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Global Digital Content Market Size, Status and Forecast 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Digital Content Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Movie and Music
      • 1.4.3 Game
      • 1.4.4 Education
      • 1.4.5 Digital Publication
      • 1.4.6 Others
    • 1.5 Market by Application
      • 1.5.1 Global Digital Content Market Share by Application (2014-2025)
      • 1.5.2 Smartphones
      • 1.5.3 Computes
      • 1.5.4 Tablets
      • 1.5.5 Smart TV
      • 1.5.6 STB& Analogue TV
      • 1.5.7 Non-network Consumption Device(CD-Player,game console,etc)
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Digital Content Market Size
    • 2.2 Digital Content Growth Trends by Regions
      • 2.2.1 Digital Content Market Size by Regions (2014-2025)
      • 2.2.2 Digital Content Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 Digital Content Market Size by Manufacturers
      • 3.1.1 Global Digital Content Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Digital Content Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Digital Content Market Concentration Ratio (CR5 and HHI)
    • 3.2 Digital Content Key Players Head office and Area Served
    • 3.3 Key Players Digital Content Product/Solution/Service
    • 3.4 Date of Enter into Digital Content Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Digital Content Market Size by Type (2014-2019)
    • 4.2 Global Digital Content Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States Digital Content Market Size (2014-2019)
    • 5.2 Digital Content Key Players in United States
    • 5.3 United States Digital Content Market Size by Type
    • 5.4 United States Digital Content Market Size by Application

    6 Europe

    • 6.1 Europe Digital Content Market Size (2014-2019)
    • 6.2 Digital Content Key Players in Europe
    • 6.3 Europe Digital Content Market Size by Type
    • 6.4 Europe Digital Content Market Size by Application

    7 China

    • 7.1 China Digital Content Market Size (2014-2019)
    • 7.2 Digital Content Key Players in China
    • 7.3 China Digital Content Market Size by Type
    • 7.4 China Digital Content Market Size by Application

    8 Japan

    • 8.1 Japan Digital Content Market Size (2014-2019)
    • 8.2 Digital Content Key Players in Japan
    • 8.3 Japan Digital Content Market Size by Type
    • 8.4 Japan Digital Content Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Digital Content Market Size (2014-2019)
    • 9.2 Digital Content Key Players in Southeast Asia
    • 9.3 Southeast Asia Digital Content Market Size by Type
    • 9.4 Southeast Asia Digital Content Market Size by Application

    10 India

    • 10.1 India Digital Content Market Size (2014-2019)
    • 10.2 Digital Content Key Players in India
    • 10.3 India Digital Content Market Size by Type
    • 10.4 India Digital Content Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Digital Content Market Size (2014-2019)
    • 11.2 Digital Content Key Players in Central & South America
    • 11.3 Central & South America Digital Content Market Size by Type
    • 11.4 Central & South America Digital Content Market Size by Application

    12 International Players Profiles

    • 12.1 Tencent
      • 12.1.1 Tencent Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Digital Content Introduction
      • 12.1.4 Tencent Revenue in Digital Content Business (2014-2019)
      • 12.1.5 Tencent Recent Development
    • 12.2 Microsoft
      • 12.2.1 Microsoft Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Digital Content Introduction
      • 12.2.4 Microsoft Revenue in Digital Content Business (2014-2019)
      • 12.2.5 Microsoft Recent Development
    • 12.3 Sony
      • 12.3.1 Sony Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Digital Content Introduction
      • 12.3.4 Sony Revenue in Digital Content Business (2014-2019)
      • 12.3.5 Sony Recent Development
    • 12.4 Activision Blizzard
      • 12.4.1 Activision Blizzard Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Digital Content Introduction
      • 12.4.4 Activision Blizzard Revenue in Digital Content Business (2014-2019)
      • 12.4.5 Activision Blizzard Recent Development
    • 12.5 Apple
      • 12.5.1 Apple Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Digital Content Introduction
      • 12.5.4 Apple Revenue in Digital Content Business (2014-2019)
      • 12.5.5 Apple Recent Development
    • 12.6 Google
      • 12.6.1 Google Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Digital Content Introduction
      • 12.6.4 Google Revenue in Digital Content Business (2014-2019)
      • 12.6.5 Google Recent Development
    • 12.7 Amazon
      • 12.7.1 Amazon Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Digital Content Introduction
      • 12.7.4 Amazon Revenue in Digital Content Business (2014-2019)
      • 12.7.5 Amazon Recent Development
    • 12.8 Facebook
      • 12.8.1 Facebook Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Digital Content Introduction
      • 12.8.4 Facebook Revenue in Digital Content Business (2014-2019)
      • 12.8.5 Facebook Recent Development
    • 12.9 EA
      • 12.9.1 EA Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Digital Content Introduction
      • 12.9.4 EA Revenue in Digital Content Business (2014-2019)
      • 12.9.5 EA Recent Development
    • 12.10 NetEase
      • 12.10.1 NetEase Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Digital Content Introduction
      • 12.10.4 NetEase Revenue in Digital Content Business (2014-2019)
      • 12.10.5 NetEase Recent Development
    • 12.11 Nexon
    • 12.12 Mixi
    • 12.13 Warner Bros
    • 12.14 Square Enix.
    • 12.15 DeNA
    • 12.16 Zynga
    • 12.17 NCSoft
    • 12.18 Baidu
    • 12.19 Deezer
    • 12.20 Dish Network
    • 12.21 Giant Interactive Group
    • 12.22 Hulu
    • 12.23 Nintendo
    • 12.24 Reed Elsevier
    • 12.25 Schibsted
    • 12.26 Spotify
    • 12.27 Wolters Kluwer
    • 12.28 KONAMI
    • 12.29 Ubisoft
    • 12.30 Bandai Namco

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      Digital content industry is an important component of the digital economy. The so-called digital content industry is the use of digital high-tech tools and information technology to integrate the image, text, images, audio and other content into products and services. Digital content is stored on either digital or analog storage in specific formats. Forms of digital content include information that is digitally broadcast, streamed, or contained in computer files. Viewed narrowly, types of digital content include popular media types, while a broader approach considers any type of digital information (e. g. digitally updated weather forecasts, GPS maps, and so on) as digital content. Digital content has seen an increase as more households now have access to the Internet. Therefore, it is easier for people to receive their news and watch TV online, rather than from traditional platforms. Because of this increased access to the Internet, digital content is commonly published through individuals in the form of eBooks, blog posts, and even Facebook posts.
      Large gains in game app spend in Japan and South Korea, with 4.4x and 5.8x growth year-over-year, respectively, were a key driver of the growth in mobile apps. China are high-growth markets, due to increasing device adoption and skyrocketing game app spend. South Korea comes out on top in various measures when looking at its mobile and digital content market. South Korea leads for 4G penetration and is the first country to reach over 50% for LTE subscribers. In Japan, apps have disrupted the mobile-first market. Always a strong mobile content country, the shift to smartphone and tablet apps is disrupting established players in the Japanese market.
      The UK is the leading European country for total digital content spend and spend per capita. Like the US, UK consumers spend on a broad range of digital content, with the UK having a particularly strong online music market. Strong growth in game apps was not enough to overtake online music in 2014, but continued growth will see spend on game apps leapfrog online music in 2015.
      US leads digital content spend, The US has the widest range of content spend and the highest devices per capita across the broadest range of devices. Spend on games apps grew the most between 2014 and 2015, but online games held the lead. Game apps’ growth will likely challenge online movies in the coming years.
      In 2018, the global Digital Content market size was 129600 million US$ and it is expected to reach 343800 million US$ by the end of 2025, with a CAGR of 13.0% during 2019-2025.

      This report focuses on the global Digital Content status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Digital Content development in United States, Europe and China.

      The key players covered in this study
      Tencent
      Microsoft
      Sony
      Activision Blizzard
      Apple
      Google
      Amazon
      Facebook
      EA
      NetEase
      Nexon
      Mixi
      Warner Bros
      Square Enix.
      DeNA
      Zynga
      NCSoft
      Baidu
      Deezer
      Dish Network
      Giant Interactive Group
      Hulu
      Nintendo
      Reed Elsevier
      Schibsted
      Spotify
      Wolters Kluwer
      KONAMI
      Ubisoft
      Bandai Namco

      Market segment by Type, the product can be split into
      Movie and Music
      Game
      Education
      Digital Publication
      Others

      Market segment by Application, split into
      Smartphones
      Computes
      Tablets
      Smart TV
      STB& Analogue TV
      Non-network Consumption Device(CD-Player,game console,etc)

      Market segment by Regions/Countries, this report covers
      United States
      Europe
      China
      Japan
      Southeast Asia
      India
      Central & South America

      The study objectives of this report are:
      To analyze global Digital Content status, future forecast, growth opportunity, key market and key players.
      To present the Digital Content development in United States, Europe and China.
      To strategically profile the key players and comprehensively analyze their development plan and strategies.
      To define, describe and forecast the market by product type, market and key regions.

      In this study, the years considered to estimate the market size of Digital Content are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025
      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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