Mobile Entertainment Market Size, Share, Growth Report 2032

Mobile Entertainment Market

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, 2021 – 2028

Category: Technology & Media Report Format : PDF Pages: 150 Report Code: ZMR-1343 Published Date: Mar-2023 Status : Published

The global mobile entertainment market size was 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.

Mobile Entertainment Market Size

The global mobile entertainment market size was 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.

Due to more people using phones, the global mobile entertainment market has grown in an interesting way over the past few years.Because technology keeps getting better, more and more mobile apps are being made, and the mobile entertainment market keeps growing.Due to the easy availability of network accessibility and the rising population, the expansion of the mobile entertainment market keeps on boosting. The buyer doesn't have to pay for each mobile app. 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 handset costs 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. Mobile Entertainment Market SizeRequest Free Sample

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 theaters, concerts, international events, and music festivals, which is clogging the market's 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 in the future due to the consequences of COVID-19.Global Mobile Entertainment MarketRequest Free Sample

Growth Factors

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

Report Scope:

 

Service Segment Analysis Preview   

Based on mobile entertainment services, the worldwide mobile entertainment market is segmented into mobile music, mobile games, et al., including mobile TV. The other entertainment services division is further classified into e-commerce, social media, and so on. The mobile game division accounted for nearly 56% of the revenue in the global mobile entertainment market in 2018 due to the high demand for 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 a noteworthy share of the revenue of the global mobile entertainment market in 2018. The massive penetration of smart mobile equipment like smartphones and smart wearable devices, alongside the acceptance of the latest technologies by market players across the region, is the main factor behind the region's dominance in the mobile entertainment market.

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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.

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The global Mobile Entertainment Market is segmented as follows:

By Service

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

Methodology

Free Analysis

FrequentlyAsked Questions

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

The global Mobile Entertainment Market size 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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