivers and Challenges - Market Trends - Trends and their Impact - Vendor Landscape - Key Vendor Analysis - Other Prominent Vendors For more information visit http://www.researchandmarkets.com/research/b7...obal_games
World Games Market to Grow at Around 9.2% CAGR Through 2018, According to Infiniti Research Report Published at MarketPublishers.com
PRWeb - Tue Sep 23, 1:01PM CDT
In the early going, games were restricted to table-top games and related video games. The advent and popularity of electronic devices and PCs along with the rise of the Internet has resulted in the development and commercialisation of gaming. Consumers are currently craving after various forms of interactive entertainment such as games. Games now have various genres and offer a diversity of user experiences across a broad range of platforms.
Research and Markets: Asia Pacific Social Gaming Market Report 2014-2018: GungHo Online Entertainment, King Digital Entertainment, Rekoo, Tencent Holdings & Zynga Dominates the Market
Business Wire - Tue Sep 23, 5:28AM CDT
Research and Markets (http://www.researchandmarkets.com/research/zxfpqz/social_gaming) has announced the addition of the "Social Gaming Market in the APAC Region 2014-2018" report to their offering.
Asia Pacific Social Gaming Market Report 2014-2018: GungHo Online Entertainment, King Digital Entertainment, Rekoo, Tencent Holdings & Zynga Dominates the Market
M2 - Tue Sep 23, 5:19AM CDT
Research and Markets (http://www.researchandmarkets.com/research/6dnt7n/social_gaming) has announced the addition of the "Social Gaming Market in the APAC Region 2014-2018" report to their offering. The Social Gaming market in the APAC region to grow at a CAGR of 22.9% over the period 2013-2018 Social gaming refers to the activity of playing games on social media platforms, networking sites, or within social media applications as a form of social interaction. Social games have features such as the ability to play with connected friends and chat with other players, which has led to an increase in the popularity of social gaming. The popularity of social media sites in the APAC region has contributed to the growth of the Social Gaming market in this region. There are many drivers and positive trends influencing the growth of the Social Gaming market in the APAC region. Regional and global partnerships in the market have increased to enable efficient handling of difficult market conditions and localization of products. Moreover, Cross-platform games are being developed in the region. According to the report, considering the high popularity of the freemium model, to cater to price-sensitive consumers, game vendors are increasingly adopting this model by providing games for free but charging for in-game purchases. Further, the report states that catering to a diverse customer base is a difficult task. The APAC region is diverse in all aspects such as language, technology, culture, and social conditions, making it difficult for vendors to penetrate into markets other than their home countries. To calculate the market size, the report considers the revenue generated through the following: - Game Subscriptions - Virtual Goods Key Vendors - GungHo Online Entertainment - King Digital Entertainment - Rekoo - Tencent Holdings - Zynga Key Topics Covered: - Executive Summary - List of Abbreviations - Scope of the Report - Market Research Methodology - Introduction - Market Description - Market Landscape - Buying Criteria - Market Growth Drivers - Drivers and their Impact - Market Challenges - Impact of Drivers and Challenges - Market Trends - Trends and their Impact - Vendor Landscape - Key Vendor Analysis For more information visit http://www.researchandmarkets.com/research/6d...ial_gaming
Tencent Announces 2014 Second Quarter and Interim Results
PR Newswire - Wed Aug 13, 8:23AM CDT
Tencent Holdings Limited ("Tencent" or the "Company", SEHK 00700), a leading provider of comprehensive Internet services in China, today announced the unaudited consolidated results for the second quarter and the first half year of 2014 ended June 30, 2014.
Cheetah Mobile Makes Additional Investment in Moxiu Technology
PR Newswire - Tue Aug 12, 6:00AM CDT
Cheetah Mobile Inc. (NYSE: CMCM) ("Cheetah" or the "Company"
JD.com Launches Direct Access on Tencent's Mobile QQ
PR Newswire - Thu Aug 07, 9:00PM CDT
JD.com, Inc. ("JD.com" or the "Company"
Over The Top (OTT) Market by Content, Access Type - Worldwide Forecasts & Analysis (2014 - 2019)
M2 - Thu Aug 07, 4:08AM CDT
Research and Markets (http://www.researchandmarkets.com/research/cclv6f/over_the_top) has announced the addition of the "Over The Top (OTT) Market by Content, Access Type - Worldwide Forecasts & Analysis (2014 - 2019)" report to their offering. In recent times, the production of electronic devices has been significantly increased majorly due to advancement in VLSI (very large scale integration) technologies. This gives added capabilities to these devices including gesture recognition, Internet connectivity, more storage capabilities, and so on. Over The Top (OTT) services primarily use the Internet as a medium for communication. Now, when the devices like smart phones, PDAs, smart TV, set top box, and gaming consoles have the Internet connectivity, OTT services can be used across these devices. In the Over The Top market, certain industry verticals are also expected to provide immense opportunities. Referring particularly the the mobile segment, currently the subscriber uses a phone call, SMS, or video call services in order to communicate with each other through a cellular network. But with the implementation of Over The Top (OTT) services, these users can connect among each other with the help of data connection which they have subscribed on their smartphones. The advantage of using OTT services is that it is much cheaper compared to legacy carrier services. The disadvantage can be the quality of service that is degraded in the countries where there is low Internet penetration. Report Scope Content - Text/Image - Audio - Video Access Type - Smart Devices - Phones and tablets - Laptops/Desktops - Set Top Boxes - Smart TV - Gaming Consoles Key Topics Covered: 1 Introduction 2 Executive Summary 3 Market Overview 4 Over The Top: Market Size And Forecast By Type Of Content 5 Over The Top: Market Size And Forecast By Access Type 6 Over The Top: Market Size And Forecast By Vertical 7 Over The Top: Market Size And Forecast By Region 8 Over The Top: Market Landscape 9 Company Profiles - Akamai Technologies - Apple Inc. - Facebook Inc. - Google Inc. - Limelight - Microsoft Corp. - Netflix - Nimbuzz - Tencent Holdings Ltd. - Yahoo Inc. For more information visit http://www.researchandmarkets.com/research/cc...er_the_top
Cheetah Mobile and Tencent to Expand Strategic Cooperation Agreement
PR Newswire - Thu Jul 31, 6:00AM CDT
Cheetah Mobile Inc. (NYSE: CMCM) ("Cheetah" or the "Company"
LBS Market in China 2014-2018
M2 - Tue Jul 29, 5:48AM CDT
Research and Markets (http://www.researchandmarkets.com/research/wcjqx4/lbs_market_in) has announced the addition of the "LBS Market in China 2014-2018" report to their offering. A location-based service or LBS is used to track the location of users within a wireless network by using location-enabled mobile devices. The LBS makes use of GIS technology and the internet to track the location of users. The user-initiated LBS require an internet connection to gather the user's location and provide search results. The various location-enabled mobile devices are smartphones, tablets, PNDs, and location-enabled devices fitted in vehicles. A LBS is used for discovering places and routes, tracking, obtaining traffic updates, real-time directions, routes to landmarks, information regarding ongoing local events, finding friends, location-based advertising, location-based shopping, location-based social networking, and location-enabled searches. It is also used for location-based entertainment and infotainment. The report, the LBS Market in China 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on the LBS market in China landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market. Key Topics Covered: 01. Executive Summary 02. List of Abbreviations 03. Scope of the Report 04. Market Research Methodology 05. Introduction 06. Technical Specifications 07. Market Landscape 08. Subscribers 09. Buying Criteria 10. Market Growth Drivers 11. Drivers and their Impact 12. Market Challenges 13. Impact of Drivers and Challenges 14. Market Trends 15. Trends and their Impact 16. Vendor Landscape 17. Key Vendor Analysis 18. Other Reports in this Series Companies Mentioned: - AutoNavi Holdings Ltd. - Dianping.com - Digu.com - Jiepang Api - NavInfo Co. Ltd. - Autonavi - Bafang - Baidu Inc. - Digu.com - Guantu - Jiepang Api - Kaikai.com - Maopao Community - Naviinfo - NetEase Inc. - PDAger Technology - Qieke.com - Sifang - Sina Corp. - Telenav - Tencent Holdings Ltd. - Tiros Technology - VLD - Weibo.com For more information visit http://www.researchandmarkets.com/research/wc..._market_in
Leju to Launch "Weixin Home Promotion"
PR Newswire - Fri Jun 20, 6:09AM CDT
Leju Holdings Limited ("Leju" or the "Company"