The "Global entertainment & media (E&M) outlook: forecast for 2015-2019" presents data on 13 segments in 54 countries.
The research piece is devoted to the attitudes and behaviours of gamers across multiple devices (consoles, personal computers, smartphones and tablets etc) and consumer interest in consuming traditional video content over video consoles, and other gaming distribution methods.
It is clear that social networking has become one of the dominant cultural phenomena in these digital times. The rapidity of this rise to prominence in everyday life for so many people, as well as its global impact, is remarkable. Companies can no longer neglect engaging into social media on a number of purposes.