Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Mobile Entertainment Market by Type (Leisure Activities (Singing,Game), Social Activity, Shopping), By Application (Mobile Phone, Tablet PC, Others) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Mobile Entertainment Market by Type (Leisure Activities (Singing,Game), Social Activity, Shopping), By Application (Mobile Phone, Tablet PC, Others) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 172277 3300 IT & Telecom 377 234 Pages 4.6 (46)
                                          

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:

  1. The mobile entertainment market is growing because of the increase in the number of people who are using smartphones and tablets.
  2. 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 Industry Outlook


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:

  1. Activision Blizzard
  2. Apple
  3. Electronic Arts
  4. Freenet Digital
  5. Google
  6. QuickPlay Media
  7. Rovio International
  8. Spotify
  9. CBS
  10. CJ E&M Netmarble
  11. Clear Channel Radio
  12. Colopl
  13. CyberAgent
  14. DeNa
  15. Samsung Music Hub
  16. OnMobile
  17. Locojoy
  18. JB Hi-Fi Pty
  19. Tencent
  20. Alibaba

Global Mobile Entertainment Market Overview


Highlights of The Mobile Entertainment Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Leisure Activities (Singing,Game)
    2. Social Activity
    3. Shopping
  1. By Application:

    1. Mobile Phone
    2. Tablet PC
    3. Others
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Mobile Entertainment Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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