The global mobile entertainment market is expected to grow from USD 4.5 billion in 2017 to USD 12.2 billion by 2030, at a CAGR of 16.6% during the forecast period. The growth of this market can be attributed to the increasing penetration of smartphones and tablets, which are used for leisure activities such as singing and gaming, social activities such as chatting with friends and family members, shopping on e-commerce websites, and other applications such as watching videos on YouTube or Netflix. The global mobile entertainment market is segmented into type (leisure activities (singing, gaming), social activity), application (mobile phone, tablet PC) and region (North America, Latin America, Europe Asia Pacific & Middle East Africa). The leisure activities segment accounted for the largest share in 2017 due to its wide range of applications that include singing games like karaoke apps or rhythm games like Guitar Hero; game apps like Candy Crush Saga; video streaming apps like YouTube or Netflix; music streaming apps like Spotify; chat apps such as WhatsApp Messenger; shopping apps such as Amazon Mobile Shopping App etc; while social activity accounted for the second largest share due to its wide range of applications that include chatting with friends through messaging services such as Facebook Messenger or WhatsApp Messenger; video calling services through Skype or FaceTime etc; photo sharing services through Instagram etc; shopping on e-commerce websites via online stores etc; while other application accounted for the smallest share due to its limited number of applications that include watching videos on YouTube or Netflix.
Some Of The Growth Factors Of This Market:
- The mobile entertainment market is growing because of the increase in the number of people who are using smartphones and tablets.
- The mobile entertainment market is growing because there has been an increased demand for games on these devices, which has led to more game developers entering this space.
Industry Growth Insights published a new data on “Mobile Entertainment Market”. The research report is titled “Mobile Entertainment Market research by Types (Leisure Activities (Singing,Game), Social Activity, Shopping), By Applications (Mobile Phone, Tablet PC, Others), By Players/Companies Activision Blizzard, Apple, Electronic Arts, Freenet Digital, Google, QuickPlay Media, Rovio International, Spotify, CBS, CJ E&M Netmarble, Clear Channel Radio, Colopl, CyberAgent, DeNa, Samsung Music Hub, OnMobile, Locojoy, JB Hi-Fi Pty, Tencent, Alibaba”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Mobile Entertainment Market Research Report
By Type
Leisure Activities (Singing,Game), Social Activity, Shopping
By Application
Mobile Phone, Tablet PC, Others
By Companies
Activision Blizzard, Apple, Electronic Arts, Freenet Digital, Google, QuickPlay Media, Rovio International, Spotify, CBS, CJ E&M Netmarble, Clear Channel Radio, Colopl, CyberAgent, DeNa, Samsung Music Hub, OnMobile, Locojoy, JB Hi-Fi Pty, Tencent, Alibaba
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
234
Number of Tables & Figures
164
Customization Available
Yes, the report can be customized as per your need.
Global Mobile Entertainment Market Report Segments:
The global Mobile Entertainment market is segmented on the basis of:
Types
Leisure Activities (Singing,Game), Social Activity, Shopping
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Mobile Phone, Tablet PC, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Activision Blizzard
- Apple
- Electronic Arts
- Freenet Digital
- QuickPlay Media
- Rovio International
- Spotify
- CBS
- CJ E&M Netmarble
- Clear Channel Radio
- Colopl
- CyberAgent
- DeNa
- Samsung Music Hub
- OnMobile
- Locojoy
- JB Hi-Fi Pty
- Tencent
- Alibaba
Highlights of The Mobile Entertainment Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Leisure Activities (Singing,Game)
- Social Activity
- Shopping
- By Application:
- Mobile Phone
- Tablet PC
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Mobile Entertainment Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
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- Correctly Positioning New Products
- Market Entry Strategies
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- Understanding Competition Scenario
- Product & Brand Management
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- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Mobile entertainment is a broad term that refers to any type of content or service that can be accessed through a mobile device. This could include music, videos, games, and other types of content.
Some of the key players operating in the mobile entertainment market are Activision Blizzard, Apple, Electronic Arts, Freenet Digital, Google, QuickPlay Media, Rovio International, Spotify, CBS, CJ E&M Netmarble, Clear Channel Radio, Colopl, CyberAgent, DeNa, Samsung Music Hub, OnMobile, Locojoy, JB Hi-Fi Pty, Tencent, Alibaba.
The mobile entertainment market is expected to grow at a compound annual growth rate of 16.6%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Mobile Entertainment Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Mobile Entertainment Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Mobile Entertainment Market - Supply Chain
4.5. Global Mobile Entertainment Market Forecast
4.5.1. Mobile Entertainment Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Mobile Entertainment Market Size (000 Units) and Y-o-Y Growth
4.5.3. Mobile Entertainment Market Absolute $ Opportunity
5. Global Mobile Entertainment Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Mobile Entertainment Market Size and Volume Forecast by Type
5.3.1. Leisure Activities (Singing,Game)
5.3.2. Social Activity
5.3.3. Shopping
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Mobile Entertainment Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Mobile Entertainment Market Size and Volume Forecast by Application
6.3.1. Mobile Phone
6.3.2. Tablet PC
6.3.3. Others
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Mobile Entertainment Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Mobile Entertainment Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Mobile Entertainment Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Mobile Entertainment Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Mobile Entertainment Demand Share Forecast, 2019-2026
9. North America Mobile Entertainment Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Mobile Entertainment Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Mobile Entertainment Market Size and Volume Forecast by Application
9.4.1. Mobile Phone
9.4.2. Tablet PC
9.4.3. Others
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Mobile Entertainment Market Size and Volume Forecast by Type
9.7.1. Leisure Activities (Singing,Game)
9.7.2. Social Activity
9.7.3. Shopping
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Mobile Entertainment Demand Share Forecast, 2019-2026
10. Latin America Mobile Entertainment Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Mobile Entertainment Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Mobile Entertainment Market Size and Volume Forecast by Application
10.4.1. Mobile Phone
10.4.2. Tablet PC
10.4.3. Others
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Mobile Entertainment Market Size and Volume Forecast by Type
10.7.1. Leisure Activities (Singing,Game)
10.7.2. Social Activity
10.7.3. Shopping
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Mobile Entertainment Demand Share Forecast, 2019-2026
11. Europe Mobile Entertainment Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Mobile Entertainment Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Mobile Entertainment Market Size and Volume Forecast by Application
11.4.1. Mobile Phone
11.4.2. Tablet PC
11.4.3. Others
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Mobile Entertainment Market Size and Volume Forecast by Type
11.7.1. Leisure Activities (Singing,Game)
11.7.2. Social Activity
11.7.3. Shopping
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Grwth Projections by Type
11.10. Market Attractiveness/Growth Potential Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Mobile Entertainment Demand Share, 2019-2026
12. Asia Pacific Mobile Entertainment Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Mobile Entertainment Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Mobile Entertainment Market Size and Volume Forecast by Application
12.4.1. Mobile Phone
12.4.2. Tablet PC
12.4.3. Others
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Mobile Entertainment Market Size and Volume Forecast by Type
12.7.1. Leisure Activities (Singing,Game)
12.7.2. Social Activity
12.7.3. Shopping
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Mobile Entertainment Demand Share, 2019-2026
13. Middle East & Africa Mobile Entertainment Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Mobile Entertainment Market Size and Volume Forecast by Country
13.2.1. Saudi Arabia
13.2.2. South Africa
13.2.3. UAE
13.2.4. Rest of Middle East & Africa (MEA)
13.3. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Mobile Entertainment Market Size and Volume Forecast by Application
13.4.1. Mobile Phone
13.4.2. Tablet PC
13.4.3. Others
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Mobile Entertainment Market Size and Volume Forecast by Type
13.7.1. Leisure Activities (Singing,Game)
13.7.2. Social Activity
13.7.3. Shopping
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Mobile Entertainment Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Mobile Entertainment Market: Market Share Analysis
14.2. Mobile Entertainment Distributors and Customers
14.3. Mobile Entertainment Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Activision Blizzard
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Apple
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. Electronic Arts
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. Freenet Digital
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Google
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. QuickPlay Media
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. Rovio International
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. Spotify
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. CBS
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. CJ E&M Netmarble
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. Clear Channel Radio
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. Colopl
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. CyberAgent
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. DeNa
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. Samsung Music Hub
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. OnMobile
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. Locojoy
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. JB Hi-Fi Pty
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. Tencent
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. Alibaba
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook