August 7, 2008




Hovr Launches Free Mobile Gaming Community ...
2/26/07 — Forbes.com
Mobile Gaming Communities on the Rise ...
2/26/07 — Wireless Week
Hovr Gets Off the Ground ...
2/26/07 — Game Daily Biz
Hovr Launches Free Mobile Gaming Community ...
2/26/07 — GameZone Online


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Content Distribution Content Creation
  Mobile Media   Tools & Middleware
  Home Media   3D Content Creation
  Distribution Technology Content for Industry
Content Distribution Back to Top
 
 
Worldwide Film Entertainment: The Impact of New Technologies Partner Product
 
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
 
PDF Only $495.00 | PDF & Model $895.00

February 2007 | 16 pp, 14 tables and figures

This latest management report from our research partner, Adams Media Research, is the first industry study of Internet video to compare the potential of television and feature films, while providing analysis of all free/ad supported and paid revenue streams. Included in the report is a chronicling of the success networks are having with TV show sales and ad-supported streaming, as well as an analysis of how film studios will fare with their new initiatives. For an additional $400 you will receive two Excel format spreadsheets covering the advertising and paid download markets for Internet video, with over 120 rows of data.

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Mobile Media Back to Top
 
Mobile Media 2006: The Future of Personal Media Distribution
 
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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Mobile Media Devices: The Future of Personal Media Distribution Discount
 
PDF Only $1,250.00 (50% Off - Originally $2,500.00)

March 2002 | 55 pp, 12 tables, 20 figures

This study examines future market developments for a new breed of consumer information and entertainment platform - portable, networked devices that will eventually give people greater mobility while enabling them to become increasingly connected, better informed, and more entertained. It explores the market potential for deployment of these devices worldwide, through detailed five-year forecasts, and examines the rapid evolution of the technology that will help make the platform and the content that will power it a reality.

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Home Media Back to Top
 
Video Game Consoles: Market Cycles 1993-2011
 
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
 
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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Digital Set-Top Boxes: Product Comparison Study 2002 Discount
 
PDF Only $250.00 (50% Off - Originally $500.00)

August 2002 | 137 pp, 47 figures

With so many options in the market it's hard to see where the trends in consumer video service hardware are emerging. This Acacia Technology Brief identifies the key technologies going into digital set-top boxes and provides details on products from manufacturers around the world.

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Distribution Technology Back to Top
 
Broadband Networks: The Basics of Digital Subscriber Line Networks
 
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
 
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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Content Creation Back to Top
 
Tools & Middleware Back to Top
 
Middleware for Interactive Entertainment 2008 New
 
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
 
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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Interactive Advertising: Opportunities for Tools & Middleware 2005-2010
 
Single $2,495.00 | Site $3,742.50

November 2005 | 58 pp, 6 tables, 18 figures

Acacia's Interactive Advertising: Opportunities for Tools & Middleware 2005-2010 brings you the data, insight, and advice you need to successfully leverage your existing technologies and expertise into new markets. This study takes an in-depth look at the advertising market and the interactive advertising business with an eye towards opportunities for entertainment content creation tools and middleware. It includes five year forecasts for total industry revenue, models of tool sales by medium, details on top ad and creative firms, and much more.

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Middleware for Interactive Entertainment 2005 Discount
 
PDF Only $1,871.25 (25% Off - Originally $2,495.00)

August 2005 | 50 pp, 9 tables, 16 figures

Acacia's Middleware for Interactive Entertainment 2005 offers the latest information on three critical segments of the entertainment middleware market: Gaming Platform Middleware, Mobile Middleware, and Interactive Television Middleware. Data for this studyincludes total middleware revenue and growth rates, revenue broken down by gaming platforms, mobile devices, and interactive television, with further segmentation where appropriate. Hardware unit shipments and/or installed base forecasts are included to help you put each of these middleware segments in context. Individual sections of this study are available separately. Please contact us byfor details on purchasing sections individually.

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Amateur/Independent Game Development Tools Market 2004-2008 Discount
 
PDF Only $2,250.00 (25% Off - Originally $3,000.00)

January 2004 | 43 pp, 17 tables, 16 figures

Acacia Research Group’s comprehensive study on the market for code and content creation tools in the amateur/independent game development segment. It examines past, present, and future trends in this rapidly growing tools market and provides historical and projected revenue information for code and content tools by category. It also offers an analysis of our recent survey of amateur/independent developers, with demographic data, information on work habits and productivity, piracy trends, and more. This study is targeted to code and content toolmakers seeking additional streams of incremental revenue and the opportunity to leverage their products and technologies beyond their current markets.

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Middleware for Interactive Entertainment 2003 Discount
 
PDF Only $1,125.00 (25% Off - Originally $1,500.00)

March 2003 | xx pp, xx tables, xx figures

Middleware for Interactive Entertainment 2003 offers the latest information on the burgeoning middleware market. Data for this mini-study includes total middleware revenue and growth rates, revenue broken down by game engines, network engines, AI, and physics, the market percentages of these different types of middleware, and the percentage of game titles using middleware. Special Notice : Purchasers of the 3D game development market study who are interested in receiving this up-to-date middleware data should contact us by.

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3D Modeling & Animation Back to Top
 
3D Modeling & Animation Tools 2004 Discount
 
PDF Only $2,250.00 (25% Off - Originally $3,000.00)

July 2004 | 63 pp, 21 tables, 30 figures

This comprehensive study of the software tools used for 3D modeling and animation provides the most up-to-date information available anywhere. Although the past couple of years have been tough for everyone in the industry, some 3D toolmakers are beginning to reap the benefits of their most recent market strategies. This study analyzes those strategies to provide you information on who will be leading the market over the next few years... and who is likely to find themselves niched out of the mainstream. Five-year forecasts are included for unit sales, revenues, and installed base, and dozens of other tables and figures provide data essential for decision making.

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3D Content Creation: Modeling & Animation Tools Discount
 
PDF Only $1,500.00 (50% Off - Originally $3,000.00)

December 2002 | 103 pp, 33 tables, 29 figures

The entertainment markets for 3D software are maturing and this comprehensive study provides the in-depth analysis you need in order to make strategic decisions going forward. This study provides five-year revenue forecasts based on current and projected market conditions, and detailed statistics show how the game, film, web and design sectors impact 3D software revenues. Also included is information on the key software toolmakers and their products. Appendices include a list of visual effects studios and software resellers worldwide.

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3D Content Creation: Time-Saving Tools Discount
 
PDF Only $1,500.00 (50% Off - Originally $3,000.00)

September 2002 | 70 pp, 10 tables, 14 figures

The biggest expense in 3D content creation is the labor required to create and animate 3D models and there’s an entire industry emerging to provide tools and technologies to address this problem – tools such as motion capture, image scanning, lip synching, 2D-to-3D conversion, model libraries, and more. This market study explores the products in this segment and the trends that will impact 3D content creation as we know it.

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Game Development: Opportunities for 3D Content Tool Providers Discount
 
PDF Only $1,500.00 (50% Off - Originally $3,000.00)

October 2002 | 119 pp, 29 tables, 17 figures

This study offers an extensive examination of what is now the largest market for 3D modeling and animation software tools. There are opportunities in this market for providers of middleware and tools, 3D modeling software, image and motion capture technologies, 3D artists, graphics accelerator chip makers, and many others. The study provides an in-depth exploration of the market enablers and inhibitors and provides forecasts for every segment through 2007. Includes SCEA PlayStation 2 and Microsoft Xbox licensee agreements.

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Content for Industry Back to Top
 
 
Opportunities in Visualization, Simulation, & Training 2006-2011
 
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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3D Visualization & Simulation: Defense & Government Markets Discount
 
PDF Only $1,250.00 (50% Off - Originally $2,500.00)

December 2002 | 41 pp, 20 tables, 18 figures

This study examines the market for 3D VizSim products and services within the lucrative Defense & Government segment. It includes historical data and five-year forecasts for the total 3D VizSim market and the Defense & Government segment, along with detailed analyses of the market and technology trends that make this dynamic sector so important to the 3D graphics market. Also included is an in-depth look at key technologies, vendors, and trends.

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