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MCP-7336: MOBILE ENTERTAINMENT – A GLOBAL STRATEGIC BUSINESS REPORT

April 7, 2017 – Strong Penetration of Advanced Media Rich Smartphones & Widespread Deployment of 4G Networks Drive the Mobile Entertainment Market, According to a New Report by Global Industry Analysts, Inc.

GIA launches comprehensive analysis of industry segments, trends, growth drivers, market share, size and demand forecasts on the global Mobile Entertainment market. The global market for Mobile Entertainment is forecast to reach US$120.6 billion by 2022, driven by growing sales of advanced media rich smartphones and their use as portable entertainment tools, and rapid deployment 4G mobile networks.

Mobile entertainment is a broad term encompassing a wide range of leisure activities performed on personal mobile handsets such as reading e-books, watching movies, listening to music, engaging in social communications and chats, among others. The sector represents an amalgamation of telecommunication, entertainment and commerce. Availability of smartphones and tablet PCs, high-speed mobile broadband networks, economical data plans, favorable demographic and socio-economic factors are some of the key factors encouraging growth. Factors such as fast paced urbanization, changing lifestyle trends, and increased role of digital platforms in day-to-day life are creating a strong business case for Internet driven mobile entertainment services. Further, increasing number of mobile entertainment apps on application stores such as Google’s Play and Apple’s App Store are spurring the adoption of entertainment services on mobile devices. Mobile gaming, the largest service segment, is driven by surging number of mobile gamers, the transition of game enthusiasts from pre-installed PC games and consoles towards wireless games and browser based games, availability of various game genres, and growing prominence of multiplayer mobile gaming. Mobile music represents another key service segment driven by music streaming, open source music environment, cloud solutions, unlimited collection of music titles and albums, and discovery tools offered by all leading services.

As stated by the new market research report on Mobile Entertainment, Asia-Pacific represents the largest market worldwide. The region also ranks as the fastest growing market with a CAGR of 13.8% over the analysis period led by factors such as strong economic growth, presence of the world’s leading mobile markets including China and South Korea, and the huge subscriber base. Further, factors such as encouraging macroeconomic conditions, improving service quality, and increasing coverage of 3G/4G networks for mobile entertainment services are expected to drive market growth in Asia-Pacific in coming years. Mobile Music represents the fastest growing segment, trailing at a CAGR of 11.3% over the analysis period.

Major players in the market include Activision Blizzard Inc., Apple Inc., AT&T Inc., Bharti Airtel Limited, CBS Corporation, Comcast Corporation, CyberAgent Inc., Facebook Inc., WhatsApp Inc., Google Inc., LINE Corporation, Machine Zone Inc., Mobi2fun Mobile Entertainment Pvt. Ltd., Mobile Roadie, MobiTV Inc., Orange S.A., Samsung Electronics Co. Ltd., Sky plc, Spotify AB, Stingray Digital Media Group, Twitter Inc. and Verizon Communications Inc., among others.

The research report titled “Mobile Entertainment: A Global Strategic Business Report” announced by Global Industry Analysts Inc., provides a comprehensive review of market trends, issues, drivers, mergers, acquisitions and other strategic industry activities of global companies. The report provides market estimates and projections for all major geographic markets such as the USA, Canada, Japan, Europe (France, Germany, Italy, UK, Spain, Russia and Rest of Europe), Asia-Pacific (China, South Korea and Rest of Asia-Pacific), Latin America (Brazil and Rest of Latin America) and Rest of World. Mobile Entertainment market is analyzed by the following segments - Gaming, Music, Mobile TV and Others (include Social Media and Mobile Advertising, among Others).

 

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