Social and Digital Entertainment Market and Forecast Analysis - New Market Research Report on Researchmoz.us
Albany, NY (PRWEB) April 02, 2013
The digital entertainment market is experiencing growing pains within the era of themultiscreen (TV, phone, tablet, PC, and more) environment. The ecosystem is expectedto experience massive disruption with the evolution of social networking and theconvergent 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 SecondScreen applications and services as well as innovative OTT business models.This research analyzes the digital entertainment ecosystem and the profound impact of social networking including evaluation of the multiscreenrole in business strategy.
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The report analyzes the market approach of ecosystem players with case studyanalysis.The report provides revenue forecasting analysis globally as well as regional and bycountry.The report also provides quantitative analysis of user engagement and interaction.
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, SkyBroadcasting, 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, WaltDisney, 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, ArxanTechnologies, BluFocus, CableLabs, castLabs, Catch Media, Cineplex Entertainment,Comcast, Cox Communications, CSG Systems, Deluxe Digital, Dolby, DTS (soundsystem), 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, RoviCorporation, Saffron Digital, SeaChange International, Sonic Solutions, SwitchCommunications, 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
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 ScreenSpace
Social and digital entertainment users is predicted to reach 2.4 billion by 2018 with7.9% CAGR
Digital entertainment revenue including social driven is expected to grow 10.06% CAGRreaching US$ 850 billion by 2018
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