Here are relevant reports on : kenya-entertainment-market
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Passenger Infotainment Systems Market - (Passenger Information and Entertainment, Real-time, Embedded System, Automotive Infotainment Solution, Passenger Entertainment) – Worldwide Market Forecasts and Analysis (2014-2019)
- Published: February 2026
- Price: $ 4950
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AR Cloud Market by Type (Market Based, and Market Less), by Application (Enterprise, Retail, Healthcare, Media & Entertainment and Education) and Region (North America, Europe, Asia Pacific and RoW) - Global Forecast to 2030
Niantic (US), YouAR (US), Sturfee (US), Augnemted.City (Italy), Oracle (US), Norkart (Norway), Foundry (UK), Qualcomm Technologies Inc. (US), Fantasmo (US), Ubiquity6 (US), and Open AR Cloud (US) are few key players in the AR cloud market globally.
- Published: February 2026
- Price: $ 4950
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World Sensors Market in Consumer Electronics (2010 -2015) - Market Forecasts by Types (Touch, Motion, Image, Position, Pressure and Temperature sensors) & Applications (Entertainment, Home Appliances, Communication, IT and others)
The sensor technology is expected to change the way we live and work, and even our interaction with the physical environment. Sensor technology has wide scale applications, and this market report focuses specifically on the use of sensor technology in consumer electronics. The report also analyzes the current and future trends in the market for this technology.
- Published: October 2010
- Price: $ 4950
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Mobile, PC & Console Gaming & Animation (by Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Global Advancements, Business Models, Market Forecasts & Analysis (2012 - 2016)
Creativity and expansion of the target market are the major reasons for the massive registration of patents for animation. The U.S. leads the market for animation patents, due to wide scope and demand for locally generated animation content, and the presence of top industry players such as Disney and DreamWorks. There is a huge demand for 3D animation across the globe, and most of the animation industry players such as Disney Enterprises Inc, Adobe Systems Incorporated, and Sony Corporation are trying to grab a share of the 3D market.
- Published: November 2011
- Price: $ 4950
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Mobile Cloud Market by Application (Gaming, Entertainment, Utilities, Education, Productivity, Business & Finance, Social Networking, Healthcare, Travel & Navigation), & By User (Enterprise User, Consumer) - Worldwide Market Forecast and Analysis (2014 - 2019)
In the recent years, there has been a considerable growth in the mobile and cloud technologies. Mobile communications have radically altered the business functionalities all over the globe. At the same time, cloud computing has also transformed the way of delivering services and maintenance of IT infrastructure. Global mobile cloud market to grow from $9.43 billion in 2014 to $46.90 billion by 2019, at a CAGR of 37.8% during the forecast period 2014-2019.
- Published: August 2014
- Price: $ 4950
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360-Degree Camera Market by Connectivity Type (Wired and Wireless), Resolution (HD and UHD), Vertical (Media & Entertainment, Consumer, Military & Defense, Travel & Tourism, Automotive, Commercial, Healthcare), and Geography - Global Forecast to 2025 - 2035
Discover how 360-degree cameras are redefining visual storytelling, automotive safety, and virtual experiences. This report highlights market size, growth factors, and regional insights driving expansion through 2031. The projected growth of this market can be attributed to the benefits of deploying 360-degree cameras in various applications and surge in the use of 360-degree cameras in the automotive sector. Samsung Electronics (South Korea), Ricoh (Japan), GoPro (US), Insta360 (China), 360fly (US), LG Electronics (South Korea), Nikon (Japan), Kodak (US), Rylo (US), Bubl (Canada), and Xiaomi (China) are the major players in the 360-degree camera market. The report profiles of companies such as Immervision (Canada), Digital Domain Productions (US), YI Technology (US), PANONO (Professional 360GmbH) (Germany), AITBOT (Shenzhen Hatoa Technology (China), Freedom360 (US), Jaunt (US), Facebook (US), Humaneyes (Israel), Sony (Japan), and Panasonic (Japan).
- Published: February 2026
- Price: $ 4950
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Blockchain in Media, Advertising, and Entertainment Market by Provider, Application (Licensing & Rights Management, Digital Advertising, Smart Contracts, Content Security, Online Gaming, Payments), Enterprise Size, and Region - Global Forecast to 2023
MarketsandMarkets forecasts the global blockchain in media, entertainment, and advertising market to grow from USD 51.4 million in 2018 to USD 1,000.1 million by 2023, at a Compound Annual Growth Rate (CAGR) of 81.1% during the forecast period. The rising demand for eliminating intermediaries between content creators and end-users, increasing instances of data piracy in the media, entertainment, and advertising vertical, and the growing need for secure and faster transactions are expected to drive the blockchain in media, entertainment, and advertising market. The blockchain in media, advertising, and entertainment market report encompasses the competitive landscape and company profiles of the key vendors based on their product offerings and business strategies. Major vendors in the blockchain in media, advertising, and entertainment market include IBM (US), Microsoft (US), SAP (Germany), Accenture (Ireland), AWS (US), Oracle (US), Digital Currency Group (US), Bitfury Group (US), Factom (US), Guardtime (Estonia), BRAINBOY (Germany), ARK (US), Auxesis (India), Synereo (Israel), NYIAX (US), MetaX (US), BTL (Canada), Voise (Canada), UJo (US), BigchainDb (Germany), Bloq (US), Clearcoin (US), iProdoos (US), Current (US), and Decent (Switzerland).
- Published: July 2018
- Price: $ 4950
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Smart Ticketing Market by Component (Hardware, Software, and Services), Application (Parking and Transportation (Roadways, Railways, and Airways), and Sports and Entertainment), Organization Size, and Region - Global Forecast to 2026
The global smart ticketing market size is projected to reach USD 16.2 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 14.5% during the forecast period. Key and innovative vendors in the smart ticketing market include ACT (England), Atsuke (France), Cammax (England), Conduent (US), Confidex (Finland), Corethree (England), Cubic (US), Flowbird Group (France), Giesecke+Devrient (Germany), HID Global (US), Hitachi Rail (Italy), IDEMIA (France), Indra (Spain), Infineon Technologies (Germany), INIT (Germany), LIT Transit (Slovenia), Masabi (England), NXP Semiconductors (Netherland), PayiQ (Finland), Scheidt & Bachmann (Germany), SecuTix (Switzerland), Siemens (Germany), Thales (France), Ticketer (England), and Xerox (US).
- Published: April 2021
- Price: $ 4950
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Network API Market by API Type (Device Status, Identity, Location, Network Performance), Application (IoT, Priority Communication, Anti-fraud, Entertainment & Content Distribution, Enterprise IT, Autonomous Vehicles), Vertical - Global Forecast to 2030
The network API market is projected to expand from USD 1.96 billion in 2025 to USD 6.13 billion by 2030, at a CAGR of 25.7% during the forecast period. The report profiles key players such as Ericsson (Sweden), Nokia (Finland), Cisco (US), Microsoft (US), T-Mobile (US), AT&T (US), Orange (France), Deutsche Telekom (Germany), Vodafone (UK), Telefonica (Spain), Singtel (Singapore), Telstra (Australia), Huawei (China), Oracle (US), Bharti Airtel (India), and Infobip (Croatia).
- Published: September 2025
- Price: $ 4950
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Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029
The location-based entertainment (LBE) market is projected USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9% from 2024 to 2029. The major vendors covered in the Location-Based entertainment market are Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches, enhancements, and acquisitions to expand their footprint in the Location-Based entertainment market.
- Published: February 2025
- Price: $ 4950
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