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美国射箭设备市场报告(2015-2019年)
Archery is an outdoor sport, wherein bows are used to propel arrows. Although the art of archery has been practiced for a long time, it was introduced in the Olympic Games in 1990. Initially, archery was used for hunting and on battlefields. However, most people consider it as a sport. Various innovations in both products and services have made archery one of the most popular outdoor sports in the country.
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全球手机游戏市场报告(2015-2019年)
Mobile games are played on mobile devices such as tablets and smartphones. These games are either played on the internet or after installation on mobile devices. Non-network mobile gaming applications can also be downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device platform to run the gaming software.
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全球演讲捕捉解决方案市场报告(2015-2019年)
Lecture capture solutions refer to technologies that capture, create, manage, broadcast, and archive lectures. These technologies record the presenter's content, synchronize it with any visual aid and either stream the content live, or archive it for on-demand viewing on a computer or mobile device. In addition to these features, interactivity, and the solution's ability to paint any presentation content with the trainer's audio and video accelerates its usage in the academic, corporate, government, healthcare, and education sectors. The global lecture capture solutions market is expected to reach $672.25 million by 2019, growing at a CAGR of 19.45% during the period 2014-2019. The market is still in its growth stage and is yet to expand worldwide. North America holds a dominant position with 51.36% of the market share, owing to widespread online education in schools and colleges in that region. Next is Europe, which is also expanding with a 23.12% market share. The APAC is the fastest growing market and is expected to generate substantial revenues at the end of the forecast period. Both Latin America and the MEA, being emerging regions, are expected to grow rapidly, even though they hold comparatively small market shares.
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美国家庭娱乐市场报告(2015-2019年)
The Home Entertainment market in the US comprises films, TV programs, and other premium content available in both digital and physical formats. The revenue from these includes rentals, sales, and subscriptions related to DVDs and BDs, OTT, streaming, TV subscription, and EST. With constant changes in consumer lifestyles and rapid changes in technology, consumers are buying different types of audio and video equipment, with advanced features, to enhance their entertainment experience at home.
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美国社交游戏市场报告(2015-2019年)
Social gaming refers to online games played on social media platforms, networks, or within social media applications. The popularity of social games stems from the collaboration between Facebook and Farmville, a game developed by Zynga in 2009. The US is one of the biggest markets for social games. The presence of a large number of people with accounts on social networking sites and other platforms is fostering the market growth. Most vendors launch advanced games in the US to tap the growing market and generate additional revenue. For instance, games such as Candy Crush Saga and the FIFA series witnessed an increase in their gaming base following their launch on social media platforms in the US.
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全球音乐流媒体服务市场报告(2015-2019年)
Music streaming enables users to listen to music using a device that is connected to the Internet. The service provider purchases digital rights from music recording companies and, based on their subscription type, users can access tracks listed on the service provider's application and website. Many service providers offer online radio streaming services. Users can also download songs and playlists directly onto their devices for offline listening as well.