Global Mobile Entertainment Market 2015-2019

Date: June 24, 2015
Pages: 102
Price:
US$ 3,000.00
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Publisher: Infiniti Research
Report type: Strategic Report
Delivery: E-mail Delivery (PDF), Hard Copy Mail Delivery
ID: GDD2C99DD94EN
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Global Mobile Entertainment Market 2015-2019
ABOUT MOBILE ENTERTAINMENT

Mobile entertainment refers to a wide range of entertainment activities, such as games, music, and TV, which can be accessed on mobile devices. With the growing number of mobile devices, it has gained popularity and has become an essential part of everyday activities. Vendors in this market offer free-to-use (including in-app purchase and advertisement revenue) and pay-per-use revenue models. For instance, games are available on both free-to-play as well as paid versions, whereas services related to mobile TV are on a pay-to-use basis.

Technavio's analysts forecast the global mobile entertainment market to grow at a CAGR of 17.82% over the period 2014-2019.

COVERED IN THIS REPORT

This report covers the present scenario and growth prospects of the global mobile entertainment market for the period 2015-2019. To calculate the market size, the report considers the revenue generated from the following types of mobile entertainment services:
  • Mobile Games
  • Mobile Music
  • Mobile TV
The global mobile entertainment market is highly fragmented with the presence of a large number of small and large vendors. The report only lists the key vendors in the market; it does not present the market share of all the vendors. In addition, the report discusses the major drivers influencing the growth of the market, outlines the challenges faced by vendors and the market at large, and the key trends emerging in the market.

Technavio's report, Global Mobile Entertainment Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers APAC, the Americas, and EMEA; it also covers the global mobile entertainment market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Regions
  • Americas
  • APAC
  • EMEA
Key Vendors
  • Activision Blizzard
  • Apple
  • Electronic Arts
  • freenet digital
  • Google
  • QuickPlay Media
  • Rovio International
  • Spotify
Other Prominent Vendors
  • CBS
  • CJ E&M Netmarble
  • Clear Channel Radio
  • Colopl
  • CyberAgent
  • DeNa
  • Disney Interactive
  • Facebook
  • Gaana.com
  • Gamevil
  • GREE
  • Guvera
  • Hungama MyPlay
  • IGG
  • JB Hi-Fi Pty
  • Kiloo
  • Konami Digital
  • Line
  • Locojoy
  • Machine Zone
  • MindJolt
  • Mixcloud
  • News
  • OnMobile
  • RadioTime
  • Rara
  • Rhapsody
  • Saavn
  • Samsung Music Hub
  • SEGA
  • Slacker
  • SoundCloud
  • Square Enix
  • Storm8
  • Tencent
  • Ubisoft Entertainment
  • Warner Bros. Entertainment
  • WeMade Entertainment
Market Driver
  • Growing adoption of smartphones and tablets
  • For a full, detailed list, view our report
Market Challenge
  • Privacy and security concerns
  • For a full, detailed list, view our report
Market Trend
  • Change in user demographics
  • For a full, detailed list, view our report
Key Questions Answered in this Report
  • What will the market size be in 2018 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?
01. EXECUTIVE SUMMARY

02. LIST OF ABBREVIATIONS

03. SCOPE OF THE REPORT

03.1 Market Overview
03.2 Market Segments
  03.2.1 Mobile Games
  03.2.2 Mobile Music
  03.2.3 Mobile TV
03.3 End-user Segments
  03.3.1 Individual Users
03.4 Base Year
03.5 Vendor Segmentation
03.6 Market Size Calculation and Segmentation
03.7 Product Offerings

04. MARKET RESEARCH METHODOLOGY

04.1 Market Research Process
04.2 Research Methodology

05. INTRODUCTION

06. MARKET DESCRIPTION

  06.1.1 Mobile Games
  06.1.2 Mobile Music
  06.1.3 Mobile TV

07. MARKET LANDSCAPE

07.1 Market Overview
07.2 Product Life Cycle
07.3 Global Mobile Entertainment Market
  07.3.1 Market Size and Forecast
07.4 Five Forces Analysis

08. MARKET SEGMENTATION BY TYPE

08.1 Global Mobile Entertainment Market by Type
08.2 Global Mobile Entertainment Market by Type 2014-2019
08.3 Global Mobile Games Market
  08.3.1 Market Size and Forecast
08.4 Global Mobile Music Market
  08.4.1 Market Size and Forecast
08.5 Global Mobile TV Market
  08.5.1 Market Size and Forecast

09. MARKET SEGMENTATION BY GEOGRAPHY

09.1 Global Mobile Entertainment Market by Geography (Revenue)
09.2 Global Mobile Entertainment Market by Geography
09.3 Mobile Entertainment Market in APAC
  09.3.1 Market Size and Forecast
09.4 Mobile Entertainment Market in Americas
  09.4.1 Market Size and Forecast
09.5 Mobile Entertainment Market in EMEA
  09.5.1 Market Size and Forecast

10. KEY LEADING COUNTRIES

10.1 US
10.2 China

11. KEY INSIGHTS

11.1 Global Mobile Music Market by User Base
11.2 Mobile TV Value Chain

12. BUYING CRITERIA

13. MARKET GROWTH DRIVERS

14. DRIVERS AND THEIR IMPACT

15. MARKET CHALLENGES

16. IMPACT OF DRIVERS AND CHALLENGES

17. MARKET TRENDS

18. TRENDS AND THEIR IMPACT

19. VENDOR LANDSCAPE

19.1 Competitive Scenario
19.2 Other Prominent Vendors

20. KEY VENDOR ANALYSIS

20.1 Activision Blizzard
  20.1.1 Key Facts
  20.1.2 Business Overview
  20.1.3 Business Segmentation by Revenue 2013
  20.1.4 Product Segmentation
  20.1.5 Business Strategy
  20.1.6 Recent Developments
  20.1.7 SWOT Analysis
20.2 Apple
  20.2.1 Key Facts
  20.2.2 Business Overview
  20.2.3 Product Segmentation by Revenue
  20.2.4 Geographical Segmentation by Revenue
  20.2.5 Business Strategy
  20.2.6 Recent Developments
  20.2.7 SWOT Analysis
20.3 Electronic Arts
  20.3.1 Key Facts
  20.3.2 Business Overview
  20.3.3 Business Segmentation by Revenue 2014
  20.3.4 Business Segmentation by Revenue 2013 and 2014
  20.3.5 Geographical Segmentation by Revenue 2014
  20.3.6 Business Strategy
  20.3.7 Recent Developments
  20.3.8 SWOT Analysis
20.4 freenet digital
  20.4.1 Key Facts
  20.4.2 Business Overview
  20.4.3 Solution Offerings
  20.4.4 Product Segmentation
  20.4.5 SWOT Analysis
20.5 Google
  20.5.1 Key Facts
  20.5.2 Business Overview
  20.5.3 Business Segmentation by Revenue 2013
  20.5.4 Business Segmentation by Revenue 2012 and 2013
  20.5.5 Geographical Segmentation by Revenue 2013
  20.5.6 Business Strategy
  20.5.7 Recent Developments
  20.5.8 SWOT Analysis
20.6 Quickplay
  20.6.1 Key Facts
  20.6.2 Business Overview
  20.6.3 Solution Offerings
  20.6.4 Geographical Presence
  20.6.5 Business Strategy
  20.6.6 Recent Developments
  20.6.7 SWOT Analysis
20.7 Rovio Entertainment
  20.7.1 Key Facts
  20.7.2 Business Overview
  20.7.3 Product Segmentation
  20.7.4 Geographical Presence
  20.7.5 Recent Developments
  20.7.6 SWOT Analysis
20.8 Spotify
  20.8.1 Key Facts
  20.8.2 Business Overview
  20.8.3 Geographical Presence
  20.8.4 SWOT Analysis

21. OTHER REPORTS IN THIS SERIES

LIST OF EXHIBITS

Exhibit 1: Market Research Methodology
Exhibit 2: Global Mobile Entertainment Market by Type
Exhibit 3: Global Mobile Entertainment Market 2014-2019 ($ billions)
Exhibit 4: Global Mobile Entertainment Market by Type 2014
Exhibit 5: Global Mobile Entertainment Market by Type 2014-2019
Exhibit 6: Global Mobile Games Market 2014-2019 ($ billions)
Exhibit 7: Global Mobile Music Market 2014-2019 ($ billions)
Exhibit 8: Global Mobile TV Market 2014-2019 ($ billions)
Exhibit 9: Global Mobile Entertainment Market by Geography (Revenue)
Exhibit 10: Global Mobile Entertainment Market by Geography 2014-2019
Exhibit 11: Mobile Entertainment Market in APAC 2014-2019 ($ billions)
Exhibit 12: Mobile Entertainment Market in Americas 2014-2019 ($ billions)
Exhibit 13: Mobile Entertainment Market in EMEA 2014-2019 ($ billions)
Exhibit 14: Global Mobile Music Market by User Base 2014
Exhibit 15: Mobile TV Value Chain
Exhibit 16: Global Smartphone and Tablet Penetration 2013-2018 (% of global population)
Exhibit 17: Countries with High Disposable Income per Capita 2009-2014 ($)
Exhibit 18: Global Internet Penetration 2014
Exhibit 19: Share of Leading Countries by Internet Usage 2014
Exhibit 20: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 21: Activision Blizzard: Product Segmentation
Exhibit 22: Product Segmentation of Apple by Revenue 2013
Exhibit 23: Product Segmentation of Apple by Revenue 2012 and 2013 ($ billion)
Exhibit 24: Geographical Segmentation of Apple by Revenue 2013
Exhibit 25: Electronic Arts: Business Segmentation by Revenue 2014
Exhibit 26: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 ($ billion)
Exhibit 27: Electronic Arts: Geographical Segmentation by Revenue 2014
Exhibit 28: Freenet digital: Solution Offerings
Exhibit 29: freenet digital: Product Segmentation
Exhibit 30: Google: Business Segmentation by Revenue 2013
Exhibit 31: Google: Business Segmentation by Revenue 2012 and 2013 ($ million)
Exhibit 32: Google: Geographical Segmentation by Revenue 2013
Exhibit 33: Quickplay: Solution Offerings
Exhibit 34: Geographical Presence
Exhibit 35: Rovio Entertainment: Product Segmentation
Exhibit 36: Rovio Entertainment: Geographical Presence
Exhibit 37: Spotify: Geographical Presence
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