Plunkett's Entertainment, Movie, Publishing & Media Industry Almanac 2026
Entertainment, Movie, Publishing & Media Industry Market Research, Statistics, Trends and Leading Companies
Häftad, Engelska, 2026
5 612 kr
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Beskrivning
A complete market research guide to the entertainment, publishing and media industry for strategic planning, competitive intelligence or employment searches. Contains our trends analysis, statistical tables and a glossary. Includes thorough profiles of the top 400 global entertainment and media industry firms, featuring addresses, phone numbers, executive contacts, finances and descriptions.
Produktinformation
- Utgivningsdatum:2026-02-12
- Mått:216 x 279 x 29 mm
- Vikt:1 279 g
- Format:Häftad
- Språk:Engelska
- Antal sidor:558
- Förlag:Plunkett Research, Ltd
- ISBN:9781647881009
Utforska kategorier
Innehållsförteckning
- Introduction 1 How to Use This Book 3 Chapter 1: Major Trends Affecting the Entertainment, Movie, Publishing & Media Industry 7 1) Major Trends Affecting the Entertainment, Movie, Publishing & Media Industry 7 2) Introduction to the Entertainment, Movie, Publishing & Media Industry 8 3) Streaming Apps Take Over TVs, Leading to Cord Cutting/Subscription Losses for Cable and Satellite 10 4) Online (Cloud Gaming) & Mobile Games Compete with Consoles 12 5) Pandora and Spotify Lead in Streaming Music Via Internet Radio but Face Challenge from Apple Music/SiriusXM Tops 33.0 Million Subscribers 13 6) Video Game Console History/New Technologies and Features Boost Console Sales 14 7) Telecom Companies Compete Fiercely Against Cable in the TV, Internet and Telephone Market 16 8) Television Ads Evolve to Face New Challenges and Formats/Streaming Platforms Sell Ads 17 9) Movie Attendance Declines/Film Studios Release Quickly to Streaming Services 17 10) Global Internet Market Tops 9.83 Billion Users both Fixed and Wireless 19 11) Entertainment-Based Retailing, including Power Towns 19 12) Newspapers and Magazines Rely on Digital Editions and Apps 20 13) Virtual Worlds Provide Revenue for Games Publishers 21 14) Virtual Reality/Augmented Reality and 3-D Games Create Opportunities in the Tech Industry/Immersion Games to Grow 22 15) The Metaverse Has Difficulties Gaining Steam 23 16) Global Mobile Apps Revenues Hit $167 Billion Yearly 23 17) Digital Assistants Include Amazon's Echo and Google's Home/Alexa and Similar Software Power Third-Party Developers 24 18) Overview of the Electronic Games Industry 25 19) AI Profoundly Impacts the Entertainment Industry 26 20) OpenAI (ChatGPT), Gemini, Anthropic (Claude) and Others Launch Impressive Tools that Generate Text, Art, Code and AI Agents 26 21) The Future of Entertainment, Movie, Publishing & Media Industry: Disruption, Portability and Consumer Control 27 Chapter 2: Entertainment, Movie, Publishing & Media Industry Statistics 29 Entertainment & Media Industry Statistics and Market Size Overview 30 Global Digital, Network, Computer & Telecom Industries--Key Statistics & Market Size Overview 31 Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2023 32 Estimated U.S. Arts, Entertainment & Recreation Services Sector Revenues by NAICS Code: 2023 33 Personal Consumption Expenditures for Recreation, U.S.: Selected Years, 2017-2024 34 Publishing Industries (except Internet): Estimated Revenue, Annual Payroll & Number of Employees, U.S.: 2023 35 Motion Picture and Sound Recording Industries: Estimated Revenue, Annual Payroll & Number of Employees, U.S.: 2023 36 Broadcasting (except Internet): Estimated Revenue, Annual Payroll & Number of Employees, U.S.: 2023 37 Other Information Services: Estimated Revenue, Annual Payroll & Number of Employees, U.S.: 2023 38 Number of Business & Residential High Speed Internet Lines, U.S.: 2021-2025 39 Employment & Earnings in Selected Entertainment & Media Occupations, U.S.: May 2024 40 Employment in Selected Information & Entertainment Industries, U.S.: 2020 - October 2025 41 Chapter 3: Important Entertainment, Movie, Publishing & Media Industry Contacts 43 (Addresses, Phone Numbers and Internet Sites) Chapter 4: THE ENTERTAINMENT 400: Who They Are and How They Were Chosen 91 Index of Companies Within Industry Groups 92 Alphabetical Index 103 Index of Headquarters Location by U.S. State 106 Index of Non-U.S. Headquarters Location by Country 109 Individual Data Profiles on Each of THE ENTERTAINMENT 400 113 Additional Indexes Index of Hot Spots for Advancement for Women/Minorities 506 Index by Subsidiaries, Brand Names and Selected Affiliations 508 A Short Entertainment, Movie, Publishing & Media Industry Glossary 529
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