Jack W. Plunkett is CEO & Publisher of Plunkett Research, Ltd., a Houston-based provider of market research and industry information in printed and electronic formats. Plunkett Research provides analysis, statistics and other vital data on all major industry sectors, from InfoTech to Retailing to Banking and Internet of Things. Plunkett's client list includes 10,000 leading corporations, universities and government agencies worldwide. Plunkett's products are distributed electronically through subscriptions to its online service, and around the globe by major distributors, including ThomsonReuters.Jack Plunkett is the author of numerous books, including the gold medal-winning The Next Boom: What you absolutely, positively have to know about the world between now and 2025. Plunkett is frequently interviewed as an expert source by publications such as Time magazine, Forbes, The Wall Street Journal, The New York Times and Investor's Business Daily, media outlets such as NPR's Marketplace, ABC, and Marketwatch, as well as local and regional newspapers and national columnists. Plunkett received an Academic Book of the Year Award for his Plunkett's Health Care Industry Almanac, and he was a regional finalist in the Entrepreneur of the Year Awards sponsored by EY.
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Description
Introduction 1 How To Use This Book 3 Chapter 1: Major Trends Affecting the Games, Apps & Social Media Industry 7 1) Major Trends Affecting the Games, Apps & Social Media Industry 7 2) Introduction to the Games, Apps & Social Media Industry 8 3) Overview of the Electronic Games Industry 9 4) Overview of the Mobile Apps Industry 10 5) Overview of the Social Media Industry/TikTok Soars to 170 Million U.S. Users 10 6) Artificial Intelligence (AI) Rocks the Games, Apps & Social Media Industry 11 7) The Creator Direct Economy Continues Expanding, Via AI, Digital Tools and Online Platforms 12 8) Social Media Rakes in Global Online and Mobile Ad Revenues 12 9) Streaming Apps Take Over TVs, Leading to Cord Cutting/Subscription Losses for Cable and Satellite 13 10) Video Game Console History/New Technologies and Features Boost Sales 15 11) Online (Cloud Gaming) & Mobile Games Compete with Consoles 17 12) Virtual Reality/Augmented Reality and 3-D Technologies Create Opportunities for the Tech Industry/Immersion Games to Grow 18 13) Fantasy Sports Post Growth, with 53 Million Players 19 14) eSports: Electronic Games Become Spectator Sports 20 15) Virtual Worlds Provide Revenue for Games Publishers 20 16) Global Mobile Apps Revenues Hit $167 Billion Yearly 21 17) Gamification: Games Technology Boosts Education and Training 22 18) Sports Equipment and Social Media Converge 22 19) Digital Assistants Include Amazon's Echo and Google's Home/Alexa and Similar Software Power Third-Party Developers 23 20) Regulatory Environment Is Challenging for Online Businesses & Social Media 24 21) The Future of Games, Apps & Social Media 25 Chapter 2: Games, Apps & Social Media Industry Statistics 27 Games, Apps & Social Media Industry Statistics and Market Size Overview 28 Global Digital, Network, Computer & Telecom Industries-Key Statistics & Market Size Overview 29 Internet Usage Demographics, U.S.: 2025 30 Use of Different Online Platforms: 2025 31 Social Media Usage Demographics, U.S.: 2025 32 Home Broadband Adoption Demographics, U.S.: 2025 33 Smartphone Adoption Demographics, U.S.: 2025 34 Number of Business & Residential High Speed Internet Lines, U.S.: 2021-2025 35 Internet Access Technologies Compared 36 Chapter 3: Games, Apps & Social Media Industry Contacts Addresses, Telephone Numbers and Internet Sites 37 Chapter 4: THE GAMES, APPS & SOCIAL MEDIA 200: Who They Are and How They Were Chosen 63 Index of Companies Within Industry Groups 64 Alphabetical Index 69 Index of U.S. Headquarters Location by State 71 Index of Non-U.S. Headquarters Location by Country 72 Individual Profiles on each of THE GAMES, APPS & SOCIAL MEDIA 200 75 Additional Indexes Index of Hot Spots for Advancement for Women/Minorities 270 Index by Subsidiaries, Brand Names and Affiliations 271 A Short Games, Apps & Social Media Industry Glossary 281

