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| Worldwide Film Entertainment: The Impact of New Technologies Partner Product |
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Print Only $1,995.00 |
Print & PDF $3,990.00
November 2006 | 87 pp, 78 tables and figures
This management report from our research partner, Adams Media Research, is the first-ever worldwide study of film entertainment revenue by pipeline. The 87 page report provides analysis of all film entertainment revenue streams from 1996 out to 2010 including theatrical, sell-through, rental, cable/dbs/telco and Internet VOD, pay TV, and free TV. International data and analysis is provided by the experts at Screen Digest; the global leader in media intelligence. As a result, this report provides the most accurate and complete estimates of worldwide film entertainment performance available anywhere.
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| Video on the Internet Partner Product |
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| Mobile Media 2006: The Future of Personal Media Distribution |
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Single $3,495.00 |
Site $5,242.50
January 2007 | 114 pp, 54 tables, 35 figures
Acacia's Mobile Media 2006: The Future of Personal Media Distribution addresses critical issues in the new world of mobile media distribution. This market study covers trends in device configuration, wireless operator technology, and content development. Devices covered in the report include mobile phones, media phones, personal media players, and handheld gaming devices. Forecasts include video, audio, broadcast radio and TV, satellite radio, still image, and 3D acceleration. Also included are forecasts for revenue generated from audio, video, and game downloads and subscriptions.
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| Video Game Consoles: Market Cycles 1993-2011 |
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Single $750.00 |
Site $1,125.00
February 2007 | 17 pp, 7 tables, 7 figures
Acacia's Video Game Consoles: Market Cycles 1993 - 2011 reviews the launch and sales cycles for the advanced video game console market. Starting with the first advanced system launch in 1993 this brief reviews the unit shipments and installed base through the life cycles of three game console generations. It includes forecasts for the most recent generation to 2011 and compares the successes and failures in the cycles, relates market strategies to the resulting shipment patterns, and tracks how long various video game machines have remained viable in the market. Consoles covered include the 3DO Interactive Multiplayer, Sega's Saturn and Dreamcast, Sony's PlayStation iterations, and Microsoft's Xbox franchise.
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| Worldwide Digital Set Top Box Market Review and Forecast 2002-2009 Discount |
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PDF Only $2,025.00
(25% Off - Originally $2,700.00)
June 2005 | 52 pp, 10 tables, 23 figures
Acacia's Worldwide Digital Set Top Box Market Review and Forecast 2002-2009 offers an in-depth review of digital set top receiver shipments from Q102-Q404 including DVR- and HD-capable boxes, devices with USB, IEEE 1394, and modem connections. Data extracted from Acacia's StatView Digital Set Top Box Database is further analyzed for trends emerging in the industry and used as the basic for the five-year forecast of boxes by type. The study also includes historical vendor and regional market share worldwide.
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| Broadband Networks: The Basics of Digital Subscriber Line Networks |
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PDF Only $149.00
July 2002 | 13 pp, 8 figures
Explore the technology behind high-speed Digital Subscriber Line networks. This Acacia Technology Brief, the second part of our broadband networking series, takes an in-depth, understandable look at the technology and infrastructure behind modern DSL networks.
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| Broadband Networks: The Basics of Hybrid Fiber Coaxial Cable Networks |
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PDF Only $199.00
May 2002 | 21 pp, 14 figures
Broadband networks are changing the way consumers and businesses interact with the Internet and the Web with always-on, fat data pipelines. Former @Home director of regional HFC engineering, Steven Beeghly takes an in-depth, understandable look at the infrastructure behind hybrid fiber coax cable networks in this Acacia Technology Brief.
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| Middleware for Interactive Entertainment 2009 New! |
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Single $2,750.00 |
Site $4,125.00
November 2009 | 95 pp, 17 tables, 30 figures
Acacia's Middleware for Interactive Entertainment 2009 includes forecasts for the game platform, mobile, and interactive television middleware segments. The study outlines trends in the three categories and includes device forecasts for game consoles, smart phones, mobile media devices, digital set top boxes, and integrated digital televisions. Content categories such as the number of games in development, game budgets, and mobile 2D and 3D game revenue are forecast as well. Individual sections of this study are available separately. Please contact us byfor details on purchasing sections individually.
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| Middleware for Interactive Entertainment 2008 |
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Single $2,750.00 |
Site $4,125.00
May 2008 | 91 pp, 18 tables, 27 figures
Acacia's Middleware for Interactive Entertainment 2008 includes forecasts for the game platform, mobile, and interactive television middleware segments. The study outlines trends in the three categories and includes device forecasts for game consoles, smart phones, mobile media devices, digital set top boxes, and integrated digital televisions. Individual sections of this study are available separately. Please contact us byfor details on purchasing sections individually.
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| Middleware for Interactive Entertainment 2006 |
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Single $2,495.00 |
Site $3,742.50
August 2006 | 81 pp, 16 tables, 26 figures
Acacia's Middleware for Interactive Entertainment 2006 includes forecasts for the game platform, mobile, and interactive television middleware segments. The study outlines trends in the three categories and includes device forecasts for game consoles, smart phones, mobile media devices, digital set top boxes, and integrated digital televisions. Individual sections of this study are available separately. Please contact us byfor details on purchasing sections individually.
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| 3D Content Creation 2009: Modeling & Animation Tools Market Snapshot |
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Single $950.00 | Site $1,375.00

June 2009 | 13 pp, 15 figures with data tables

Acacia's 3D Content Creation 2009: Modeling & Animation Tools Market Snapshot is an overview of revenue generated from modeling and animation tools broken down into the categories of tier-one ($1,000-plus tools), tier-two (sub-$1,000 tools), and specialty tools and plug-ins. This summary also provides analysis of market segments including the number of games and films made each year, plus the number of artists and animators working in those industry segments. Five-year forecasts include revenue, unit sales, and installed base.

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| 3D Content Creation 2009: Modeling & Animation Tools |
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Single $3,000.00 |
Site $4,500.00

January 2009 | 57 pp, 27 tables, 25 figures

Acacia's 3D Content Creation 2009: Modeling & Animation Tools takes an in-depth look at revenue generated from the key segments in the industry. Forecasts include the revenue outlook from the game, film, broadcast/other, design/other, and education segments. Forecasts for modeling and animation tools are broken down into the categories of tier-one ($1,000-plus tools), tier-two (sub-$1,000 tools), and specialty tools and plug-ins. Further analysis of each industry segment is included with the frequently requested breakdown of the number of games and films made each year, plus the number of artists and animators working in those industry segments. Five-year forecasts include revenue, unit sales, and installed base.

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| Opportunities in Visualization, Simulation, & Training 2006-2011 |
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Single $2,995.00 |
Site $4,492.50
February 2006 | 69 pp, 38 tables, 36 figures
Acacia's Opportunities in Visualization, Simulation, & Training 2006-2011 explores the existing and potential opportunities for technology providers in the academic, commercial, and government visualization, simulation, and training markets worldwide. It includes forecasts for growth in the defense and government, design and engineering, industry and business, and medical and scientific sectors as well as forecasts of the potential for leveraging technologies developed for entertainment content creation, including tools and middleware.
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