The global mobile entertainment market is anticipated to grow significantly over the forecast period. The digital entertainment market has evolved into a highly dynamic industry with media, speed, and publishing. The industry has changed dramatically in few decades from DVDs to laptops, wired communication to wireless networks. At present, it’s a customizable stream of news, entertainment, e-books, music, and the internet. Online and mobile gaming are some of the popular activities followed by social networking. Today, digital media of all types are used in mobile phones as well. Advertisement revenues are of vast importance in the industry. The continuous downloads of mobile applications, either paid or free; in the smartphone industry is a major factor driving the mobile entertainment market. The level of competition within the market is expected to increase drastically. As the Chinese carriers continue to switch to 3G and 4G networks, introduce the latest smartphones in the market with affordable data plans has fueled the mobile market. Improved infrastructure is also helping in driving this market with broadband apps and 4G networks. Major brands are investing in mobile marketing as consumer acceptance for high-quality media is increased. On the other hand, the content providers in the industry are benefited from additional revenue streams provided from advertisements within the apps. However, music is the highest revenue-generating contributor to mobile internet. Purchasing and accessing online music is popular for many years and is one of the major drivers in the early development of the industry. The market has its restraints as well, pricing of content, portability, and delayed viewing or listening are some major restraints.
The mobile entertainment market can be segmented by application into Mobile music, Mobile gaming, Mobile TV, Mobile personalization, and other premium contents. On the basis of advertisement: Social Media Advertising, Online Video Advertising, Online Search Advertising, Mobile Location-Based Advertising (MLBA), and In-Game Advertising. On the basis of Mobile Apps Insights: Mobile Application Statistics, Leading Free and Paid Applications, and Fastest Growing Applications. On the basis of online and mobile gaming: The highs and lows of online gaming, Gamification, and Gamification of the coming age. On the basis of mobile photo messaging: Instagram. On the basis of regional analysis and geography: Asia Pacific, North America, Europe, and Rest of the World (RoW).
Key vendors dominating the market are Apple Inc., EA mobile IIC, Nokia, Blackberry, Samsung, HTC, and Sony. Leading apps stores: Foursquare, Facebook Inc., Instagram, Snapchat, MySpace, Pinterest, Twitter, and LinkedIn.
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In order to ensure business continuity amidst the COVID-19 crisis, business organizations, especially in highly affected countries are allowing their employees to work from home. The increase in people working from home has led to a surge in demand for online video viewing, downloading, and communication through video conferencing, all of which are leading to increased network traffic and data usage. COVID-19 shall accelerate the demand for agile and flexible work styles and further push the adoption of communication services that tend to improve work-life balance. On the flip side, telecom regulators worldwide have postponed their plans of 5G spectrum auction amidst the global pandemic. This is expected to have an impact on the commercialization of commercial 5G standalone deployments and revenue generated through 5G services. The ongoing pandemic has forced telecom operators worldwide to test their network resiliency and revisit their planned investments, especially in 5G technology. The report will account for Covid19 as a key market contributor.