Report forecast the global mobile entertainment
market to grow at a CAGR of 17.82% over the period 2014-2019.
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.
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.
According to the report, virtual goods and the
micro-transactions revenue model are expected to grow in the coming years. This
is because of the growing number of in-app purchases, which require users to
pay to buy virtual goods, which are non-existent objects within the game. For
instance, Apple, which previously charged for downloading any application,
welcomed the free-to-play model so that it could charge for premium games
through in-app purchases while maintaining sustainability.
Further, the report states that competition among
mobile entertainment vendors is very intense as the market is highly fragmented
with the presence of both global and local players. Further, the presence of
leading mediums of mobile entertainment services such as games, mobile TV, and
music poses a high challenge among the vendors to bring creativity to the
products and services for higher traction with the customers.
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 players in the Global Mobile Entertainment
Market: Activision Blizzard Inc., Apple Inc., Electronic Arts Inc., freenet
digital GmbH, Google Inc., QuickPlay Media Inc., Rovio International Ltd. and
Spotify Ltd.
Other Prominent Vendors in the market are: 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 Corp., OnMobile, RadioTime, Rara, Rhapsody, Saavn, Samsung Music
Hub,. SEGA, Slacker, SoundCloud, Square Enix, Storm8, Tencent, Ubisoft
Entertainment, Warner Bros. Entertainment and WeMade Entertainment.
Key Regions
- Americas
- APAC
- EMEA
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?
Spanning over 102 pages and 37
Exhibits “Global Mobile Entertainment Market 2015-2019” report covers Executive
Summary, List of Abbreviations, Scope of the Report, Market Research
Methodology, Introduction, Market Description, Market Landscape, Market
Segmentation by Type, Market Segmentation by Geography, Key Leading Countries,
Key Insights, Buying Criteria, Market Growth Drivers, Drivers and their Impact,
Market Challenges, Impact of Drivers and Challenges, Market Trends, Trends and
their Impact, Vendor Landscape, Key Vendor Analysis.
For
further information on this report, please visit-
http://mrr.cm/4uv
Find all Entertainment and
Gaming
Reports at: http://www.marketresearchreports.com/entertainment-gaming
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