Home >> IT Services >> Apparel >> Heavy Industry >>

Global Mobile Entertainment Market 2015-2019

Published: Jun-2015 | Format: PDF | Technavio | Number of pages: 102 | Code: MRS - 21455


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.

The analysts forecast 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.

The 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?

Table of Contents

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 User
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. Buying Criteria

12. Market Growth Drivers

13. Drivers and their Impact

14. Market Challenges

15. Impact of Drivers and Challenges

16. Market Trends

17. Trends and their Impact

18. Vendor Landscape
18.1 Competitive Scenario
18.2 Market Share Analysis 2013
18.3 Other Prominent Vendors

19. Key Vendor Analysis
19.1 Apple
19.1.1 Key Facts
19.1.2 Business Overview
19.1.3 Product Segmentation by Revenue
19.1.4 Geographical Segmentation by Revenue
19.1.5 Business Strategy
19.1.6 Recent Developments
19.1.7 SWOT Analysis
19.2 Activision Blizzard
19.2.1 Key Facts
19.2.2 Business Overview
19.2.3 Business Segmentation by Revenue 2013
19.2.4 Product Segmentation
19.2.5 Business Strategy
19.2.6 Recent Developments
19.2.7 SWOT Analysis
19.3 Electronic Arts
19.3.1 Key Facts
19.3.2 Business Overview
19.3.3 Business Segmentation by Revenue 2014
19.3.4 Business Segmentation by Revenue 2013 and 2014
19.3.5 Geographical Segmentation by Revenue 2014
19.3.6 Business Strategy
19.3.7 Recent Developments
19.3.8 SWOT Analysis
19.4 freenet digital
19.4.1 Key Facts
19.4.2 Business Overview
19.4.3 Solution Offerings
19.4.4 Product Segmentation
19.4.5 SWOT Analysis
19.5 Google
19.5.1 Key Facts
19.5.2 Business Overview
19.5.3 Business Segmentation by Revenue 2013
19.5.4 Business Segmentation by Revenue 2012 and 2013
19.5.5 Geographical Segmentation by Revenue 2013
19.5.6 Business Strategy
19.5.7 Recent Developments
19.5.8 SWOT Analysis
19.6 Quickplay
19.6.1 Key Facts
19.6.2 Business Overview
19.6.3 Solution Offerings
19.6.4 Geographical Presence
19.6.5 Business Strategy
19.6.6 Recent Developments
19.6.7 SWOT Analysis
19.7 Rovio Entertainment
19.7.1 Key Facts
19.7.2 Business Overview
19.7.3 Product Segmentation
19.7.4 Geographical Presence
19.7.5 Recent Developments
19.7.6 SWOT Analysis
19.8 Spotify
19.8.1 Key Facts
19.8.2 Business Overview
19.8.3 Geographical Presence
19.8.4 SWOT Analysis

20. Key Insights
20.1 Global Mobile Music Market by User Base
20.2 Mobile TV Value Chain

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 Smartphone and Tablet Penetration 2013-2018 (% of global population)
Exhibit 15: Countries with High Disposable Income per Capita 2009-2014 ($)
Exhibit 16: Global Internet Penetration 2014
Exhibit 17: Share of Leading Countries by Internet Usage in 2014
Exhibit 18: Product Segmentation of Apple by Revenue 2013
Exhibit 19: Product Segmentation of Apple by Revenue 2012 and 2013 (US$ billion)
Exhibit 20: Geographical Segmentation of Apple by Revenue 2013
Exhibit 21: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 22: Activision Blizzard: Product Segmentation
Exhibit 23: Electronic Arts: Business Segmentation by Revenue 2014
Exhibit 24: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 25: Electronic Arts: Geographical Segmentation by Revenue 2014
Exhibit 26: Freenet digital: Solution Offerings
Exhibit 27: freenet digital: Product Segmentation
Exhibit 28: Google: Business Segmentation by Revenue 2013
Exhibit 29: Google: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 30: Google: Geographical Segmentation by Revenue 2013
Exhibit 31: Quickplay: Solution Offerings
Exhibit 32: Geographical Presence
Exhibit 33: Rovio Entertainment: Product Segmentation
Exhibit 34: Rovio Entertainment: Geographical Presence
Exhibit 35: Spotify: Geographical Presence
Exhibit 36: Global Mobile Music Market by User Base 2014
Exhibit 37: Mobile TV Value Chain

Inquiry For Buying

Please fill your details below, to inquire about this report:
Indicates required fields

Request Sample

Please fill your details below, to receive sample report:
Indicates required fields

  • Payment Mode
Single User | $(USD)3000 View Pricing