Global Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018 : MarketResearchReports.biz

New Market Research Report Added In MarketResearchReports.Biz Reports Database Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018

Albany, NY -- (SBWire) -- 04/05/2013 --The 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.

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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,

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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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In 2012, China's capacity of aluminum sheets and strips exceeded 10 million tons for the first time, and the annual output reached 7.8 million tons, with the capacity utilization rate of about 74.5%. The aluminum foil capacity hit 3.22 million tons/a, and the annual output amounted to 2.51 million tons, with the capacity utilization rate of roughly 78%.

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