The global mobile entertainment market was valued at around USD XX billion in 2022 and is projected to reach USD XX billion by 2031, expanding at a CAGR of around 15% during the forecast period, 2023 – 2031. The growth of the market is attributed to high-speed internet and availability of dynamic industry with media.
Mobile entertainment includes a wide range of activities related to mobile electronics. It includes leisure activities such as listening music and playing games, communications including social media, twitter, and instant messaging, and activities such as online shopping.
Market Trends, Drivers, Restraints, and Opportunities:
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Online and mobile gaming are some of the major activities along with social networking, which are expected to drive the market.
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The industry has changed intensely in the last few decades from DVDs to laptops, and wired to wireless communication, which is estimated to fuel the market.
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At present, mobile entertainment is in the form of a customizable stream of entertainment, which includes news, internet, and e-books.
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Continuous downloads of free or paid applications in the smartphone industry drive the market.
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Introduction of latest smartphones with 3G and 4G networks and affordable internet plans has boosted the market.
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The service providers in China are shifting towards 3G and 4G networks and launching the latest smartphones in the market with reasonable internet plans, which in turn, drives the market.
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High-quality infrastructure with 4G networks and broadband apps is anticipated to fuel the market.
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Content providers benefit from additional revenue streams from advertisements within the apps.
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Major market restraints are pricing of the content, delayed listening or viewing, and portability.
Scope of the Report:
The report on the mobile entertainment market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.
Attributes
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Details
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Report Title
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Global Mobile Entertainment Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast
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Base Year
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2022
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Historic Data
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2016–2021
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Forecast Period
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2023–2031
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Segmentation
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Applications (Mobile Gaming, Mobile Personalization, Mobile Music, Mobile TV, and Other Premium Content), Advertisements (Online Video Advertising, Social Media Advertising, Mobile Location-Based Advertising (MLBA), Online Search Advertising, and In-Game Advertising), Apps (Leading Free and Paid Applications, Mobile Application Statistics, and Fastest Growing Applications), Online and Mobile gaming (Highs and Lows Of Online Gaming and Gamification)
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Regional Scope
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Asia Pacific, North America, Latin America, Europe, and Middle East & Africa
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Report Coverage
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Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast
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Key Players Covered in the Report
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Nokia, Samsung, Sony, Apple Inc., Blackberry, HTC, and EA mobile IIC
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Market Segment Insights:
The mobile music segment is expected to hold a major market share during the forecast period
Based on applications, the global mobile entertainment market is segregated as mobile gaming, mobile personalization, mobile music, mobile TV, and other premium content. The mobile music segment is projected to expand at a high CAGR during the forecast period. Accessing and purchasing online music is a major factor in the development of the industry.
Mobile entertainment has opened many opportunities for the music industry. Apps are helping industries to reach new audience, retain customers by engaging with them, and drives the paid content. Popularity of apps such as Last.fm, Spotify, Shazam, and Pandora are perfect examples for other major players in the market to reach their audience through apps.
The gaming segment is expected to expand at a robust CAGR during the forecast period. Sophisticated features of tablets and mobile phones have resulted in high market growth. There has been considerable change in the gamers profile since last few decades, as gaming is no more restricted to teenagers.
Typical mobile users were aged between 20 to 25 years but now it has changed and a significant interest for games is majorly seen in age group above 40 years. According to Go-Globe survey, 62% of people install games on their phone within a week of owning it.
People started watching movies and web series on mobiles, due to the lockdown imposed in the event of the COVID-19 pandemic. The mobile TV segment is projected to expand at a rapid pace. Low rates of internet plans have boosted the market.
The in-game advertising segment is expected to hold a major market share of the total revenue during the forecast period
On the basis of advertisements, the global mobile entertainment market is fragmented as online video advertising, social media advertising, mobile location-based advertising (MLBA), online search advertising, and in-game advertising. Mobile entertainment offers huge opportunity for brands to reach mobile-connected customers.
Organizations are gradually realizing the importance of promoting their brands via games. Brands such as Coca-Cola and Nike were the early adopters of in-game advertising and experienced huge success through it. This has encouraged other brands to adopt in-game advertising as a marketing strategy.
The market in Asia Pacific is expected to hold a major share of the total revenue during the forecast period
In terms of regions, the global mobile entertainment market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. High growth of Asia Pacific market is attributed to increasing demand for cost-effective entertainment through mobile apps. Moreover, changing preference of customers has led to the popularity of OTT platform in Asia Pacific.
The growth of the market in North America is attributed to rising consumer base and developments in mobile technology.
Segments
The global mobile entertainment market has been segmented on the basis of
Advertisements
- Online Video Advertising
- Social Media Advertising
- Mobile Location-Based Advertising (MLBA)
- Online Search Advertising
- In-Game Advertising
Applications
- Mobile Gaming
- Mobile Personalization
- Mobile Music
- Mobile TV
- Other Premium Content
Apps
- Leading Free and Paid Applications
- Mobile Application Statistics
- Fastest Growing Applications
Online and Mobile Gaming
- Highs and Lows of Online Gaming
- Gamification
Regions
- Asia Pacific
- North America
- Latin America
- Europe
- Middle East & Africa
Key Players
- Nokia
- Samsung
- Sony
- Apple Inc.
- Blackberry
- HTC
- EA mobile IIC
Competitive Landscape
Key players in the global mobile entertainment market include Nokia, Samsung, Sony, Apple Inc., Blackberry, HTC, and EA mobile IIC. Major apps on the internet include Facebook Inc., Twitter, Pinterest, Foursquare, Snapchat, LinkedIn, Instagram, and MySpace.