Mobile Entertainment Market

Mobile Entertainment Market by 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), and Regions (Asia Pacific, North America, Latin America, Europe, and Middle East & Africa) - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast 2021 – 2028

  • Report ID: CG-480
  • Author: Growth Market Reports
  • Rating: 4.9
  • Total Reviews: 2
  • No. Of Pages: 154
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The global mobile entertainment market is expected to expand at a robust CAGR during the forecast period, 2021 – 2028. 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.

Global Mobile Entertainment Market Summary

Market Trends, Drivers, Restraints, and Opportunities:

  • Online and mobile gaming are some of the major activities along with social networking, which are expected to drive the market.
  • 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.
  • At present, mobile entertainment is in the form of a customizable stream of entertainment, which includes news, internet, and e-books.
  • Continuous downloads of free or paid applications in the smartphone industry drive the market.
  • Introduction of latest smartphones with 3G and 4G networks and affordable internet plans has boosted the market.
  • 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.
  • High-quality infrastructure with 4G networks and broadband apps is anticipated to fuel the market.
  • Content providers benefit from additional revenue streams from advertisements within the apps.
  • 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

Details

Report Title

Global Mobile Entertainment Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast

Base Year

2020

Historic Data

2018–2019

Forecast Period

2021–2028

Segmentation

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), and Regions

Regional Scope

Asia Pacific, North America, Latin America, Europe, and Middle East & Africa

Report Coverage

Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast

Key Players Covered in the Report

Nokia, Samsung, Sony, Apple Inc., Blackberry, HTC, and EA mobile IIC

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.

Global Mobile Entertainment Market By Advertisement

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.

Global Mobile Entertainment Market By Region

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 Applications
  5.1. Market Trends
  5.2. Introduction
     5.2.1. Basis Point Share (BPS) Analysis by Applications
     5.2.2. Y-o-Y Growth Projections by Applications
  5.3. Mobile Entertainment Market Size and Volume Forecast by Applications
     5.3.1. Mobile Gaming
     5.3.2. Mobile Personalization
     5.3.3. Mobile Music
     5.3.4. Mobile TV
     5.3.5. Other Premium Content
  5.4. Absolute $ Opportunity Assessment by Applications
  5.5. Market Attractiveness/Growth Potential Analysis by Applications
6. Global Mobile Entertainment Market Analysis and Forecast by Region
  6.1. Market Trends
  6.2. Introduction
     6.2.1. Basis Point Share (BPS) Analysis by Region
     6.2.2. Y-o-Y Growth Projections by Region
  6.3. Mobile Entertainment Market Size and Volume Forecast by Region
     6.3.1. North America
     6.3.2. Latin America
     6.3.3. Europe
     6.3.4. Asia Pacific
     6.3.5. Middle East and Africa (MEA)
  6.4. Absolute $ Opportunity Assessment by Region
  6.5. Market Attractiveness/Growth Potential Analysis by Region
  6.6. Global Mobile Entertainment Demand Share Forecast, 2019-2026
7. North America Mobile Entertainment Market Analysis and Forecast
  7.1. Introduction
     7.1.1. Basis Point Share (BPS) Analysis by Country
     7.1.2. Y-o-Y Growth Projections by Country
  7.2. North America Mobile Entertainment Market Size and Volume Forecast by Country
     7.2.1. U.S.
     7.2.2. Canada
  7.3. Absolute $ Opportunity Assessment by Country
  7.4. North America Mobile Entertainment Market Size and Volume Forecast by Applications
     7.4.1. Mobile Gaming
     7.4.2. Mobile Personalization
     7.4.3. Mobile Music
     7.4.4. Mobile TV
     7.4.5. Other Premium Content
  7.5. Basis Point Share (BPS) Analysis by Applications
  7.6. Y-o-Y Growth Projections by Applications
  7.7. Market Attractiveness/Growth Potential Analysis
     7.7.1. By Country
     7.7.2. By Product Type
     7.7.3. By Application
  7.8. North America Mobile Entertainment Demand Share Forecast, 2019-2026
8. Latin America Mobile Entertainment Market Analysis and Forecast
  8.1. Introduction
     8.1.1. Basis Point Share (BPS) Analysis by Country
     8.1.2. Y-o-Y Growth Projections by Country
     8.1.3. Latin America Average Pricing Analysis
  8.2. Latin America Mobile Entertainment Market Size and Volume Forecast by Country
      8.2.1. Brazil
      8.2.2. Mexico
      8.2.3. Rest of Latin America
   8.3. Absolute $ Opportunity Assessment by Country
  8.4. Latin America Mobile Entertainment Market Size and Volume Forecast by Applications
     8.4.1. Mobile Gaming
     8.4.2. Mobile Personalization
     8.4.3. Mobile Music
     8.4.4. Mobile TV
     8.4.5. Other Premium Content
  8.5. Basis Point Share (BPS) Analysis by Applications
  8.6. Y-o-Y Growth Projections by Applications
  8.7. Market Attractiveness/Growth Potential Analysis
     8.7.1. By Country
     8.7.2. By Product Type
     8.7.3. By Application
  8.8. Latin America Mobile Entertainment Demand Share Forecast, 2019-2026
9. Europe 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
     9.1.3. Europe Average Pricing Analysis
  9.2. Europe Mobile Entertainment Market Size and Volume Forecast by Country
     9.2.1. Germany
     9.2.2. France
     9.2.3. Italy
     9.2.4. U.K.
     9.2.5. Spain
     9.2.6. Russia
     9.2.7. Rest of Europe
  9.3. Absolute $ Opportunity Assessment by Country
  9.4. Europe Mobile Entertainment Market Size and Volume Forecast by Applications
     9.4.1. Mobile Gaming
     9.4.2. Mobile Personalization
     9.4.3. Mobile Music
     9.4.4. Mobile TV
     9.4.5. Other Premium Content
  9.5. Basis Point Share (BPS) Analysis by Applications
  9.6. Y-o-Y Growth Projections by Applications
  9.7. Market Attractiveness/Growth Potential Analysis
     9.7.1. By Country
     9.7.2. By Product Type
     9.7.3. By Application
  9.8. Europe Mobile Entertainment Demand Share Forecast, 2019-2026
10. Asia Pacific 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. Asia Pacific Average Pricing Analysis
  10.2. Asia Pacific Mobile Entertainment Market Size and Volume Forecast by Country
     10.2.1. China
     10.2.2. Japan
     10.2.3. South Korea
     10.2.4. India
     10.2.5. Australia
     10.2.6. Rest of Asia Pacific (APAC)
  10.3. Absolute $ Opportunity Assessment by Country
  10.4. Asia Pacific Mobile Entertainment Market Size and Volume Forecast by Applications
     10.4.1. Mobile Gaming
     10.4.2. Mobile Personalization
     10.4.3. Mobile Music
     10.4.4. Mobile TV
     10.4.5. Other Premium Content
  10.5. Basis Point Share (BPS) Analysis by Applications
  10.6. Y-o-Y Growth Projections by Applications
  10.7. Market Attractiveness/Growth Potential Analysis
     10.7.1. By Country
     10.7.2. By Product Type
     10.7.3. By Application
  10.8. Asia Pacific Mobile Entertainment Demand Share Forecast, 2019-2026
11. Middle East & Africa 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. Middle East & Africa Average Pricing Analysis
  11.2. Middle East & Africa Mobile Entertainment Market Size and Volume Forecast by Country
     11.2.1. Saudi Arabia
     11.2.2. South Africa
     11.2.3. UAE
     11.2.4. Rest of Middle East & Africa (MEA)
  11.3. Absolute $ Opportunity Assessment by Country
  11.4. Middle East & Africa Mobile Entertainment Market Size and Volume Forecast by Applications
     11.4.1. Mobile Gaming
     11.4.2. Mobile Personalization
     11.4.3. Mobile Music
     11.4.4. Mobile TV
     11.4.5. Other Premium Content
  11.5. Basis Point Share (BPS) Analysis by Applications
  11.6. Y-o-Y Growth Projections by Applications
  11.7. Market Attractiveness/Growth Potential Analysis
     11.7.1. By Country
     11.7.2. By Product Type
     11.7.3. By Application
  11.8. Middle East & Africa Mobile Entertainment Demand Share Forecast, 2019-2026
12. Competition Landscape
  12.1. Global Mobile Entertainment Market: Market Share Analysis
  12.2. Mobile Entertainment Distributors and Customers
  12.3. Mobile Entertainment Market: Competitive Dashboard
  12.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
     12.4.1. Nokia
     12.4.2. Samsung
     12.4.3. Sony
     12.4.4. Apple Inc.
     12.4.5. Blackberry
     12.4.6. HTC
     12.4.7. EA mobile IIC
Segments Covered in the Report:
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

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.

Global Mobile Entertainment Market By Key Players

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