15 reports

The Global User Generated Content Platform Market size is expected to reach $13.7 billion by 2027, rising at a market growth of 24.3% CAGR during the forecast period. With the help of User Generated Content (UGC)/ User Created Content Platform, brands become empowered to collect the company’s mentions or visual product references such as short...

  • User Generated Content
  • World
  • Consumer Confidence Index
  • Mobile Phone Penetration

The Europe User Generated Content Platform Market would witness market growth of 23.4% CAGR during the forecast period (2021-2027). User-Generated Content (UGC) or User Generated Content Platform refers to the software-as-a-service (SaaS) that can assist companies to organize text, images, and videos from social media and other online...

  • User Generated Content
  • Europe

The Asia Pacific User Generated Content Platform Market would witness market growth of 26.3% CAGR during the forecast period (2021-2027). One of the means by which a brand can obtain consumer content is by holding competitions on various social media sites, making innovative hashtags, and encouraging the followers of the brands to contribute...

  • User Generated Content
  • Social Network
  • APAC
  • Malaysia

The North America User Generated Content Platform Market would witness market growth of 22.5% CAGR during the forecast period (2021-2027). The emergence of digital commerce and the extending consumer unwillingness for intrusive marketing strategies have pushed various brands and advertisers to launch user-generated content in order...

  • User Generated Content
  • North America
  • United States

The Latin America, Middle East and Africa User Generated Content Platform Market would witness market growth of 28.3% CAGR during the forecast period (2021-2027). The social media networks and the music industry are extremely interdependent. The UGC marketing integrated into the music industry has paved the way for the development of...

  • Music
  • User Generated Content
  • Social Network
  • World
  • South Africa
  • Middle East
  • Latin America
  • Argentina
  • Saudi Arabia
  • Africa
  • Brazil
  • United Arab Emirates

Understandings of the Preferences and Trends of the New Customer Base Generation Z currently makes up 24% of the global population and are set to have significant spending power.This "digitally native" population cohort, born between 1993 and 2007, will be an important customer base in the future. This age cohort...

  • Social Network
  • Artificial Intelligence
  • User Generated Content
  • World
  • United States

This report was created for global strategic planners who cannot be content with traditional methods of segmenting world markets. With the advent of a "borderless world", cities become a more important criteria in prioritizing markets, as opposed to regions, continents, or countries. This report covers the top 2,000 cities in over 200 countries....

  • User Generated Content
  • Packaging
  • Music
  • World

This study covers the world outlook for mobile entertainment across more than 190 countries. For each year reported, estimates are given for the latent demand, or potential industry earnings (P.I.E.), for the country in question (in millions of U.S. dollars), the percent share the country is of the region, and of the globe. These comparative...

  • Spacecraft
  • Satellite Launch
  • Mouth Disease
  • User Generated Content
  • Beef
  • Packaging
  • World
  • Gross Domestic Product
  • Disposable Income

User generated content has pitfalls

  • E-Commerce
  • User Generated Content
  • United Kingdom
  • Car Ownership
  • Homeownership Rate

This study covers the latent demand outlook for mobile entertainment across the states and cities of the United States. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 12,600 cities in the United States. For each city in question, the percent share the city is of its...

  • Mouth Disease
  • User Generated Content
  • Beef
  • Packaging
  • Music
  • United States
  • Disposable Income
  • Purchasing Power Parity

This study covers the latent demand outlook for mobile entertainment across the states, union territories, and cities of India. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across over 4,900 cities in India. For each city in question, the percent share the city is of its state...

  • Mouth Disease
  • User Generated Content
  • Beef
  • Packaging
  • Music
  • India
  • United States
  • Disposable Income
  • Purchasing Power Parity

This study covers the latent demand outlook for mobile entertainment across the regions of China, including provinces, autonomous regions (Guangxi, Nei Mongol, Ningxia, Xinjiang, Xizang - Tibet), municipalities (Beijing, Chongqing, Shanghai, and Tianjin), special administrative regions (Hong Kong and Macau), and Taiwan (all hereafter referred...

  • Mouth Disease
  • User Generated Content
  • Beef
  • Packaging
  • Music
  • China
  • Disposable Income
  • Purchasing Power Parity

User Generated Content

  • Media And Entertainment
  • Online Broadcasting
  • User Generated Content
  • World
  • APAC
  • Internet Penetration
  • Internet Subscribers

Impact of Gamification in Key Industries : Motivate, Engage, Empower, and Achieve through Gaming Gamification is the use of game thinking and mechanics in real-life contexts to solve real-life problems. It is applied to non-game applications to encourage people for better engagement and adoption of processes. Gamification helps users...

  • User Generated Content
  • Healthcare

There has been a significant shift in the M&E space that was once very much hardware-centric, and where even software has only recently gained widespread market trust. While cloud-based transcoding has traditionally been the domain of smaller start-ups and focused on lower value media such as user generated content, the past two years have...

  • Media And Entertainment
  • User Generated Content