Global Mobile Entertainment Market Report In-depth Analysis , Segmentation, Revenue, Geographical Presence Expected to Grow at CAGR 17.82% and Forecast to 2019
Mobile Entertainment
Scope
of the Report:
1)
About this Report
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. .
2)
Analysis of this report
Technavio's analysts forecast the
global mobile entertainment market to grow at a CAGR of 17.82% over the period
2014-2019.
3)
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
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.
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Key Regions
• Americas
• APAC
• EMEA
Key Vendors
• Activision Blizzard
• Apple
• Electronic Arts
• freenet digital
• QuickPlay Media
• Rovio International
• Spotify
Other Prominent Vendors
• CBS
• CJ E&M Netmarble
• Clear Channel Radio
• Colopl
• CyberAgent
• DeNa
• Disney Interactive
• 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?
Complete Report: https://www.wiseguyreports.com/reports/781752-global-mobile-entertainment-market-2015-2019
Table of Content
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
Continued……………
Continued………………….
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