Global Mobile Entertainment Market 2015-2019

Published: Jun 2015 Pages: 102 SKU: IRTNTR6141

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

Research Framework

Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

INFORMATION SOURCES

Primary sources

  • Manufacturers and suppliers
  • Channel partners
  • Industry experts
  • Strategic decision makers

Secondary sources

  • Industry journals and periodicals
  • Government data
  • Financial reports of key industry players
  • Historical data
  • Press releases

DATA ANALYSIS

Data Synthesis

  • Collation of data
  • Estimation of key figures
  • Analysis of derived insights

Data Validation

  • Triangulation with data models
  • Reference against proprietary databases
  • Corroboration with industry experts

REPORT WRITING

Qualitative

  • Market drivers
  • Market challenges
  • Market trends
  • Five forces analysis

Quantitative

  • Market size and forecast
  • Market segmentation
  • Geographical insights
  • Competitive landscape

PURCHASE FULL REPORT OF

market

Key Questions Answered

  • What are the key global market and the regional market share?
  • What are the revenue-generating key market segments?
  • What are the key factors driving and challenging this market’s growth?
  • Who are the key market vendors and their growth strategies?
  • What are the latest trends influencing the growth of this market?
  • What are the variables influencing the market growth in the primary regions?
  • What are the factors influencing the growth of the parent market?

Why should you prefer Technavio's market insights report?

  • Off-the-shelf research reports
  • Reports can be tailored to meet the customer's needs
  • Trusted by more than 100 fortune 500 organizations
  • Information about the market's key drivers, trends, and challenges
  • Parent market analysis
  • Every week, 50,000 people visit our subscription platform
  • Detailed vendors report with competitive landscape
  • Covid-19 impact and recovery analysis
  • Data on revenue-generating market segments
  • Details on the market shares of various regions
  • Five-force market analysis