Mobile Entertainment Market - Global Industry Analysis

Mobile Entertainment Market By Services (Mobile Games, Mobile Music, Mobile TV And Others): Global Industry Perspective, Comprehensive Analysis, Size, Share, Growth, Segment, Trends And Forecast, 2020 – 2028

Published Date: 02-Aug-2021 Category: Technology & Media Report Format : PDF Pages: 150 Report Code: ZMR-1343 Status : Published

The Global Mobile Entertainment Market was accounted for USD 104.9 Billion in 2020 and is expected to reach USD 201 Billion by 2028, growing at a CAGR of around 8.1% between 2021 and 2028.

Description

Market Overview     

The Global Mobile Entertainment Market was accounted for USD 104.9 Billion in 2020 and is expected to reach USD 201 Billion by 2028, growing at a CAGR of around 8.1% between 2021 and 2028.    

The global mobile entertainment market has been seeing an interesting increment within the last few years due to the rising employment of handsets. Due to the consequent increment in mobile applications on account of technological advancement, the mobile entertainment market is developing endlessly. Due to the easy availability of network accessibility and rising population the expansion of the mobile entertainment market keeps on boosting. The buyer doesn't require paying for each mobile app whenever. Therefore, the need for mobile entertainment apps like Temple Run 2, Spotify, Amazon Kindle, and Neko Atsume: Kitty Collection among others is rising incessantly. Rising demand from the young population and affordable costs of handsets are a number of the up-and-coming trends that are expected to unlock new opportunities for the mobile entertainment market within the near future.

COVID-19 Impact Analysis

Currently, the demand for Mobile Entertainment is on the increase during the COVID-19 pandemic. However, this requirement is probably going to be hindered owing to reductions within the budgets of electronics companies and individuals due to partial lockdowns imposed worldwide. The lockdowns have caused severe losses to the worldwide industry players and placed restrictions on public gatherings at theatres, concerts, international events, and music festivals, which is clogging the market growth. Furthermore, the market is indicating a big recovery rate, mainly attributed to the remote working policies adopted by many industry players to stop the spread of COVID-19 at workplaces. The industry is, however, expected to face challenges within the future due to the consequences of COVID-19.

Global Mobile Entertainment Market

Growth Factors

New updates for the apps by market players are also set to foster the development of mobile entertainment market in the years to come. For example, in May 2018, AT&T began launching out app update for its TV streaming service named as DirecTV Now internet, which provided all users DVR access paired with free 20 Hours of storage.

Report Scope:

Report Attribute Details
Base Year 2020
Historic Years 2016 - 2020
Forecast Years 2021 - 2028
Segments Covered By Product Type, By Application, and By End Use
Forecast Units Value (USD Billion), and Volume (Units)
Quantitative Units Revenue in USD million/billion and CAGR from 2021 to 2028
Regions Covered North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, and Rest of World
Countries Covered U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others
Number of Companies Covered 10 companies with scope for including additional 15 companies upon request
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis, and COVID-19 impact analysis.
Customization Scope Avail customized purchase options to meet your exact research needs.

Service Segment Analysis Preview   

Based on services of mobile entertainment, the worldwide mobile entertainment market is segmented into mobile music, mobile games, et al. including mobile TV. Other entertainment services division is further classified into e-commerce, social media, and so on. The mobile game division added up for nearly 56% share in terms of revenue of the worldwide mobile entertainment market in 2018 due to the high requirement of gaming apps from the teen population.

Regional Segment Analysis Preview   

Regionally, Asia Pacific is likely to stay the leader of the mobile entertainment market during the forecast period and added for a noteworthy share of the revenue of the global mobile entertainment market in 2018. The massive penetration of smart mobile equipment like smartphones & smart wearable devices alongside the acceptance of the latest technologies by market players across the region is that the main factor behind the dominance of the region in the Mobile Entertainment market.

Key Market Players & Competitive Landscape

The key companies operating in the Mobile Entertainment market include Apple, Activision Blizzard, Company Profile, Electronic Arts, QuickPlay Media, Google, Spotify, and Rovio International are some of the major players of the mobile entertainment market. These players are bolstering the mobile entertainment market and will continue to do so shortly.

The global Mobile Entertainment Market is segmented as follows:

By Service

  • Mobile Games
  • Mobile Music
  • Mobile TV
  • Others

By Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Table Of Content

  • Chapter No. 1: Introduction
    • 1.1. Report Description
      • 1.1.1. Purpose of the Report
      • 1.1.2. USP & Key Offerings
    • 1.2. Key Benefits for Stakehulders
    • 1.3. Target Audience
    • 1.4. Report Scope
  • Chapter No. 2: Executive Summary
    • 2.1. Key Findings
      • 2.1.1. Top Investment Pockets
        • 2.1.1.1. Market Attractiveness Analysis, By Service
        • 2.1.1.2. Market Attractiveness Analysis, By Region
    • 2.2. Market Snapshot
    • 2.3. Global Mobile Entertainment Market , 2016 – 2028 (USD Billion)
    • 2.4. Insights from Primary Respondents
  • Chapter No. 3: COVID 19 Impact Analysis
    • 3.1. Impact Assessment of COVID-19 Pandemic, By Region
      • 3.1.1. North America
      • 3.1.2. Europe
      • 3.1.3. Asia Pacific
      • 3.1.4. Latin America
      • 3.1.5. The Middle-East and Africa
    • 3.2. Quarterly Market Revenue and Forecast by Region 2020 & 2021
    • 3.3. Pre COVID-19 Market Revenue, By Region, 2016-2019 (USD Billion)
    • 3.4. Post COVID-19 Market Revenue, By Region, 2020-2028 (USD Billion)
    • 3.5. Key Strategies Undertaken by Companies to Tackle COVID-19
      • 3.5.1. Company Quarterly Revenue Analysis, 2019 & 2020
    • 3.6. Short Term Dynamics
    • 3.7. Long Term Dynamics
  • Chapter No. 4: Mobile Entertainment Market – Service Segment Analysis
    • 4.1. Overview
      • 4.1.1. Market Revenue Share, By Service, 2020 & 2028
    • 4.2. Mobile Games
      • 4.2.1. Market Size and Forecast, By Region (USD Billion)
      • 4.2.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 4.2.3. Key Market Trends, Growth Factors, & Opportunities
    • 4.3. Mobile Music
      • 4.3.1. Market Size and Forecast, By Region (USD Billion)
      • 4.3.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 4.3.3. Key Market Trends, Growth Factors, & Opportunities
    • 4.4. Mobile TV
      • 4.4.1. Market Size and Forecast, By Region (USD Billion)
      • 4.4.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 4.4.3. Key Market Trends, Growth Factors, & Opportunities
    • 4.5. Others
      • 4.5.1. Market Size and Forecast, By Region (USD Billion)
      • 4.5.2. Comparative Revenue Analysis, By Country, 2020 & 2028
      • 4.5.3. Key Market Trends, Growth Factors, & Opportunities
  • Chapter No. 5: Mobile Entertainment Market – Region Segment Analysis
    • 5.1. Overview
      • 5.1.1. Global Market Revenue Share, By Region, 2020 & 2028
      • 5.1.2. Global Market Revenue, By Region, 2016 – 2028 (USD Billion)
    • 5.2. North America
      • 5.2.1. North America Market Revenue, By Country, 2016 – 2028 (USD Billion)
      • 5.2.2. North America Market Revenue, By Service, 2016 – 2028
      • 5.2.5. U.S.
        • 5.2.5.1. U.S. Market Revenue, By Service, 2016 – 2028
      • 5.2.6. Canada
        • 5.2.6.1. Canada Market Revenue, By Service, 2016 – 2028
      • 5.2.7. Mexico
        • 5.2.7.1. Mexico Market Revenue, By Service, 2016 – 2028
    • 5.3. Europe
      • 5.3.1. Europe Market Revenue, By Country, 2016 – 2028 (USD Billion)
      • 5.3.2. Europe Market Revenue, By Service, 2016 – 2028
      • 5.3.5. Germany
        • 5.3.5.1. Germany Market Revenue, By Service, 2016 – 2028
      • 5.3.6. France
        • 5.3.6.1. France Market Revenue, By Service, 2016 – 2028
      • 5.3.7. U.K.
        • 5.3.7.1. U.K. Market Revenue, By Service, 2016 – 2028
      • 5.3.8. Italy
        • 5.3.8.1. Italy Market Revenue, By Service, 2016 – 2028
      • 5.3.9. Spain
        • 5.3.9.1. Spain Market Revenue, By Service, 2016 – 2028
      • 5.3.10. Rest of Europe
        • 5.3.10.1. Rest of Europe Market Revenue, By Service, 2016 – 2028
    • 5.4. Asia Pacific
      • 5.4.1. Asia Pacific Market Revenue, By Country, 2016 – 2028 (USD Billion)
      • 5.4.2. Asia Pacific Market Revenue, By Service, 2016 – 2028
      • 5.4.5. China
        • 5.4.5.1. China Market Revenue, By Service, 2016 – 2028
      • 5.4.6. Japan
        • 5.4.6.1. Japan Market Revenue, By Service, 2016 – 2028
      • 5.4.7. India
        • 5.4.7.1. India Market Revenue, By Service, 2016 – 2028
      • 5.4.8. South Korea
        • 5.4.8.1. South Korea Market Revenue, By Service, 2016 – 2028
      • 5.4.9. South-East Asia
        • 5.4.9.1. South-East Asia Market Revenue, By Service, 2016 – 2028
      • 5.4.10. Rest of Asia Pacific
        • 5.4.10.1. Rest of Asia Pacific Market Revenue, By Service, 2016 – 2028
    • 5.5. Latin America
      • 5.5.1. Latin America Market Revenue, By Country, 2016 – 2028 (USD Billion)
      • 5.5.2. Latin America Market Revenue, By Service, 2016 – 2028
      • 5.5.5. Brazil
        • 5.5.5.1. Brazil Market Revenue, By Service, 2016 – 2028
      • 5.5.6. Argentina
        • 5.5.6.1. Argentina Market Revenue, By Service, 2016 – 2028
      • 5.5.7. Rest of Latin America
        • 5.5.7.2. Rest of Latin America Market Revenue, By Service, 2016 – 20285
    • 5.6. The Middle-East and Africa
      • 5.6.1. The Middle-East and Africa Market Revenue, By Country, 2016 – 2028 (USD Billion)
      • 5.6.2. The Middle-East and Africa Market Revenue, By Service, 2016 – 2028
      • 5.6.5. GCC Countries
        • 5.6.5.1. GCC Countries Market Revenue, By Service, 2016 – 2028
      • 5.6.6. South Africa
        • 5.6.6.1. South Africa Market Revenue, By Service, 2016 – 2028
      • 5.6.7. Rest of Middle-East Africa
        • 5.6.7.1. Rest of Middle-East Africa Market Revenue, By Service, 2016 – 2028
  • Chapter No. 6: Mobile Entertainment Market – Industry Analysis
    • 6.1. Introduction
    • 6.2. Market Drivers
      • 6.2.1. Driving Factor 1 Analysis
      • 6.2.2. Driving Factor 2 Analysis
    • 6.3. Market Restraints
      • 6.3.1. Restraining Factor Analysis
    • 6.4. Market Opportunities
      • 6.4.1. Market Opportunity Analysis
    • 6.5. Porter’s Five Forces Analysis
    • 6.6. PEST Analysis
    • 6.7. Regulatory Landscape
    • 6.8. Technology Landscape
    • 6.9. Regional Market Trends
      • 6.9.1. North America
      • 6.9.2. Europe
      • 6.9.3. Asia Pacific
      • 6.9.4. Latin America
      • 6.9.5. The Middle-East and Africa
    • 6.10. Pricing Analysis
    • 6.11. Value Chain Analysis
    • 6.12. Downstream Buyers
    • 6.13. Distributors/Traders List
  • Chapter No. 7: Competitive Landscape
    • 7.1. Company Market Share Analysis – 2019
      • 7.1.1. Global Mobile Entertainment Market : Company Market Share, 2019
      • 7.1.2. Global Mobile Entertainment Market , Company Market Revenue, 2016 – 2019 (USD Billion)
      • 7.1.3. Global Mobile Entertainment Market , Company Y-o-Y Growth, 2017 – 2028 (%)
      • 7.1.4. Global Mobile Entertainment Market : Radar Determinant Chart, 2019
    • 7.2. Strategic Developments
      • 7.2.1. Acquisitions & Mergers
      • 7.2.2. New Product Launch
      • 7.2.3. Regional Expansion
    • 7.3. Company Strategic Developments – Heat Map Analysis
  • Chapter No. 8: Company Profiles
    • 8.1. Apple
      • 8.1.1. Company Overview
      • 8.1.2. Key Executives
      • 8.1.3. Product Portfolio
      • 8.1.4. Financial Overview
      • 8.1.5. Operating Business Segments
      • 8.1.6. Business Performance
      • 8.1.7. Recent Developments
    • 8.2. Activision Blizzard
    • 8.3. Electronic Arts
    • 8.4. QuickPlay Media
    • 8.5. Google
    • 8.6. Spotify
    • 8.7. Rovio
    • 8.8. Kiloo
    • 8.9. OnMobile
    • 8.10 Others
  • Chapter No. 9: Marketing Strategy Analysis
    • 9.1. Marketing Channel
    • 9.2. Direct Marketing
    • 9.3. Indirect Marketing
    • 9.4. Marketing Channel Development Trends
    • 9.5. Economic/Pulitical Environmental Change
  • Chapter No. 10: Research Methodology
    • 10.1. Research Methodology
    • 10.2. Phase I - Secondary Research
    • 10.3. Phase II - Data Modeling
      • 10.3.1. Company Share Analysis Model
      • 10.3.2. Revenue Based Modeling
    • 10.4. Phase III - Primary Research
    • 10.5. Research Limitations
      • 10.5.1. Assumptions

Table Of Figures

List of Figures 

FIG NO. 1. Market Attractiveness Analysis,  By Service
FIG NO. 2. Market Attractiveness Analysis, By Region
FIG NO. 3. Global Mobile Entertainment Market  Revenue, 2016 – 2028 (USD Billion)
FIG NO. 4. Impact of COVID-19 Pandemic in North America Countries
FIG NO. 5. Market Revenue Share,  By Service, 2020 & 2028
FIG NO. 6. Global Mobile Entertainment Market  for Mobile Games, Revenue (USD Billion) 2016 – 2028
FIG NO. 7. Comparative Revenue Analysis of Mobile Entertainment Market  for Mobile Games, By Country, 2020 & 2028
FIG NO. 8. Global Mobile Entertainment Market  for Mobile Music, Revenue (USD Billion) 2016 – 2028
FIG NO. 9. Comparative Revenue Analysis of Mobile Entertainment Market  for Mobile Music, By Country, 2020 & 2028
FIG NO. 10. Global Mobile Entertainment Market  for Mobile TV, Revenue (USD Billion) 2016 – 2028
FIG NO. 11. Comparative Revenue Analysis of Mobile Entertainment Market  for Mobile TV, By Country, 2020 & 2028
FIG NO. 12. Global Mobile Entertainment Market  for Others, Revenue (USD Billion) 2016 – 2028
FIG NO. 13. Comparative Revenue Analysis of Mobile Entertainment Market  for Others, By Country, 2020 & 2028
FIG NO. 14. Global Mobile Entertainment Market  Revenue Share, By Region, 2020 & 2028
FIG NO. 15. North America Mobile Entertainment Market  Revenue, 2016 - 2028 (USD Billion)
FIG NO. 16. Porter’s Five Forces Analysis for Global Mobile Entertainment Market 
FIG NO. 17. PEST Analysis for Global Mobile Entertainment Market 
FIG NO. 18. Pricing Analysis for Global Mobile Entertainment Market 
FIG NO. 19. Value Chain Analysis for Global Mobile Entertainment Market 
FIG NO. 20. Company Share Analysis, 2019
FIG NO. 21. Radar Determinant Chart, 2019
FIG NO. 22. Company Strategic Developments – Heat Map Analysis
FIG NO. 23. Business Segment Revenue Share, 2020 (%)
FIG NO. 24. Geographical Segment Revenue Share, 2020 (%)
FIG NO. 25. Market Channels
FIG NO. 26. Marketing Channel Development Trend
FIG NO. 27. Growth in World Gross Product, 2008-2018
FIG NO. 28. Research Methodology – Detailed View
FIG NO. 29. Research Methodology


Table Of Tables

List of Tables 

TABLE NO. 1. Global Mobile Entertainment Market : Snapshot
TABLE NO. 2. Quarterly Mobile Entertainment Market  Revenue by Region, 2020
TABLE NO. 3. Quarterly Mobile Entertainment Market  Revenue Forecast by Region, 2021
TABLE NO. 4. Pre COVID-19 Market Revenue, By Region, 2016-2019 (USD Billion) 
TABLE NO. 5. Post COVID-19 Market Revenue, By Region, 2020-2028 (USD Billion)
TABLE NO. 6. Global Mobile Entertainment Market  for Mapping & surviving, by Region, 2016 – 2028 (USD Billion)
TABLE NO. 7. Global Mobile Entertainment Market  for Mobile Music, by Region, 2016 – 2028 (USD Billion)
TABLE NO. 8. Global Mobile Entertainment Market  for Mobile TV, by Region, 2016 – 2028 (USD Billion)
TABLE NO. 9. Global Mobile Entertainment Market  for Others, by Region, 2016 – 2028 (USD Billion)
TABLE NO. 10. Global Mobile Entertainment Market  Revenue, By Region, 2016 – 2028 (USD Billion)
TABLE NO. 11. North America Mobile Entertainment Market  Revenue, By Country, 2016 – 2028 (USD Billion)
TABLE NO. 12. North America Mobile Entertainment Market  Revenue,  By Service, 2016 – 2028 (USD Billion)
TABLE NO. 13. U.S. Mobile Entertainment Market  Revenue,  By Service, 2016 – 2028 (USD Billion)
TABLE NO. 14. Canada Mobile Entertainment Market  Revenue,  By Service, 2016 – 2028 (USD Billion)
TABLE NO. 15. Mexico Mobile Entertainment Market  Revenue,  By Service, 2016 – 2028 (USD Billion)
TABLE NO. 16. Drivers for the Mobile Entertainment Market : Impact Analysis
TABLE NO. 17. Restraints for the Mobile Entertainment Market : Impact Analysis
TABLE NO. 18. Major Buyers of Mobile Entertainment
TABLE NO. 19. Distributors/Traders List 
TABLE NO. 20. Global Mobile Entertainment Market , Company Market Revenue, 2016 – 2019 (USD Billion)
TABLE NO. 21. Global Mobile Entertainment Market , Company Y-o-Y Growth, 2017 – 2028 (USD Billion)

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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FrequentlyAsked Questions

The global Mobile Entertainment Market was valued at USD 104.9 Billion in 2020.

The global Mobile Entertainment Market is expected to reach USD 201 Billion by 2028, growing at a CAGR of 8.1% between 2021 to 2028.

Some of the key factors driving the global Mobile Entertainment Market growth are rapid urbanization,  consequent increment in mobile applications on account of the technological advancement, the mobile entertainment market is developing endlessly.

APAC region held a substantial share of the Mobile Entertainment Market in 2020.

The key companies operating in the Mobile Entertainment market include Apple, Activision Blizzard, Company Profile, Electronic Arts, QuickPlay Media, Google, Spotify, and Rovio International are some of the major players of the mobile entertainment market.

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