Thursday 20 July 2017

Mobile Entertainment Market 2017 World Analysis and Forecast to 2019


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?

Complete Report Details @ https://www.wiseguyreports.com/reports/781752-global-mobile-entertainment-market-2015-2019                                                                                                                                                                                                                            
Table of Contents         
  1. 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…….

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