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Icônes Ecoles Créatives
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Cette étude encadrée et co-rédigée par Laurent Michaud propose un état de l'art du marché de la réalité artificielle, les tendances et enjeux technologiques et industriels ainsi que des données et prévisions de marché. Le rapport présente une analyse détaillée du positionnement des principales offres au travers d'études de cas de casques remarquables. Les principaux éléments d'analyse, terminaux, jeux et revenus fournissent une vision claire de l'évolution de ce marché.
Réalité artificielle : l'an 1 de la réalité virtuelle (VR)
Réalité artificielle : l'an 1 de la réalité virtuelle (VR)
Icônes Ecoles Créatives
Our study Consumer Electronics focuses on video devices and explores the main technological and industrial trends in the following market segments: • Television • Computers • Portable Media Devices • Digital Media Boxes • Set-Top-Boxes. It also delivers key findings on our market sizing and forecasts for CE and connected CE, with a highlight on Ultra HD TV set sales (volume and value) and its prospective up to 2019. The study includes a report and a detailed dataset. A Laurent MICHAUD report
Consumer Electronics: Abstract from market outlook and key market trends
Consumer Electronics: Abstract from market outlook and key market trends
Icônes Ecoles Créatives
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
Digitization in game industry act2: the cloud
Digitization in game industry act2: the cloud
Icônes Ecoles Créatives
Tablet is becoming the personal computing device of choice for a growing number of users
Tablet vs Computer
Tablet vs Computer
Icônes Ecoles Créatives
After the very mixed success of 3D, TV suppliers are devoted to developing and deploying two technologies that offer a clear improvement in the user experience In terms of picture resolution: UHD (Ultra High Definition or Ultra-HD), otherwise known as 4K. It is the cornerstone of TV manufacturers’ strategy for the next three years. In the area of displays, OLED is taking hold as the successor to LCD technologies. Curved televisions are also coming on the market, following suit with curved smartphones. Although a remarkable leap forward, this new design in TV screens is far from gaining unanimous praise from consumers.
UHD / 4K key points before my next consumer electronics report
UHD / 4K key points before my next consumer electronics report
Icônes Ecoles Créatives
All of the video game industry segments are impacted by dematerialization. It affectes the distribution subsegment and in-game usages and led to disintermediate the value chain and to question the role of downstream players. Furthermore the " online" activities in game has undermined industrial organization silo and has allowed the emergence of practices and cross platforms services good for gamers and the industry as well
"Game in the Cloud" IDATE Market Report 2015
"Game in the Cloud" IDATE Market Report 2015
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Thanks to its annual market report on consumer electronics issues, IDATE provides some metrics on the evolution of consumer electronics industry. Here are some key points showing that mobile devices drive a positive and strong trend.
Consumer Electronics: The success of mobile devices
Consumer Electronics: The success of mobile devices
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4 info-game summit14
4 info-game summit14
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3 French smart toys case studies showing our know how in meeting new technilogical challenges within the video game and toy industry
Smart toys French offer
Smart toys French offer
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Few metrics showing how Skylanders video game licence from Activision Blizzard dominates smart toys market
Smart toys skylanders success story
Smart toys skylanders success story
Icônes Ecoles Créatives
Smart toys' or 'app toys' consist of three interconnected elements: a video game (or application interface), one or more connected objects and a distribution platform with a display. Smart toys now constitute a new market segment, halfway between the video game and toy industries. This report analyses the current state of development of this phenomenon, including the operating principles, creative potential, summary of current offerings, business models and challenges facing the industry.
Smart Toys Market - Halfway from video game to toys
Smart Toys Market - Halfway from video game to toys
Icônes Ecoles Créatives
IDATE graciously sharing his 2010 report on the serious gaming market. The institute suggests an approach by sector: Training / Education, Health, Large Audience Information & Corporate Communication, Civil Security & Defence. In addition, IDATE provides data related to the most important markets in the world.
Serious Game Market - Case studies, perspectives and data (Ed. 2010)
Serious Game Market - Case studies, perspectives and data (Ed. 2010)
Icônes Ecoles Créatives
L'IDATE partage gracieusement son rapport publié en 2010 sur le marché du Serious Gaming. L'institut propose une approche par secteur d'activité : Formation / Enseignement, Santé, Informations Grand Public et Communication d'Entreprise, Sécurité Civile et défense.
Le marché des Serious Games - Etudes de cas & perspectives - Ed. 2010
Le marché des Serious Games - Etudes de cas & perspectives - Ed. 2010
Icônes Ecoles Créatives
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
Mobile video game market trends & stakes
Mobile video game market trends & stakes
Icônes Ecoles Créatives
Un point synthétique sur les principales avancées du secteur du serious game au niveau de l'offre et de la demande, assorti de quelques données de marché.
Les principales avancées du serious game en 2014
Les principales avancées du serious game en 2014
Icônes Ecoles Créatives
Many infographics on game industry and trends. Several phenomenon are addressed: social gaming, mobile smartphone and tablets gaming, connected TV, publishers digital revenue and so on
Video game market and trendsinfographicst
Video game market and trendsinfographicst
Icônes Ecoles Créatives
China video game market value
China video game market value
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Japan videogame market case study japan video game market, home consoles, handheld consoles, mobile game, konami, sony, nintendo, microsoft, apple, google play, appstore, gamers, ps4, wii, wii u, ps vita, 3ds
Japan Video Game Market
Japan Video Game Market
Icônes Ecoles Créatives
Worldwide Home Console Sales, Home Console European Sales in 2017 (Million units), united kingdom, france, germany, italy, spain...
Worldwide Home Console Market
Worldwide Home Console Market
Icônes Ecoles Créatives
Top of digital distribution plateform, The application stores have a very strong attraction...they are directly accessible via smartphone, the device with the greatest volume sales in the world. Average price of top paid app
Digital distribution of games
Digital distribution of games
Icônes Ecoles Créatives
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Cette étude encadrée et co-rédigée par Laurent Michaud propose un état de l'art du marché de la réalité artificielle, les tendances et enjeux technologiques et industriels ainsi que des données et prévisions de marché. Le rapport présente une analyse détaillée du positionnement des principales offres au travers d'études de cas de casques remarquables. Les principaux éléments d'analyse, terminaux, jeux et revenus fournissent une vision claire de l'évolution de ce marché.
Réalité artificielle : l'an 1 de la réalité virtuelle (VR)
Réalité artificielle : l'an 1 de la réalité virtuelle (VR)
Icônes Ecoles Créatives
Our study Consumer Electronics focuses on video devices and explores the main technological and industrial trends in the following market segments: • Television • Computers • Portable Media Devices • Digital Media Boxes • Set-Top-Boxes. It also delivers key findings on our market sizing and forecasts for CE and connected CE, with a highlight on Ultra HD TV set sales (volume and value) and its prospective up to 2019. The study includes a report and a detailed dataset. A Laurent MICHAUD report
Consumer Electronics: Abstract from market outlook and key market trends
Consumer Electronics: Abstract from market outlook and key market trends
Icônes Ecoles Créatives
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
Digitization in game industry act2: the cloud
Digitization in game industry act2: the cloud
Icônes Ecoles Créatives
Tablet is becoming the personal computing device of choice for a growing number of users
Tablet vs Computer
Tablet vs Computer
Icônes Ecoles Créatives
After the very mixed success of 3D, TV suppliers are devoted to developing and deploying two technologies that offer a clear improvement in the user experience In terms of picture resolution: UHD (Ultra High Definition or Ultra-HD), otherwise known as 4K. It is the cornerstone of TV manufacturers’ strategy for the next three years. In the area of displays, OLED is taking hold as the successor to LCD technologies. Curved televisions are also coming on the market, following suit with curved smartphones. Although a remarkable leap forward, this new design in TV screens is far from gaining unanimous praise from consumers.
UHD / 4K key points before my next consumer electronics report
UHD / 4K key points before my next consumer electronics report
Icônes Ecoles Créatives
All of the video game industry segments are impacted by dematerialization. It affectes the distribution subsegment and in-game usages and led to disintermediate the value chain and to question the role of downstream players. Furthermore the " online" activities in game has undermined industrial organization silo and has allowed the emergence of practices and cross platforms services good for gamers and the industry as well
"Game in the Cloud" IDATE Market Report 2015
"Game in the Cloud" IDATE Market Report 2015
Icônes Ecoles Créatives
Thanks to its annual market report on consumer electronics issues, IDATE provides some metrics on the evolution of consumer electronics industry. Here are some key points showing that mobile devices drive a positive and strong trend.
Consumer Electronics: The success of mobile devices
Consumer Electronics: The success of mobile devices
Icônes Ecoles Créatives
4 info-game summit14
4 info-game summit14
Icônes Ecoles Créatives
3 French smart toys case studies showing our know how in meeting new technilogical challenges within the video game and toy industry
Smart toys French offer
Smart toys French offer
Icônes Ecoles Créatives
Few metrics showing how Skylanders video game licence from Activision Blizzard dominates smart toys market
Smart toys skylanders success story
Smart toys skylanders success story
Icônes Ecoles Créatives
Smart toys' or 'app toys' consist of three interconnected elements: a video game (or application interface), one or more connected objects and a distribution platform with a display. Smart toys now constitute a new market segment, halfway between the video game and toy industries. This report analyses the current state of development of this phenomenon, including the operating principles, creative potential, summary of current offerings, business models and challenges facing the industry.
Smart Toys Market - Halfway from video game to toys
Smart Toys Market - Halfway from video game to toys
Icônes Ecoles Créatives
IDATE graciously sharing his 2010 report on the serious gaming market. The institute suggests an approach by sector: Training / Education, Health, Large Audience Information & Corporate Communication, Civil Security & Defence. In addition, IDATE provides data related to the most important markets in the world.
Serious Game Market - Case studies, perspectives and data (Ed. 2010)
Serious Game Market - Case studies, perspectives and data (Ed. 2010)
Icônes Ecoles Créatives
L'IDATE partage gracieusement son rapport publié en 2010 sur le marché du Serious Gaming. L'institut propose une approche par secteur d'activité : Formation / Enseignement, Santé, Informations Grand Public et Communication d'Entreprise, Sécurité Civile et défense.
Le marché des Serious Games - Etudes de cas & perspectives - Ed. 2010
Le marché des Serious Games - Etudes de cas & perspectives - Ed. 2010
Icônes Ecoles Créatives
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
Mobile video game market trends & stakes
Mobile video game market trends & stakes
Icônes Ecoles Créatives
Un point synthétique sur les principales avancées du secteur du serious game au niveau de l'offre et de la demande, assorti de quelques données de marché.
Les principales avancées du serious game en 2014
Les principales avancées du serious game en 2014
Icônes Ecoles Créatives
Many infographics on game industry and trends. Several phenomenon are addressed: social gaming, mobile smartphone and tablets gaming, connected TV, publishers digital revenue and so on
Video game market and trendsinfographicst
Video game market and trendsinfographicst
Icônes Ecoles Créatives
China video game market value
China video game market value
Icônes Ecoles Créatives
Japan videogame market case study japan video game market, home consoles, handheld consoles, mobile game, konami, sony, nintendo, microsoft, apple, google play, appstore, gamers, ps4, wii, wii u, ps vita, 3ds
Japan Video Game Market
Japan Video Game Market
Icônes Ecoles Créatives
Worldwide Home Console Sales, Home Console European Sales in 2017 (Million units), united kingdom, france, germany, italy, spain...
Worldwide Home Console Market
Worldwide Home Console Market
Icônes Ecoles Créatives
Top of digital distribution plateform, The application stores have a very strong attraction...they are directly accessible via smartphone, the device with the greatest volume sales in the world. Average price of top paid app
Digital distribution of games
Digital distribution of games
Icônes Ecoles Créatives
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Réalité artificielle : l'an 1 de la réalité virtuelle (VR)
Réalité artificielle : l'an 1 de la réalité virtuelle (VR)
Consumer Electronics: Abstract from market outlook and key market trends
Consumer Electronics: Abstract from market outlook and key market trends
Digitization in game industry act2: the cloud
Digitization in game industry act2: the cloud
Tablet vs Computer
Tablet vs Computer
UHD / 4K key points before my next consumer electronics report
UHD / 4K key points before my next consumer electronics report
"Game in the Cloud" IDATE Market Report 2015
"Game in the Cloud" IDATE Market Report 2015
Consumer Electronics: The success of mobile devices
Consumer Electronics: The success of mobile devices
4 info-game summit14
4 info-game summit14
Smart toys French offer
Smart toys French offer
Smart toys skylanders success story
Smart toys skylanders success story
Smart Toys Market - Halfway from video game to toys
Smart Toys Market - Halfway from video game to toys
Serious Game Market - Case studies, perspectives and data (Ed. 2010)
Serious Game Market - Case studies, perspectives and data (Ed. 2010)
Le marché des Serious Games - Etudes de cas & perspectives - Ed. 2010
Le marché des Serious Games - Etudes de cas & perspectives - Ed. 2010
Mobile video game market trends & stakes
Mobile video game market trends & stakes
Les principales avancées du serious game en 2014
Les principales avancées du serious game en 2014
Video game market and trendsinfographicst
Video game market and trendsinfographicst
China video game market value
China video game market value
Japan Video Game Market
Japan Video Game Market
Worldwide Home Console Market
Worldwide Home Console Market
Digital distribution of games
Digital distribution of games
Game summit 12
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