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Mobile Entertainment Market by Services (Mobile Games, Mobile Music, Mobile TV and Others): Global Industry Perspective, Comprehensive Analysis, and Forecast, 2016 - 2022

Published Date: 20-Mar-2017 Category: Technology & Media Report Format : PDF Pages: 110 Report Code: ZMR-1343 Status : Published

Global mobile entertainment market is expected to reach USD 128.12 billion by 2022, growing at a CAGR of 17.06% between 2017 and 2022.

Description

The report gives forecast and analysis for the mobile entertainment market on a global and regional level. The study provides historic data of 2016 along with a forecast from 2017 to 2022 based on revenue (USD Million). The study covers drivers and restraints for the mobile entertainment market all along with the impact they have on the demand over the forecast period. Furthermore, the report includes the study of opportunities available in the mobile entertainment market on a global level.

In order to give the complete outlook on the mobile entertainment market, we have included the detailed segmentation on the basis of service type, technology, and region. To know the competitive landscape in the market, a study of Porter’s Five Forces model for the mobile entertainment market has also been incorporated. The study encompasses a market attractiveness analysis, wherein service segments and regional segments are benchmarked based on their market size, growth rate, and general attractiveness.

The study gives a prominent view on the mobile entertainment market by segmenting the market based on service type and regions. All the segments have been analyzed based on present and future trends and the market is estimated from 2016 to 2022. On the services service type, the market is segmented into mobile music, mobile games, mobile TV, and others. The regional segmentation includes the current and forecast demand for North America, Latin America, Europe, Asia-Pacific, and the Middle East and Africa with its further bifurcation into major countries including China, Japan, U.S. Germany, France, UK, India, and Brazil.

The report also includes detailed profiles of end players such as Apple, Facebook, Gaana.com, Electronic Arts, Google, QuickPlay Media, Disney Interactive, Saavn, Samsung Music Hub. The detailed description of players includes parameters such as company overview, financial overview, business and recent developments of the company.

This report segments global mobile entertainment market as follows:

Global Mobile Entertainment Market: Service type Segment Analysis

  • Mobile Games
  • Mobile Music
  • Mobile TV
  • Others

Global Mobile Entertainment Market: Regional Segment Analysis

  • North America
    • U.S.
  • Europe
    • UK
    • France
    • Germany
  • Asia Pacific
    • China
    • Japan
    • India
  • Latin America
    • Brazil
  • Middle East and Africa

Table Of Content

  • Chapter 1. Introduction
    • 1.1. Report description and scope
    • 1.2. Research scope
      • 1.3. Research methodology
        1.3.1. Market research process
      • 1.3.2. Market research methodology
  • Chapter 2. Executive Summary
    • 2.1. Global mobile entertainment market, 2016 – 2022 (USD Million)
    • 2.2. Global mobile entertainment market: Snapshot
  • Chapter 3. Mobile Entertainment – Market Dynamics
    • 3.1. Introduction
    • 3.2. Market drivers
      • 3.2.1. Global mobile entertainment market drivers: Impact analysis
      • 3.2.2. Increasing penetration of smartphones
    • 3.3. Market restraints
      • 3.3.1. Global mobile entertainment market restraints: Impact analysis
      • 3.3.2. Video gaming on TV
    • 3.4. Opportunities
      • 3.4.1. Technological advancement
      • 3.4.2. Increase in adoption of cloud services for music streaming
    • 3.5. Top Trends in Mobile Entertainment
      • 3.5.1. Change in User Demographics
      • 3.5.2. Wearable Technology
      • 3.5.3. Popularity of Multiplayer Mobile Gaming
      • 3.5.4. Growing In-App Advertising
    • 3.6. Porter’s five forces analysis
      • 3.6.1. Bargaining power of suppliers
      • 3.6.2. Bargaining power of buyers
      • 3.6.3. Threat from new entrants
      • 3.6.4. Threat from new substitutes
      • 3.6.5. Degree of competition
    • 3.7. Market attractiveness analysis
      • 3.7.1. Market attractiveness analysis, by service service type segment
      • 3.7.2. Market attractiveness analysis, by regional segment
  • Chapter 4. Global Mobile Entertainment Market – Competitive Landscape
    • 4.1. Company market share, 2016 (Subject To Data Availability)
    • 4.2. Strategic Development
      • 4.2.1. Acquisitions & Mergers
      • 4.2.2. New Product Launch
      • 4.2.3. Agreements, Partnerships, Collaborations and Joint Ventures
      • 4.2.4. Research and Development, Product and Regional Expansion
  • Chapter 5. Global Mobile Entertainment Market – Service Type Segment Analysis
    • 5.1. Global mobile entertainment market: Service type overview
      • 5.1.1. Global mobile entertainment market revenue share, by service types, 2016 and 2022
    • 5.2. Mobile Games
      • 5.2.1. Global mobile games market , 2016 – 2022 (USD Million)
    • 5.3. Mobile Music
      • 5.3.1. Global mobile music market, 2016 – 2022 (USD Million)
    • 5.4. Mobile TV
      • 5.4.1. Global mobile TV market, 2016 – 2022 (USD Million)
    • 5.5. Others
      • 5.5.1. Global other services market, 2016 – 2022 (USD Million)
  • Chapter 6. Global Mobile Entertainment Market – Regional Segment Analysis
    • 6.1. Global mobile entertainment market: Regional overview
      • 6.1.1. Global mobile entertainment market revenue share, by region, 2016 and 2022
    • 6.2. North America
      • 6.2.1. North America mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
      • 6.2.2. U.S.
        • 6.2.2.1. U.S. mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
    • 6.3. Europe
      • 6.3.1. Europe mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
      • 6.3.2. Germany
        • 6.3.2.1. Germany mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
      • 6.3.3. France
        • 6.3.3.1. France mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
      • 6.3.4. UK
        • 6.3.4.1. UK mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
    • 6.4. Asia Pacific
      • 6.4.1. Asia Pacific mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
      • 6.4.2. China
        • 6.4.2.1. China mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
      • 6.4.3. Japan
        • 6.4.3.1. Japan mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
      • 6.4.4. India
        • 6.4.4.1. India mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
    • 6.5. Latin America
      • 6.5.1. Latin America mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
      • 6.5.2. Brazil
        • 6.5.2.1. Brazil mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
    • 6.6. Middle East and Africa
      • 6.6.1. Middle East & Africa mobile entertainment market revenue, by service type, 2016 – 2022 (USD Million)
  • Chapter 7. Company Profile
    • 7.1. Apple
      • 7.1.1. Overview
      • 7.1.2. Financials
      • 7.1.3. Product portfolio
      • 7.1.4. Business strategy
      • 7.1.5. Recent developments
    • 7.2. Facebook
      • 7.2.1. Overview
      • 7.2.2. Financials
      • 7.2.3. Product portfolio
      • 7.2.4. Business strategy
      • 7.2.5. Recent developments
    • 7.3. Gaana.com
      • 7.3.1. Overview
      • 7.3.2. Financials
      • 7.3.3. Product portfolio
      • 7.3.4. Business strategy
      • 7.3.5. Recent developments
    • 7.4. Electronic Arts
      • 7.4.1. Overview
      • 7.4.2. Financials
      • 7.4.3. Product portfolio
      • 7.4.4. Business strategy
      • 7.4.5. Recent developments
    • 7.5. Google
      • 7.5.1. Overview
      • 7.5.2. Financials
      • 7.5.3. Product portfolio
      • 7.5.4. Business strategy
      • 7.5.5. Recent developments
    • 7.6. QuickPlay Media
      • 7.6.1. Overview
      • 7.6.2. Financials
      • 7.6.3. Product portfolio
      • 7.6.4. Business strategy
      • 7.6.5. Recent developments
    • 7.7. Disney Interactive
      • 7.7.1. Overview
      • 7.7.2. Financials
      • 7.7.3. Product portfolio
      • 7.7.4. Business strategy
      • 7.7.5. Recent developments
    • 7.8. Saavn
      • 7.8.1. Overview
      • 7.8.2. Financials
      • 7.8.3. Product portfolio
      • 7.8.4. Business strategy
      • 7.8.5. Recent developments
    • 7.9. Samsung Music Hub
      • 7.9.1. Overview
      • 7.9.2. Financials
      • 7.9.3. Product portfolio
      • 7.9.4. Business strategy
      • 7.9.5. Recent developments
    • 7.10. Activision Blizzard
      • 7.10.1. Overview
      • 7.10.2. Financials
      • 7.10.3. Product portfolio
      • 7.10.4. Business strategy
      • 7.10.5. Recent developments
    • 7.11. Rovio International
      • 7.11.1. Overview
      • 7.11.2. Financials
      • 7.11.3. Product portfolio
      • 7.11.4. Business strategy
      • 7.11.5. Recent developments
    • 7.12. Spotify
      • 7.12.1. Overview
      • 7.12.2. Financials
      • 7.12.3. Product portfolio
      • 7.12.4. Business strategy
      • 7.12.5. Recent developments
    • 7.13. CBS
      • 7.13.1. Overview
      • 7.13.2. Financials
      • 7.13.3. Product portfolio
      • 7.13.4. Business strategy
      • 7.13.5. Recent developments
    • 7.14. CJ E&M Netmarble
      • 7.14.1. Overview
      • 7.14.2. Financials
      • 7.14.3. Product portfolio
      • 7.14.4. Business strategy
      • 7.14.5. Recent developments
    • 7.15. Clear Channel Radio Colopl
      • 7.15.1. Overview
      • 7.15.2. Financials
      • 7.15.3. Product portfolio
      • 7.15.4. Business strategy
      • 7.15.5. Recent developments
    • 7.16. CyberAgent
      • 7.16.1. Overview
      • 7.16.2. Financials
      • 7.16.3. Product portfolio
      • 7.16.4. Business strategy
      • 7.16.5. Recent developments
    • 7.17. DeNa
      • 7.17.1. Overview
      • 7.17.2. Financials
      • 7.17.3. Product portfolio
      • 7.17.4. Business strategy
      • 7.17.5. Recent developments

Methodology

This report is based on in-depth qualitative and quantitative analyses of the global Mobile Entertainment market. Zion Research has collected and analyzed key data belong to the global Mobile Entertainment market using a variety of methods. Quantitative analysis has been done following various projection and sampling techniques.

The qualitative analysis involved primary interviews, surveys, and vendor briefings. The data gathered as a result of these processes were validated through experts' opinions. The market dynamics have been determined after conducting a detailed study of the micro and macroeconomic indicators of the market.

Various parameters have been taken into account, while estimating market size. The revenue generated by the leading industry participants in from the sales of Mobile Entertainment across the world has been calculated through primary and secondary research.

Zion Research employs the combination of secondary research followed by extensive primary research. Under secondary research, we refer to prominent paid as well as open access data sources including product literature, company annual reports, government publications, press releases, industry association’s magazines and other relevant sources for data collection. Other prominent secondary sources include STATISTA, trade journals, trade associations, statistical data from government websites, etc. 

For this study, Zion Research has conducted all-encompassing primary research with key industry participants to collect first had data. Moreover, in-depth interviews with key opinion leaders also assisted in validation of findings from secondary research and to understand key trends in the Mobile Entertainment industry. Primary research makes up the major source of data collection and validation.   

Primary Research

We conduct primary interviews with industry participants and commentators on an ongoing basis to validate data and analysis. A typical research interview fulfills the following functions:

  • Provides firsthand information on market size, market trends, growth trends, competitive landscape, outlook, etc.
  • Helps in validating and strengthening the secondary research findings
  • Further, develops the analysis team’s expertise and market understanding
  • Primary research involves e-mail interactions, telephonic interviews as well as face-to-face interviews for each market, category, segment and sub-segment across geographies

Participants who typically participate in such a process include, but are not limited to:

  • Industry participants: CEOs, VPs, marketing/product managers, market intelligence managers and national sales managers
  • Purchasing managers, technical personnel, distributors and resellers
  • Outside experts: Investment bankers, valuation experts and research analysts specializing in specific markets

Key opinion leaders specializing in different areas corresponding to different industry verticals

Secondary Research

Secondary research sources that are typically referred to include, but are not limited to:

  • Company websites, annual reports, financial reports, broker reports, investor presentations and SEC filings
  • IDC and other relevant magazines
  • Internal and external proprietary databases, and relevant patent and regulatory databases
  • National government documents, statistical databases and market reports

News articles, press releases and webcasts specific to companies operating in the market

Following a comprehensive secondary and primary research and insights thus gathered, analysts at Zion Research have provided an in-depth analysis of various aspects of the Mobile Entertainment market.

Models

Where no hard data is available, we use models and estimates to produce comprehensive data sets. A rigorous methodology is adopted, wherein the available hard data is cross-referenced with the following data types to produce estimates:

  • Demographic data: Population split by segments
  • Macroeconomic indicators: GDP, PPP, Per Capita Income, etc.
  • Industry indicators: Expenditure, technology stage and infrastructure, sector growth and facilities
  • Data is then cross-checked by an expert panel.

Free Analysis

Technological evolutions such as faster processors, more input points, larger screens, and better overall graphics capabilities along with dropping prices have brought the ability for gaming via smartphone to users larger than ever before. Starts from SMS service to video chatting mobile entertainment include many applications which can entertain the user. It also includes a wide range of entertainment activities like music, games, and TV, which can be accessed on mobile devices. Different mobile applications are compatible with smartphones and increasing popularity of electronic gadgets in young generation is propelling the growth of mobile entertainment market since past few years.

The mobile entertainment market is primarily driven by increasing adoption of smartphones and high demand of internet accessibility. Changing technological preferences in young population is expected to spur market growth during the year to come. However, some restraints like availability of TV video gaming may hinder the growth of this market. Moreover, affordable prices of mobile applications and internet may help to open up new opportunities in evolving consumer preference.

Global-Mobile-Entertainment-Market

In terms of service type, global mobile entertainment market is segmented into mobile music, mobile games, mobile TV, and others. Mobile gaming dominated the mobile entertainment market owing to the high demand from young population. Mobile music is expected to have faster growth in the future due to the introduction of new applications. The global gaming market is expected to reach around 162.49 billion in 2022. Asia Pacific was the largest region for gaming market in 2016 and expected to retain its dominance in near future due to high adoption of electronic gadgets.

Asia Pacific exhibited the largest share for mobile entertainment market in 2016. It accounted for significant share of the market and this trend is expected to mirror in the world marketplace during the forecast period due to growing electronic market in the region. Asia Pacific was followed by Europe and North America region due to the high disposable income and high adoption of smartphones and smart technology.

Some of the key participants involved in mobile entertainment market include Activision Blizzard, Apple, Electronic Arts, Google, QuickPlay Media, Rovio International and Spotify.

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, OnMobile, RadioTime, Rara, Rhapsody and Samsung Music Hub are some other industry participants of this market.

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