Global Mobile Entertainment Market Charged to grow at the CAGR of 17.82% from 2015 to 2019

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PUNE, INDIA, December 4, 2017 /EINPresswire.com/ --

About Mobile Entertainment 
Mobile entertainment refers to a wide range of entertainment activities, such as games, music, and TV, which can be accessed on mobile devices. With the growing number of mobile devices, it has gained popularity and has become an essential part of everyday activities. Vendors in this market offer free-to-use (including in-app purchase and advertisement revenue) and pay-per-use revenue models. For instance, games are available on both free-to-play as well as paid versions, whereas services related to mobile TV are on a pay-to-use basis. 


Technavio's analysts forecast the global mobile entertainment market to grow at a CAGR of 17.82% over the period 2014-2019. 


Covered in this Report 
This report covers the present scenario and growth prospects of the global mobile entertainment market for the period 2015-2019. To calculate the market size, the report considers the revenue generated from the following types of mobile entertainment services: 
• Mobile Games 
• Mobile Music 
• Mobile TV

The global mobile entertainment market is highly fragmented with the presence of a large number of small and large vendors. The report only lists the key vendors in the market; it does not present the market share of all the vendors. In addition, the report discusses the major drivers influencing the growth of the market, outlines the challenges faced by vendors and the market at large, and the key trends emerging in the market.

Technavio's report, Global Mobile Entertainment Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers APAC, the Americas, and EMEA; it also covers the global mobile entertainment market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market. 
Key Regions 
• Americas 
• APAC 
• EMEA 
Key Vendors 
• Activision Blizzard 
• Apple 
• Electronic Arts 
• freenet digital 
• Google 
• QuickPlay Media 
• Rovio International 
• Spotify 
Other Prominent Vendors 

• CBS 
• CJ E&M Netmarble 
• Clear Channel Radio 
• Colopl 
• CyberAgent 
• DeNa 
• Disney Interactive 
• Facebook 
• Gaana.com 
……

 

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Market Driver 
• Growing adoption of smartphones and tablets 
• For a full, detailed list, view our report 
Market Challenge 
• Privacy and security concerns 
• For a full, detailed list, view our report 
Market Trend 
• Change in user demographics 
• For a full, detailed list, view our report 
Key Questions Answered in this Report 
• What will the market size be in 2018 and what will the growth rate be? 
• What are the key market trends? 
• What is driving this market? 
• What are the challenges to market growth? 
• Who are the key vendors in this market space? 
• What are the market opportunities and threats faced by the key vendors? 
• What are the strengths and weaknesses of the key vendors?

Table of Contents:

Executive Summary 
02. List of Abbreviations 
03. Scope of the Report 
04. Market Research Methodology 
04.1 Market Research Process 
    04.2 Research Methodology 
05. Introduction 
06. Market Description 
06.1.1 Mobile Games 
      06.1.2 Mobile Music 
      06.1.3 Mobile TV 
07. Market Landscape 
08. Market Segmentation by Type 
09. Market Segmentation by Geography 
10. Key Leading Countries 
    10.1 US 
    10.2 China 
11. Key Insights 
    11.1 Global Mobile Music Market by User Base 
    11.2 Mobile TV Value Chain 
12. Buying Criteria 
13. Market Growth Drivers 
14. Drivers and their Impact 
15. Market Challenges 
16. Impact of Drivers and Challenges 
17. Market Trends 
18. Trends and their Impact 
19. Vendor Landscape 
    19.1 Competitive Scenario 
    19.2 Other Prominent Vendors 
20. Key Vendor Analysis 
    20.1 Activision Blizzard 
      20.1.1 Key Facts 
      20.1.2 Business Overview 
      20.1.3 Business Segmentation by Revenue 2013 
      20.1.4 Product Segmentation 
      20.1.5 Business Strategy 
      20.1.6 Recent Developments 
      20.1.7 SWOT Analysis 
    20.2 Apple 
      20.2.1 Key Facts 
      20.2.2 Business Overview 
      20.2.3 Product Segmentation by Revenue 
      20.2.4 Geographical Segmentation by Revenue 
      20.2.5 Business Strategy 
      20.2.6 Recent Developments 
      20.2.7 SWOT Analysis 
    20.3 Electronic Arts 
      20.3.1 Key Facts 
      20.3.2 Business Overview 
      20.3.3 Business Segmentation by Revenue 2014 
      20.3.4 Business Segmentation by Revenue 2013 and 2014 
      20.3.5 Geographical Segmentation by Revenue 2014 
      20.3.6 Business Strategy 
      20.3.7 Recent Developments 
      20.3.8 SWOT Analysis 
    20.4 freenet digital 
      20.4.1 Key Facts 
      20.4.2 Business Overview 
      20.4.3 Solution Offerings 
      20.4.4 Product Segmentation 
      20.4.5 SWOT Analysis 
    20.5 Google 
      20.5.1 Key Facts 
      20.5.2 Business Overview 
      20.5.3 Business Segmentation by Revenue 2013 
      20.5.4 Business Segmentation by Revenue 2012 and 2013 
      20.5.5 Geographical Segmentation by Revenue 2013 
      20.5.6 Business Strategy 
      20.5.7 Recent Developments 
      20.5.8 SWOT Analysis 
 Continued…….

 

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