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Global Mobile Entertainment 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 Mobile Entertainment Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Leisure Activities (Singing,Game)
      • 1.4.3 Social Activity
      • 1.4.4 Shopping
    • 1.5 Market by Application
      • 1.5.1 Global Mobile Entertainment Market Share by Application (2014-2025)
      • 1.5.2 Mobile Phone
      • 1.5.3 Tablet PC
      • 1.5.4 Others
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Mobile Entertainment Market Size
    • 2.2 Mobile Entertainment Growth Trends by Regions
      • 2.2.1 Mobile Entertainment Market Size by Regions (2014-2025)
      • 2.2.2 Mobile Entertainment 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 Mobile Entertainment Market Size by Manufacturers
      • 3.1.1 Global Mobile Entertainment Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Mobile Entertainment Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Mobile Entertainment Market Concentration Ratio (CR5 and HHI)
    • 3.2 Mobile Entertainment Key Players Head office and Area Served
    • 3.3 Key Players Mobile Entertainment Product/Solution/Service
    • 3.4 Date of Enter into Mobile Entertainment Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Mobile Entertainment Market Size by Type (2014-2019)
    • 4.2 Global Mobile Entertainment Market Size by Application (2014-2019)

    5 United States

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

    6 Europe

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

    7 China

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

    8 Japan

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

    9 Southeast Asia

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

    10 India

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

    11 Central & South America

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

    12 International Players Profiles

    • 12.1 Activision Blizzard
      • 12.1.1 Activision Blizzard Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Mobile Entertainment Introduction
      • 12.1.4 Activision Blizzard Revenue in Mobile Entertainment Business (2014-2019)
      • 12.1.5 Activision Blizzard Recent Development
    • 12.2 Apple
      • 12.2.1 Apple Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Mobile Entertainment Introduction
      • 12.2.4 Apple Revenue in Mobile Entertainment Business (2014-2019)
      • 12.2.5 Apple Recent Development
    • 12.3 Electronic Arts
      • 12.3.1 Electronic Arts Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Mobile Entertainment Introduction
      • 12.3.4 Electronic Arts Revenue in Mobile Entertainment Business (2014-2019)
      • 12.3.5 Electronic Arts Recent Development
    • 12.4 Freenet Digital
      • 12.4.1 Freenet Digital Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Mobile Entertainment Introduction
      • 12.4.4 Freenet Digital Revenue in Mobile Entertainment Business (2014-2019)
      • 12.4.5 Freenet Digital Recent Development
    • 12.5 Google
      • 12.5.1 Google Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Mobile Entertainment Introduction
      • 12.5.4 Google Revenue in Mobile Entertainment Business (2014-2019)
      • 12.5.5 Google Recent Development
    • 12.6 QuickPlay Media
      • 12.6.1 QuickPlay Media Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Mobile Entertainment Introduction
      • 12.6.4 QuickPlay Media Revenue in Mobile Entertainment Business (2014-2019)
      • 12.6.5 QuickPlay Media Recent Development
    • 12.7 Rovio International
      • 12.7.1 Rovio International Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Mobile Entertainment Introduction
      • 12.7.4 Rovio International Revenue in Mobile Entertainment Business (2014-2019)
      • 12.7.5 Rovio International Recent Development
    • 12.8 Spotify
      • 12.8.1 Spotify Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Mobile Entertainment Introduction
      • 12.8.4 Spotify Revenue in Mobile Entertainment Business (2014-2019)
      • 12.8.5 Spotify Recent Development
    • 12.9 CBS
      • 12.9.1 CBS Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Mobile Entertainment Introduction
      • 12.9.4 CBS Revenue in Mobile Entertainment Business (2014-2019)
      • 12.9.5 CBS Recent Development
    • 12.10 CJ E&M Netmarble
      • 12.10.1 CJ E&M Netmarble Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Mobile Entertainment Introduction
      • 12.10.4 CJ E&M Netmarble Revenue in Mobile Entertainment Business (2014-2019)
      • 12.10.5 CJ E&M Netmarble Recent Development
    • 12.11 Clear Channel Radio
    • 12.12 Colopl
    • 12.13 CyberAgent
    • 12.14 DeNa
    • 12.15 Samsung Music Hub
    • 12.16 OnMobile
    • 12.17 Locojoy
    • 12.18 JB Hi-Fi Pty
    • 12.19 Tencent
    • 12.20 Alibaba

    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

      In 2018, the global Mobile Entertainment market size was million US$ and it is expected to reach million US$ by the end of 2025, with a CAGR of during 2019-2025.

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

      The key players covered in this study
      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

      Market segment by Type, the product can be split into
      Leisure Activities (Singing,Game)
      Social Activity
      Shopping

      Market segment by Application, split into
      Mobile Phone
      Tablet PC
      Others

      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 Mobile Entertainment status, future forecast, growth opportunity, key market and key players.
      To present the Mobile Entertainment 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 Mobile Entertainment 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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