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News: ZeniMax establishes Japanese publishing arm
www.gamesindustry.biz | Apr 28, 2008
ZeniMax, parent company of Bethesda Softworks, has announced the founding of a Tokyo publishing arm to be called ZeniMax A...
http://www.gamesindustry.biz/articles/zenimax-establishes-japanese-publishing-arm
ZeniMax Media Inc. opening online division in Hunt Valley to tap new gaming market (at bizjournals.com)
baltimore.bizjournals.com | Apr 14, 2008
ZeniMax Media Inc. opening online division in Hunt Valley to tap new gaming market
http://baltimore.bizjournals.com/baltimore/stories/2008/04/14/daily6.html?ana=yfcpc
Baltimore County Excited by New ZeniMax Online Studio
www.gamedaily.com | Apr 14, 2008
Video Game News for the latest games. Baltimore County Excited by New ZeniMax Online Studio
http://www.gamedaily.com/articles/news/baltimore-county-excited-by-new-zenimax-online-studio/?biz=1
Gamasutra - Gaming News Round-Up: April 11th, 2005
Japanese Hardware: Sony Celebrates Successful PSP-3000 Launch [10.24.08] The launch of the new PSP-3000 console has proven a huge success in Japan -- PSP sales skyrocket to almost 160,000 and dominate the weekly hardware sales chart.
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Paul Loeb: An Inconvenient Video Game - Politics on The Huffington Post
Someone should make a video game of The Inconvenient Truth. The generation of most game-players will inherit global warming's escalating march, and many won't see any documentary, even an excellent one.
http://www.huffingtonpost.com/paul-loeb/an-inconvenient-video-gam_b_24681.html
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Examine The Military Simulation and Virtual Training Market Analysis 2008-2018 - Zibb.com
LONDON, UNITED KINGDOM, Oct 20, 2008 (MARKET WIRE via COMTEX) --
Reportlinker.com announces that a new market research report related to the Aviation - Aerospace - Defense industry is available in its catalogue.
The Military Simulation and Virtual Training Market Analysis 2008-2018
http://www.reportlinker.com/p096388/The-Military-Simulation-and-Virtual-Training-Market-Analysis-2008-2018.html
The military simulation and virtual training market has seen dramatic growth in the last decade and it is expected to grow steadily over the next ten years. Increasing concerns over training costs, time and risk of life have forced military forces around the world to adapt technologies such as computer-based simulators and computer wargames in military training. Most importantly, simulation and virtual training have so far proved to be not only cost-effective but also an effective way to train military staff in a wide range of activities. Those functions range from weapons training to flying and even medical training. Both combat and non-combat applications for military simulations and gaming technologies with increase significantly during the period 2008-2018, concludes this brand-new in-depth defence market report - The Military Simulation and Virtual Training Market 2008-2018.
Why you should read this report:
This new high-level analysis delivers key strategies on the technologies and the relevant markets in detail. In The Military Simulation and Virtual Training Market 2008-2018, you will find the following valuable information:
- Where the military simulation and virtual training market is now and how it is likely to develop from 2008-2018
- Sales forecasts for the worldwide military simulation and virtual training market and main sub-markets from 2008-2018
- Which are the main companies involved in the development of relevant simulation technologies and what are their main activities there, including defence contracts
- What are the main drivers of the military simulation market
- What are the main restraints in the military simulation market
- Expert views from an original survey, including five detailed interview transcripts from discussions with senior personnel in industry and the military
- What are the future trends and challenges in that market - both technological and commercial - from the present onwards
- Why military organisations are increasingly attracted to game-based simulation
- Which military forces are most interested in developing computer games
- Developmental and commercial partnerships in this sector.
This information is available in only one place. It is only by ordering this report TODAY that you can benefit from the potential this market offers you. You must take advantage today.
Military applications for this technology can build upon the great technological and commercial success of many consumer products in gaming and simulations. Several companies have achieved wide success in gaming and simulations software in the consumer market, again suggesting the potential growth achievable in military and other industrial applications between 2008 and late next decade. Which companies are benefiting most? Find out now.
The latest visiongain report - The Military Simulation and Virtual Training Market 2008-2018 - analyses the market for simulation and virtual training in defence worldwide. This study looks into the future and identifies the key issues, forces and market players that will affect the market, as well as principal applications for the technologies. Visiongain believes that the US is leading the world simulation and virtual training market, but do you know which other countries will drive the world market significantly? What sales revenues will this market generate from 2008-2018, both overall and in main sub-markets? Which companies are prominent in this market sector? This new visiongain report answers those questions and many more. No company involved in simulations technology or computer gaming can afford to ignore the potential of the defence market.
With comprehensive analyses - including detailed tables and graphs - this report shows how the military simulation and virtual training market will generate multi-billion dollar revenues in years to come. In addition to consultation with experts in industry and government, this research involves a detailed study of relevant document and current developments. Importantly, visiongain applied techniques such as its in-house financial forecasting software and qualitative analysis. The result is a comprehensive market-based report with detailed analyses and informed opinion. Companies in gaming and simulations technology could benefit significantly from being aware of the opportunities in the expanding defence simulation and virtual training market, as this report shows.
1 Executive Summary 2 Introduction to Military Simulation and Virtual Training 2.1 Types of Simulation 2.1.1 Constructive Simulation 2.1.2 Virtual Simulation 2.2 Background to Simulation and Virtual Training 2.3 Simulators 2.3.1 Flight Simulators 2.3.2 Helicopter Simulators 2.3.3 Medical Simulators 2.3.4 Equipment Maintenance Simulators 2.3.5 Combat Simulators 2.3.5.1 Convoy Simulators 2.3.5.2 Small Arms Training Simulators 2.3.6 UAV Training Simulators 2.3.7 Advantages of Simulators 2.4 Technological and Commercial Successes in the Consumer Games/Simulators Industry Can Benefit Military Applications 3 Trends in Military Simulation and Virtual Training 3.1 Gaming Applications 3.2 Small Arms Training 3.3 COTS Products 3.4 3-D Simulation Technology 3.5 Network Simulation 3.5.1 US Army's Network Simulation Programmes 3.5.1.1 WARSIM Programme 3.5.1.2 One Semi-Automated Forces 4 Game-Based Simulations 4.1 Cost Savings vs. Increases in Benefits 4.2 Advancement in Software and Processing Power 4.3 Benefits of Military Games 4.4 US Army Sets up New Project Office for Games 4.5 The US-UK Coalition Research Programme 4.6 Commercial Games 4.7 Strategy and Tactical Games 4.8 Serious Games 4.9 Why is the Military Turning to Serious Games? 4.10 Military Games 4.11 Army Games 4.11.1 America's Army 4.11.1.1 Full Spectrum Warrior 4.11.1.2 Battle Command 2010 (BC2010) 4.11.1.3 Battlefield 1942 4.11.1.4 Ambush 4.11.1.5 DARWARS Tactical Language Trainer 4.11.1.6 Decisive Action 4.11.1.7 Army Research Lab Trainer for Xbox 4.11.1.8 Digital Warrior 4.11.1.9 Full Spectrum Command 4.11.1.10 Delta Force V/Land Warrior 4.11.2 Air Force Games 4.11.2.1 Avant Guard 4.11.2.2 Falcon 4 4.11.2.3 JVID and Finflash 4.11.2.4 Project X 4.11.2.5 Quick Strike-Time sensitive Targeting Trainer 4.11.2.6 Starcraft 4.11.3 Marine Games 4.11.3.1 Soldier of Fortune (SOF) 4.11.3.2 Medal of Honor 4.11.3.3 Close Combat Marines 4.11.4 Navy Games 4.11.4.1 Flight Simulator 4.11.4.2 Battle Station 21 4.11.4.3 Bottom Gun 4.11.4.4 Forward Observer 4.11.4.5 Jane's Fleet Command 4.11.4.6 Navy Anti-Terror Simulation Game 4.11.4.7 SOCOM: US Navy Seals 4.11.4.8 Sub Command 4.11.4.9 Harpoon 2 4.12 COTS Games 4.12.1 Advantages of COTS Games 4.12.2 Disadvantages of COTS Games 4.13 Future of Game-based simulation 5 Military Simulation and Virtual Training Market Forecasts 2008-2018 5.1 World Military Simulation Virtual Training Market Forecasts 2008-2018 5.1.1 US and Rest of World Sales and Market Shares Will Show Interesting Trends from 2008 to 2018 5.2 Global Military Simulation Market: Forecasts for Main Sub-Markets 2008-2018 6 Military Simulation and Virtual Training Contracts Worldwide 6.1 The United States 6.1.1 US Army Contracts 6.1.2 US Air Force Contracts 6.1.3 US Marine Corporation Contracts 6.1.4 US Navy Contracts 6.1.5 Defence Advanced Research Projects Agency (DARPA) 6.2 Germany 6.3 The United Kingdom 6.4 The Netherlands 6.5 Canada 6.6 France 6.7 Denmark 6.8 Italy 6.9 India 6.10 Saudi Arabia 6.11 Israel 6.12 Czech Republic 6.13 Norway 6.14 Poland 6.15 Other Contracts 7 Forces Affecting the Simulation and Virtual Training Market Worldwide 7.1 Principle Drivers in Simulation and Training Market 2008-2018 7.2 Strong Growth Expected in Simulation Market 7.3 Principle Restraints in Simulation and Virtual Training Market 2008-2018 7.4 Obstacles to Market Growth 8 Interviews with Industry Experts: Discussions of Military Simulation and Virtual Training Market from 2008-2018 8.1 Interview 1: Kristen A. Dooley, Public Affairs Officer, PEO STRI Programme Executive Office Simulation, Training and Instrumentation, US 8.1.1 PEO STRI Simulation Programmes 8.1.2 2009 Budget Allocation 8.1.3 PEO STRI's Challenges and Major Trends 8.2 Interview 2: Mr Ben Sawyer President of the Portland Consulting Firm Digitalmill and Co-Director of the Serious Games Initiative 8.2.1 Gaming Technology's Influence on Military 8.2.2 Serious Games Market 8.3 Interview 3: Mr Andrew Dann, International Sales Director of Laser Shot, United Kingdom Simulation Market Growth 8.3.1 Growth of Simulation Market 8.3.2 Prospects of Simulation Market 8.3.3 Issues and Trends in Simulation Industry 8.4 Interview 4: Mr Chris Evans, Director of Advanced Interactive Solutions Ltd, UK 8.4.1 Major Simulation Markets 8.4.2 Technological Developments over the Past Decade 8.4.3 Biggest Threats to Market Growth 8.5 Interview 5: Ms Lucinda Brown, Director of Marketing, Scalable Network Technologies, US 8.5.1 Network Simulation is a Growing Market 9 Company Profiles 9.1 Advanced Interactive Systems 9.2 Thales 9.3 Meta VR 9.4 Meggitt Defence 9.5 Cubic Corporation 9.6 CAE 9.7 Laser Shot 9.8 L-3 Communications 9.9 Lockheed Martin 9.10 3DSolve 9.11 Bohemia Interactive Australia 9.12 BreakAway Ltd. 9.13 Vcom3D Inc. 9.14 Alion Science and Technology 9.15 Scalable Network Technologies9.16 Raytheon 9.17 Boeing 10 Conclusions of the Study List of Tables Table 5.1 World Simulation and Virtual Training Market Forecast 2007-2012 Table 5.2 World Simulation and Virtual Training Market Forecast 2013-2018 Table 5.3 World Simulation and Virtual Training Market CAGR 2007-2018 Table 5.4 US and Rest of World Virtual Training Market Forecast 2007-2012 Table 5.5 US and Rest of World Virtual Training Market Forecast 2013-2018 Table 5.6 US and Rest of the World Market Share 2007,2013 & 2018 Table 5.7 Sub-Market Forecasts 2007-2012 Table 5.8 Sub-Market Forecasts 2013-2018 Table 5.9 Share for Sub-Markets 2007, 2013 & 2018 Table 5.10 Sub-Market CAGR Values for 2007-2018 Table 7.1 SWOT Analysis for the Global Military Simulation and Virtual Training Market from 2008-2018 List of Figures Figure 5.1 World Military Simulation and Virtual Training Market Forecast 2007-2018 Figure 5.2 US and Rest of the World Forecasts 2007-2018 Figure 5.3 US and Rest of the World Compared 2007-2018 Figure 5.4 US and Rest of the World Market Shares 2008-2018 Figure 5.5 US and Rest of the World Share 2007 Figure 5.6 US and Rest of the World Share 2013 Figure 5.7 US and Rest of the World Share 2018 Figure 5.8 Sub-Market Forecasts 2007-2018 Figure 5.9 Sub-Market Sales Compared 2007, 2013 & 2018 Figure 5.10 Share for Sub-Markets 2007 Figure 5.11 Share for Sub-Markets 2013 Figure 5.12 Share for Sub-Markets 2018 More Details AAI Corporation Adacel Advanced Interactive Systems Advanced simulation technologies Advanced System Solutions AGEIA Technologies AgustaWestland Alion Science and Technology Corporation Atari Atlantis Systems International Atomic Games BAE Systems Barco Blizzard Boeing Bohemia Interactive Australia BreakAway Ltd BVR systems CAE CAE-Macmet Codemasters Cubic Corporation DiSTI 3Dsolve Dynamics Research Corporation (DRC) Elbit Systems Electronic Arts Engineering and Computer Simulations (ECS) FATS HSP Simulation Kongsberg Maritime L-3 Communications Laser shot Lockheed Martin MAK Technologies Meggitt Defence Meta VR Microsoft Microsoft Game Studios Newman & Spur Consultancy Noptel Northrop Grumman NovaLogic Presagis Ratheon Raven Redifun Simulation Rheinmetall Defence Rockstar Games Rockwell Collins RUAG Scalable Network Technologies Science Applications International Corporations (SAIC) SEGA Sony SubLogic Thales There Inc Ubisoft United Industrial Corporation URS Corporation Vcom3D Inc
To order this report:
The Military Simulation and Virtual Training Market Analysis 2008-2018
http://www.reportlinker.com/p096388/The-Military-Simulation-and-Virtual-Training-Market-Analysis-2008-2018.html
More market research reports here!
Contacts: Reportlinker.com Nicolas US: (805) 652-2626 or Intl: +1-805-652-2626 Email: nbo@reportlinker.com
SOURCE: Reportlinker.com
mailto:nbo@reportlinker.com
Tags: aerospace air force army australia budget canada commercial communications computer computer games consulting consumer products czech republic defense denmark dollar email engineering executive forecasts france germany government india industrial israel italy marine marines market market share marketing medical military navy norway poland president products research sales saudi arabia science software strike technology training united kingdom weapons
Examine The Military Simulation and Virtual Training Market Analysis 2008-2018 - Zibb.com
LONDON, UNITED KINGDOM, Oct 20, 2008 (Marketwire via COMTEX) --
Reportlinker.com announces that a new market research report related to the Aviation - Aerospace - Defense industry is available in its catalogue.
The Military Simulation and Virtual Training Market Analysis 2008-2018
http://www.reportlinker.com/p096388/The-Military-Simulation-and-Virtual-Training-Market-Analysis-2008-2018.html
The military simulation and virtual training market has seen dramatic growth in the last decade and it is expected to grow steadily over the next ten years. Increasing concerns over training costs, time and risk of life have forced military forces around the world to adapt technologies such as computer-based simulators and computer wargames in military training. Most importantly, simulation and virtual training have so far proved to be not only cost-effective but also an effective way to train military staff in a wide range of activities. Those functions range from weapons training to flying and even medical training. Both combat and non-combat applications for military simulations and gaming technologies with increase significantly during the period 2008-2018, concludes this brand-new in-depth defence market report - The Military Simulation and Virtual Training Market 2008-2018.
Why you should read this report:
This new high-level analysis delivers key strategies on the technologies and the relevant markets in detail. In The Military Simulation and Virtual Training Market 2008-2018, you will find the following valuable information:
- Where the military simulation and virtual training market is now and how it is likely to develop from 2008-2018
- Sales forecasts for the worldwide military simulation and virtual training market and main sub-markets from 2008-2018
- Which are the main companies involved in the development of relevant simulation technologies and what are their main activities there, including defence contracts
- What are the main drivers of the military simulation market
- What are the main restraints in the military simulation market
- Expert views from an original survey, including five detailed interview transcripts from discussions with senior personnel in industry and the military
- What are the future trends and challenges in that market - both technological and commercial - from the present onwards
- Why military organisations are increasingly attracted to game-based simulation
- Which military forces are most interested in developing computer games
- Developmental and commercial partnerships in this sector.
This information is available in only one place. It is only by ordering this report TODAY that you can benefit from the potential this market offers you. You must take advantage today.
Military applications for this technology can build upon the great technological and commercial success of many consumer products in gaming and simulations. Several companies have achieved wide success in gaming and simulations software in the consumer market, again suggesting the potential growth achievable in military and other industrial applications between 2008 and late next decade. Which companies are benefiting most? Find out now.
The latest visiongain report - The Military Simulation and Virtual Training Market 2008-2018 - analyses the market for simulation and virtual training in defence worldwide. This study looks into the future and identifies the key issues, forces and market players that will affect the market, as well as principal applications for the technologies. Visiongain believes that the US is leading the world simulation and virtual training market, but do you know which other countries will drive the world market significantly? What sales revenues will this market generate from 2008-2018, both overall and in main sub-markets? Which companies are prominent in this market sector? This new visiongain report answers those questions and many more. No company involved in simulations technology or computer gaming can afford to ignore the potential of the defence market.
With comprehensive analyses - including detailed tables and graphs - this report shows how the military simulation and virtual training market will generate multi-billion dollar revenues in years to come. In addition to consultation with experts in industry and government, this research involves a detailed study of relevant document and current developments. Importantly, visiongain applied techniques such as its in-house financial forecasting software and qualitative analysis. The result is a comprehensive market-based report with detailed analyses and informed opinion. Companies in gaming and simulations technology could benefit significantly from being aware of the opportunities in the expanding defence simulation and virtual training market, as this report shows.
1 Executive Summary 2 Introduction to Military Simulation and Virtual Training 2.1 Types of Simulation 2.1.1 Constructive Simulation 2.1.2 Virtual Simulation 2.2 Background to Simulation and Virtual Training 2.3 Simulators 2.3.1 Flight Simulators 2.3.2 Helicopter Simulators 2.3.3 Medical Simulators 2.3.4 Equipment Maintenance Simulators 2.3.5 Combat Simulators 2.3.5.1 Convoy Simulators 2.3.5.2 Small Arms Training Simulators 2.3.6 UAV Training Simulators 2.3.7 Advantages of Simulators 2.4 Technological and Commercial Successes in the Consumer Games/Simulators Industry Can Benefit Military Applications 3 Trends in Military Simulation and Virtual Training 3.1 Gaming Applications 3.2 Small Arms Training 3.3 COTS Products 3.4 3-D Simulation Technology 3.5 Network Simulation 3.5.1 US Army's Network Simulation Programmes 3.5.1.1 WARSIM Programme 3.5.1.2 One Semi-Automated Forces 4 Game-Based Simulations 4.1 Cost Savings vs. Increases in Benefits 4.2 Advancement in Software and Processing Power 4.3 Benefits of Military Games 4.4 US Army Sets up New Project Office for Games 4.5 The US-UK Coalition Research Programme 4.6 Commercial Games 4.7 Strategy and Tactical Games 4.8 Serious Games 4.9 Why is the Military Turning to Serious Games? 4.10 Military Games 4.11 Army Games 4.11.1 America's Army 4.11.1.1 Full Spectrum Warrior 4.11.1.2 Battle Command 2010 (BC2010) 4.11.1.3 Battlefield 1942 4.11.1.4 Ambush 4.11.1.5 DARWARS Tactical Language Trainer 4.11.1.6 Decisive Action 4.11.1.7 Army Research Lab Trainer for Xbox 4.11.1.8 Digital Warrior 4.11.1.9 Full Spectrum Command 4.11.1.10 Delta Force V/Land Warrior 4.11.2 Air Force Games 4.11.2.1 Avant Guard 4.11.2.2 Falcon 4 4.11.2.3 JVID and Finflash 4.11.2.4 Project X 4.11.2.5 Quick Strike-Time sensitive Targeting Trainer 4.11.2.6 Starcraft 4.11.3 Marine Games 4.11.3.1 Soldier of Fortune (SOF) 4.11.3.2 Medal of Honor 4.11.3.3 Close Combat Marines 4.11.4 Navy Games 4.11.4.1 Flight Simulator 4.11.4.2 Battle Station 21 4.11.4.3 Bottom Gun 4.11.4.4 Forward Observer 4.11.4.5 Jane's Fleet Command 4.11.4.6 Navy Anti-Terror Simulation Game 4.11.4.7 SOCOM: US Navy Seals 4.11.4.8 Sub Command 4.11.4.9 Harpoon 2 4.12 COTS Games 4.12.1 Advantages of COTS Games 4.12.2 Disadvantages of COTS Games 4.13 Future of Game-based simulation 5 Military Simulation and Virtual Training Market Forecasts 2008-2018 5.1 World Military Simulation Virtual Training Market Forecasts 2008-2018 5.1.1 US and Rest of World Sales and Market Shares Will Show Interesting Trends from 2008 to 2018 5.2 Global Military Simulation Market: Forecasts for Main Sub-Markets 2008-2018 6 Military Simulation and Virtual Training Contracts Worldwide 6.1 The United States 6.1.1 US Army Contracts 6.1.2 US Air Force Contracts 6.1.3 US Marine Corporation Contracts 6.1.4 US Navy Contracts 6.1.5 Defence Advanced Research Projects Agency (DARPA) 6.2 Germany 6.3 The United Kingdom 6.4 The Netherlands 6.5 Canada 6.6 France 6.7 Denmark 6.8 Italy 6.9 India 6.10 Saudi Arabia 6.11 Israel 6.12 Czech Republic 6.13 Norway 6.14 Poland 6.15 Other Contracts 7 Forces Affecting the Simulation and Virtual Training Market Worldwide 7.1 Principle Drivers in Simulation and Training Market 2008-2018 7.2 Strong Growth Expected in Simulation Market 7.3 Principle Restraints in Simulation and Virtual Training Market 2008-2018 7.4 Obstacles to Market Growth 8 Interviews with Industry Experts: Discussions of Military Simulation and Virtual Training Market from 2008-2018 8.1 Interview 1: Kristen A. Dooley, Public Affairs Officer, PEO STRI Programme Executive Office Simulation, Training and Instrumentation, US 8.1.1 PEO STRI Simulation Programmes 8.1.2 2009 Budget Allocation 8.1.3 PEO STRI's Challenges and Major Trends 8.2 Interview 2: Mr Ben Sawyer President of the Portland Consulting Firm Digitalmill and Co-Director of the Serious Games Initiative 8.2.1 Gaming Technology's Influence on Military 8.2.2 Serious Games Market 8.3 Interview 3: Mr Andrew Dann, International Sales Director of Laser Shot, United Kingdom Simulation Market Growth 8.3.1 Growth of Simulation Market 8.3.2 Prospects of Simulation Market 8.3.3 Issues and Trends in Simulation Industry 8.4 Interview 4: Mr Chris Evans, Director of Advanced Interactive Solutions Ltd, UK 8.4.1 Major Simulation Markets 8.4.2 Technological Developments over the Past Decade 8.4.3 Biggest Threats to Market Growth 8.5 Interview 5: Ms Lucinda Brown, Director of Marketing, Scalable Network Technologies, US 8.5.1 Network Simulation is a Growing Market 9 Company Profiles 9.1 Advanced Interactive Systems 9.2 Thales 9.3 Meta VR 9.4 Meggitt Defence 9.5 Cubic Corporation 9.6 CAE 9.7 Laser Shot 9.8 L-3 Communications 9.9 Lockheed Martin 9.10 3DSolve 9.11 Bohemia Interactive Australia 9.12 BreakAway Ltd. 9.13 Vcom3D Inc. 9.14 Alion Science and Technology 9.15 Scalable Network Technologies 9.16 Raytheon 9.17 Boeing 10 Conclusions of the Study List of Tables Table 5.1 World Simulation and Virtual Training Market Forecast 2007-2012 Table 5.2 World Simulation and Virtual Training Market Forecast 2013-2018 Table 5.3 World Simulation and Virtual Training Market CAGR 2007-2018 Table 5.4 US and Rest of World Virtual Training Market Forecast 2007-2012 Table 5.5 US and Rest of World Virtual Training Market Forecast 2013-2018 Table 5.6 US and Rest of the World Market Share 2007,2013 & 2018 Table 5.7 Sub-Market Forecasts 2007-2012 Table 5.8 Sub-Market Forecasts 2013-2018 Table 5.9 Share for Sub-Markets 2007, 2013 & 2018 Table 5.10 Sub-Market CAGR Values for 2007-2018 Table 7.1 SWOT Analysis for the Global Military Simulation and Virtual Training Market from 2008-2018 List of Figures Figure 5.1 World Military Simulation and Virtual Training Market Forecast 2007-2018 Figure 5.2 US and Rest of the World Forecasts 2007-2018 Figure 5.3 US and Rest of the World Compared 2007-2018 Figure 5.4 US and Rest of the World Market Shares 2008-2018 Figure 5.5 US and Rest of the World Share 2007 Figure 5.6 US and Rest of the World Share 2013 Figure 5.7 US and Rest of the World Share 2018 Figure 5.8 Sub-Market Forecasts 2007-2018 Figure 5.9 Sub-Market Sales Compared 2007, 2013 & 2018 Figure 5.10 Share for Sub-Markets 2007 Figure 5.11 Share for Sub-Markets 2013 Figure 5.12 Share for Sub-Markets 2018 More Details AAI Corporation Adacel Advanced Interactive Systems Advanced simulation technologies Advanced System Solutions AGEIA Technologies AgustaWestland Alion Science and Technology Corporation Atari Atlantis Systems International Atomic Games BAE Systems Barco Blizzard Boeing Bohemia Interactive Australia BreakAway Ltd BVR systems CAE CAE-Macmet Codemasters Cubic Corporation DiSTI 3Dsolve Dynamics Research Corporation (DRC) Elbit Systems Electronic Arts Engineering and Computer Simulations (ECS) FATS HSP Simulation Kongsberg Maritime L-3 Communications Laser shot Lockheed Martin MAK Technologies Meggitt Defence Meta VR Microsoft Microsoft Game Studios Newman & Spur Consultancy Noptel Northrop Grumman NovaLogic Presagis Ratheon Raven Redifun Simulation Rheinmetall Defence Rockstar Games Rockwell Collins RUAG Scalable Network Technologies Science Applications International Corporations (SAIC) SEGA Sony SubLogic Thales There Inc Ubisoft United Industrial Corporation URS Corporation Vcom3D Inc
To order this report:
The Military Simulation and Virtual Training Market Analysis 2008-2018
http://www.reportlinker.com/p096388/The-Military-Simulation-and-Virtual-Training-Market-Analysis-2008-2018.html
More market research reports here!
SOURCE: Reportlinker.com
Reportlinker.com Nicolas US: (805) 652-2626 or Intl: +1-805-652-2626 Email: nbo@reportlinker.com
Tags: aerospace air force army australia budget canada commercial communications computer computer games consulting consumer products czech republic defense denmark dollar engineering executive forecasts france germany government india industrial israel italy marine marines market market share marketing medical military navy norway poland president products research sales saudi arabia science software strike technology training united kingdom weapons
Hughes Communications, Inc. Tops Deloitte's Maryland Technology Fast 50 Ranking of Fastest-Growing
WASHINGTON, Sept 24, 2008 /PRNewswire via COMTEX/ --
Hughes Communications, Inc. tops the list of the fastest-growing technology companies in Maryland as recognized by Deloitte & Touche LLP at an award event held September 24 at Sequoia in Georgetown. Called the "Deloitte Maryland Technology Fast 50," the annual award program ranks technology companies located in Maryland by revenue growth. The awards in Maryland and Virginia are sponsored by Morrison & Foerster LLP, NASDAQ OMX and SmartCEO Magazine.
"Deloitte's Maryland Technology Fast 50 companies have shown the strength, vision and tenacity to succeed in today's very competitive technology environment," said Mr. Gary H. Tabach, Managing Partner for Deloitte's Greater Washington Practice. "We applaud the successes of Hughes Communications, Inc. and acknowledge it as one of the very few to accomplish such an impressive growth rate over the past five years."
"The 2008 Maryland Fast 50 companies are especially noteworthy this year given their remarkable growth in a challenging business environment. As a firm that works with many of the world's most successful technology and life science businesses, Morrison & Foerster is proud to be associated with the great companies being honored today," said Tom Knox, Partner and Co-Chair of the firm's East Coast and Europe Corporate Practices.
Winners are selected based on percentage revenue growth over five years from 2003 to 2007. To be considered, Technology Fast 50 entrants must: have operating revenues of at least $50,000 in 2003 and at least $5,000,000 in 2007; be headquartered in Maryland; be a "technology company," defined as a company that owns proprietary technology that contributes to a significant portion of its operating revenues; or devotes a significant proportion of revenues to the research and development of technology. Using other companies' technology in a unique way does not qualify. Subsidiaries and divisions are not eligible, unless they have some public ownership and are separately traded.
The Technology Fast 50 company rankings are as follows:
2008 Rank Company Name City 5yr%
1 Hughes Communications, Inc. Germantown 138,762%
2 Telkonet, Inc. Germantown 14,956%
3 Bill Me Later, Inc. Timonium 6,848%
4 Sucampo Pharmaceuticals, Inc. Bethesda 2,128%
5 Freewebs, Inc. Silver Spring 1,704%
6 Broadsoft Gaithersburg 993%
7 V-Empower, Inc. Bowie 935%
8 PROTEUS Technologies Annapolis 869%
9 Iomai Corporation Gaithersburg 566%
10 InfoZen, Inc. Rockville 562%
11 Viamericas Corporation Bethesda 535%
12 DKW Communications, Inc. Silver Spring 494%
13 Sourcefire, Inc. Columbia 489%
14 Welocalize Frederick 422%
15 Human Genome Sciences Rockville 412%
16 EntreMed, Inc. Rockville 370%
17 Digital Management, Inc. Bethesda 366%
18 Paradigm Infotech, Inc. Columbia 364%
19 Navtrak, Inc. Salisbury 316%
20 United Therapeutics Corporation Silver Spring 295%
21 CodeRyte, Inc. Bethesda 287%
22 Vocus, Inc. Lanham 276%
23 CBay Systems and Services, Inc. Annapolis 239%
24 Emergent BioSolutions, Inc. Rockville 228%
25 Systems Integration &
Development, Inc. Rockville 221%
26 Gryphon Technologies L.C. Greenbelt 211%
27 Metastorm, Inc. Baltimore 198%
28 iJET International, Inc. Annapolis 194%
29 MiddleBrook Pharmaceuticals,
Inc. Germantown 188%
30 WealthEngine.com Bethesda 186%
31 Merkle, Inc. Columbia 182%
32 Ciena Corporation Linthicum 175%
33 Martek Biosciences Corp. Columbia 167%
34 Tresys Technology, LLC Columbia 159%
35 Intelect Corporation Baltimore 156%
36 Optelecom-NKF, Inc. Germantown 148%
37 CNSI Rockville 140.91%
38 Dataprise, Inc. Rockville 140.65%
39 Barcoding, Inc. Baltimore 132%
40 BreakAway, Ltd. Hunt Valley 130%
41 Catapult Technology, Ltd. Bethesda 126%
42 Avatech Solutions, Inc. Owings Mills 124.59%
43 Universal Security
Instruments, Inc. Owings Mills 124.55%
44 NETCONN Solutions Hagerstown 115%
45 SP Systems, Inc. Greenbelt 113%
46 OPNET Technologies, Inc. Bethesda 105%
47 CoStar Group, Inc. Bethesda 103%
48 MICROS Systems, Inc. Columbia 94%
49 Savantage Solutions Rockville 78%
50 NMR Consulting Annapolis 75%
Rising Star MED Trends, Inc. Rockville 1,607%
Rising Star BoxTone Inc. Columbia 418%
Also this year, Deloitte's 2008 Technology Fast 50 Awards program awarded the Business Diversity Awards. The Deloitte Technology Fast 50 Business Diversity Awards acknowledge the growing importance of an innovative group of local small technology businesses in Maryland and Virginia that are owned and managed by individuals classified by the U.S. Small Business Administration as having one or more of the following small business designations: Minority- Owned, Woman-Owned, Veteran-Owned, Service Disabled Veteran-Owned, Small Disadvantaged Business, and HUBZone.
Companies receiving this award include:
CompuGain Corporation
Customer Value Partners
Ideal Innovations, Inc.
InScope Solutions, Inc.
International Solutions Group,Inc
K4 Solutions,Inc.
MED Trends, Inc.
Parature
PROTEUS Technologies
V-Empower, Inc.
The Maryland Technology Fast 50 program is hosted by Deloitte & Touche LLP, along with Morrison & Foerster LLP, NASDAQ OMX and SmartCEO magazine.
About Deloitte
Deloitte refers to one or more of Deloitte Touche Tohmatsu, a Swiss Verein, its member firms and their respective subsidiaries and affiliates. As a Swiss Verein (association), neither Deloitte Touche Tohmatsu nor any of its member firms has any liability for each other's acts or omissions. Each of the member firms is a separate and independent legal entity operating under the names "Deloitte," "Deloitte & Touche," "Deloitte Touche Tohmatsu," or other related names. Services are provided by the member firms or their subsidiaries or affiliates and not by the Deloitte Touche Tohmatsu Verein.
Deloitte & Touche USA LLP is the U.S. member firm of Deloitte Touche Tohmatsu. In the U.S., services are provided by the subsidiaries of Deloitte & Touche USA LLP (Deloitte & Touche LLP, Deloitte Consulting LLP, Deloitte Tax LLP, and their subsidiaries), and not by Deloitte & Touche USA LLP.
About Morrison & Foerster
With more than a thousand lawyers in seventeen offices around the world, Morrison & Foerster offers clients comprehensive, global legal services in business and litigation. The firm is distinguished by its unsurpassed expertise in technology, life sciences, and finance, legendary litigation skills, and an unrivaled reach across the Pacific Rim, particularly in Japan and China. We have one compelling mission: to deliver success for our clients. Please visit www.mofo.com for more information.
Contact:
David Thompson
Deloitte
(404) 942-6515
davidthompson@deloitte.com
SOURCE Deloitte
http://www.deloitte.com/us/
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Companies: Hughes Communications Inc (HUGH)
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