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The entertainment & media technologies industry has transformed the ecosystem to answer the challenges associated with increase in digitalized content sector and content industry. Therefore, it is of utmost importance to offer those studies that provide accurate factors, such as drivers, restraints, opportunities, and challenges capable to mold the future of the industry. Our reports include all the parameters mentioned above.
The global blockchain in gaming market was valued at $4.9 billion in 2022, and is projected to reach $818.5 billion by 2032, growing at a CAGR of 66.5% from 2023 to 2032.
Report Overview The report provides a qualitative and quantitative analysis of the global Professional headset market. It also covers the information on the basis of current and estimated market size, present market trends, and major market deter
Cloud advertising solution provides building blocks for virtual advertising platforms in online and social media websites for better and effective advertisement of brands and services. In the recent years, with growth in ...
Streaming is the strategy for information transmission utilized when somebody watches video on the Internet. It is an approach to convey a video document a smidgen at once, frequently from a remote ...
Digital video recorder refers to the technology used for recording audio and video in a digital format within a storage device such as USB flash drive, SD memory card, and any other ...
Content analytics defines a group of technologies that processes digital content and user behavior in consuming and engaging with content, such as news sites, documents, customer, and social network discussions to answer specific questions.
The global ground to air on-board connectivity market was valued at $9.68 billion in 2018, and is projected to reach $24.44 billion by 2026, registering a CAGR of 13.8% from 2019 to ...
The global XR headset market was valued at $38.1 million in 2021, and is projected to reach $401.4 million by 2031, growing at a CAGR of 28.3% from 2022 to 2031.
The global automatic content recognition market was valued at $2.2 billion in 2021, and is projected to reach $11.4 billion by 2031, growing at a CAGR of 18.2% from 2022 to 2031.
The global gamification market was valued at $9.9 billion in 2020, and is projected to reach $95.5 billion by 2030, growing at a CAGR of 25.6% from 2021 to 2030.
The global subscription-based gaming market was valued at $17.16 billion in 2021, and is projected to reach $55.94 billion by 2031, growing at a CAGR of 12.9% from 2022 to 2031.
A digital voice recorder is a handheld gadget intended to record voice and sound with superior sound recording & playback, without the requirement for media. The sound file made on the recorder ...
Nonlinear editing s a video or audio editing system, which performs nondestructive editing on source material. The major advantage of using nonlinear editing compared to linear editing is the static nature of original source files during editing.
The on-board connectivity typically refers to connecting the smartphones, tablets, and laptops to the internet services through cellular data, Wi-Fi, or satellite networks on various transportation or travelling modes.
The global holographic ar display market was valued at $170.3 million in 2021, and is projected to reach $2.6 billion by 2031, growing at a CAGR of 31.5% from 2022 to 2031.
A video server is a server that is dedicated to taking in, storing, and delivering video. Like other types of servers, a video server is a physical hardware unit that fits into ...
Smart education and learning solutions emphasizes on the applications of mobile instruments and focuses on the mobility of the learner. In addition, it provides flexible learning process, which replaces traditional classroom teaching ...
Mobile games are designed for smart devices such as smart phones, feature phones, pocket PCs, and others. The increase in use of smartphone and tablet PCs and rise in demand for wireless ...
The global metaverse in entertainment market was valued at $13.8 billion in 2021, and is projected to reach $221.7 billion by 2031, growing at a CAGR of 32.3% from 2022 to 2031.
The global webtoons market was valued at $3.7 billion in 2021, and is projected to reach $56.1 billion by 2030, growing at a CAGR of 36.8% from 2022 to 2030.
Photo editing software refers to an application for digital photos, used to crop and refurbish photos and organize them as per the requirement. The software has the ability to take scanned images of old film photography, convert them to digital images, and digitally restore them by removing imperfections and enhancing image quality.
Satellite communication (SATCOM) systems provide instant, secure data & voice links in remote global regions. It is designed to operate in the C, X, Ku and Tri-bands and ranges from 50 to ...
The global children entertainment centers market size was valued at $8.15 billion in 2018, and is projected to reach $15.37 billion by 2026, growing at a CAGR of 8.4% from 2019 to ...
Report Summary The scope of the report focuses on the potential industry players operating in the Traditional casual games market and their relative share. In addition, it provides in-depth analysis of the market, outlining the company profiles, p
Internet is a global communication platform, which enables merchants to offer their services across the digital market space. With the use of internet, online gambling is growing at faster pace. Internet gambling ...
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