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MOBILE ENTERTAINMENT - A GLOBAL STRATEGIC BUSINESS REPORT   

Research Abstract

This report analyzes the worldwide markets for Mobile Entertainment in US$ Million by the following Segments: Gaming, Music, Mobile TV, and Others. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Rest of World. Annual estimates and forecasts are provided for the period 2015 through 2022. Also, a six-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 118 companies including many key and niche players such as -

Activision Blizzard, Inc.
Apple, Inc.
AT&T, Inc.
Bharti Airtel Limited
CBS Corporation

Click here to request a full list of companies covered in the report...

Code: MCP-7336
Price: $4950
Companies: 118
Pages: 364
Date: March 2017
Market Data Tables: 129
  Status: * New Report



TABLE OF CONTENTS


  MOBILE ENTERTAINMENT (Complete Report) Pages : 364   | $4950

   Study Reliability and Reporting Limitations.....I-1  
   Disclaimers.....I-2
Data Interpretation & Reporting Level.....I-2
  
   Product Definitions and Scope of Study.....I-3  
   Mobile Entertainment: Moving Beyond Plain Vanilla Offerings.....II-1 1$100
   Table 1: Number of Unique Mobile Subscribers (in Billion) in the World: 2014-2020 (includes corresponding Graph/Chart).....II-2

Table 2: Percentage Penetration of Mobile Subscribers by Geographic Region: 2016 & 2020 (includes corresponding Graph/Chart).....II-2
Mobile Communications Sector – Focus Shifting Towards Data Services.....II-2
1$350
   Table 3: Mobile Cellular Subscriptions Per 100 Inhabitants (2015): Market Penetration (In %) by Geographic Region/Country (includes corresponding Graph/Chart).....II-31$350
   Table 4: Global Wireless Telecommunication Industry (2015-2020): Annual Breakdown of Spending for Data and Voice Based Services in US$ Billion (includes corresponding Graph/Chart).....II-4
Positive Economic Scenario Induces Market Optimism.....II-4
1$350
   Outlook.....II-5
Mobile Gaming Market Continues to Dominate.....II-5
1$100
   In-App Ads and Free-to-Play Remain Key Monetization Opportunities.....II-61$100
   Mobile TV Gaining Prominence.....II-7
App Stores Revolutionize Mobile Distribution.....II-7
Mobile Apps: A Beneficiary of the Changing Role of Mobile Phones.....II-7
1$100
   Uptrend in Internet Usage Elevates Mobile Entertainment Prospects.....II-8 1$100
   Table 5: Global Internet Services Market by Country/Region (2016): Number of Internet Users in Million for US, Canada, Japan, Europe, Asia-Pacific, Latin America and Middle East & Africa (includes corresponding Graph/Chart).....II-91$350
   Mobile Entertainment Senses Parallel Opportunities through Uptrend in Internet
  Consumption.....II-10
Table 6: Global IP Traffic Scenario (2016 & 2020): IP Traffic Volume in Exabytes (includes corresponding Graph/Chart).....II-10
1$350
   Table 7: Global IP Traffic by Connection Type (2016 & 2020): Percentage Breakdown of Exabyte Traffic for Fixed Line Connection, Managed IP Connection and Mobile Connection (includes corresponding Graph/Chart).....II-11

Table 8: Average Internet Usage by Device Type (2010 & 2016): Percentage Breakdown of Time Spent for Desktop/Laptop, Mobile and Others (includes corresponding Graph/Chart).....II-11
1$350
   Faster Broadband Speeds Trigger Massive Volume Growth.....II-121$100
   Mobile TV – A Highly Fragmented Market.....II-13
King and Supercell Rule the Roost in Mobile Gaming Domain.....II-13
Major Game Studios and Game Titles in the World: 2015.....II-13
1$100
   Smartphone Platform Dominates the Global Gaming Market.....II-14
Table 9: Worldwide Gaming Market by Platform (2017): Percentage Breakdown of Revenues for Casual Web Games, Handheld, PC MMO, Smartphone, Tablet, and TV/Console (includes corresponding Graph/Chart).....II-14
Key Strategies to Increases Ownership of Mobile Game Titles.....II-14
1$350
   Spotify Remains Strong in Music Streaming.....II-15
Cloud Streaming Saves Space and Money.....II-15
1$100
   AccuRadio.....II-16
Amazon Prime.....II-16
Google Play Music.....II-16
Groovesharks.org.....II-16
Jango.....II-16
Last.fm.....II-16
1$100
   MusixHub.....II-17
Pandora.....II-17
Slacker Radio.....II-17
SoundCloud.....II-17
Spotify.....II-17
Top Android Entertainment Apps.....II-17
1$100
   MX Player.....II-18
TED.....II-18
Dubsmash.....II-18
Quora.....II-18
YouTube.....II-18
HotStar.....II-18
1$100
   Google Play Books.....II-19
Tech Companies Resort to Encrypting.....II-19
1$100
   Soaring Mobile Device User Base Instigates High-Potential Opportunities.....II-20
Proliferation of Smartphones: Cornerstone for Ongoing Market Expansion.....II-20
1$100
   Table 10: World Smartphones Market by Region/ Country (2015 & 2020): Breakdown of Annual Unit Shipments (in Thousand) for US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Middle East & Africa (includes corresponding Graph/Chart).....II-211$350
   Table 11: Smartphone Penetration as a Proportion (%) of Total Mobile Users in Select Countries (2015 & 2017) (includes corresponding Graph/Chart).....II-22
Mobile Entertainment Also Driven by Tablet Usage Patterns.....II-22
1$350
   Table 12: Global Tablet PC Market by Country/ Region (2016): Breakdown of Annual Unit Shipments (in Million) for US, Canada, Japan, Europe, Asia-Pacific, Latin America and Middle East & Africa (includes corresponding Graph/Chart).....II-23
4G Networks to Further Augment Mobile Devices’ Role in Market Growth.....II-23
1$350
   Table 13: Global Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart).....II-241$350
   Table 14: Global 4G / LTE Market by Country/ Region (2016 & 2022): Breakdown of Number of Unique Users (in Thousand) for US, Canada, Japan, Europe, Asia-Pacific, Latin America and Rest of World (includes corresponding Graph/Chart).....II-25
Thrust towards 4G across Mobile Value Chain Bodes Well.....II-25
1$350
   Social Networking Propagates Expansion in Viewer Base.....II-26
Rising Popularity of Mobile Video.....II-26
1$100
   Table 15: Global Mobile Traffic Scenario by Application Type (2016 & 2022): Percentage Breakdown of Exabyte Consumption for Browsing, Social Networking, Video and Others (includes corresponding Graph/Chart).....II-27
‘Designed for Mobile’: A Lucrative Market for Content Developers.....II-27
Handset Design - A Major Factor Determining User Experience.....II-27
1$350
   Emerging Markets – Hotspots for Growth.....II-28
Young People Drive Mobile Content Usage.....II-28
The Freemium Revenue Model is Here to Stay.....II-28
1$100
   Noteworthy Mobile App Development Trends.....II-29
Mobile App Security.....II-29
Cloud Compatibility.....II-29
1$100
   Wearable Technology.....II-30
Wi-Fi in Indoor Settings.....II-30
Penetration of Internet of Things (IoT).....II-30
Dominance of Android and iOS Platforms.....II-30
Consistent Growth for Enterprise Apps.....II-30
Developers to Embrace Swift Programming Language.....II-30
1$100
   Shorter App Development Cycles.....II-31
Proliferation of Free Apps.....II-31
Demographic Factors Offer Opportunities on Platter.....II-31
Rapid Increase in Urban Households & Rising Living Standards.....II-31
1$100
   Table 16: Total Population Worldwide by Urban and Rural Population in Thousands: 1950-2050P (includes corresponding Graph/Chart).....II-321$350
   Table 17: Percentage of Urban Population in Select Countries (2010 & 2050P) (includes corresponding Graph/Chart).....II-33
Ballooning Middle Class Population.....II-33
1$350
   Table 18: Global Middle Class Population (in Millions) by Geographic Region: 2010, 2020P & 2030P (includes corresponding Graph/Chart).....II-341$350
   Table 19: Global Middle Class Population by Geographic Region: Percentage Share Breakdown for 2010, 2020P & 2030P (includes corresponding Graph/Chart).....II-35
Rise in Consumer Spending on Mobile Entertainment Augments Revenue Growth.....II-35
1$350
   Key Trends Impacting Mobile Entertainment.....II-36
Popularity of Cloud Music.....II-36
Growing Demand for Multiplayer Mobile Gaming.....II-36
In-App Advertising.....II-36
Wearable Technology.....II-36
1$100
   Changing User Demographics.....II-37
Games.....II-37
Mobile Games All Set to Roll.....II-37
1$100
   Table 20: Number of Gamers in the World for Years 2015 Through 2022 (includes corresponding Graph/Chart).....II-38

Table 21: Worldwide Mobile Gaming Market (2016): Percentage Breakdown of Gamers by Age Group 16-24, 25-34, 35-44 and Above 44 (includes corresponding Graph/Chart).....II-38
1$350
   Table 22: Worldwide Mobile Gaming Market by Mobile Device Type (2016 & 2020): Percentage Breakdown of Gaming Revenues for Smartphones and Tablets (includes corresponding Graph/Chart).....II-39
Factors Motivating Players towards Mobile Gaming.....II-39
Factors Influencing Decision to Play Games.....II-39
1$350
   Major Genres Played.....II-40
Mobile Genre System.....II-40
Lure of Mobile Games Tough to Resist.....II-40
1$100
   Wireless Gaming Offers Opportunities on a Platter.....II-41
Small Screen Games Send Cash Registers Ringing.....II-41
1$100
   3G/4G Mobile Communications Offer a Business Case for Mobile Gaming.....II-42
Women: Major Revenue Spinners in the Mobile Games Market.....II-42
Mobile Games Rival Game Stations and Consoles.....II-42
Mobile Gaming Emerges as Leading Platform for Advertising.....II-42
1$100
   F2P Model Brings with it Challenges for Developers.....II-431$100
   China to Drive iOS Gaming Revenue Growth.....II-44
Music.....II-44
Music Market Witnesses User Transition from Download to Streaming.....II-44
1$100
   DRM Free Industry to Promote Growth.....II-45
Cloud-The New Paradigm for Mobile Music.....II-45
1$100
   Bundled Deals Gain Prominence.....II-46
Curation and Recommendations Emerge as Key Service Differentiators.....II-46
Ability to Discover Music – A Growing Area of Focus to Gain Competitive Edge.....II-46
1$100
   Mobile TV.....II-47
Mobile Satellite TV: New Era in TV Broadcasting Service.....II-47
1$100
   Promising Regional Markets.....II-48
Mobile TV Generates Additional Revenues for Participants.....II-48
Mass Adoption – Focus Area for Operators.....II-48
1$100
   Mobile TV Holds Bright Prospects in Mobile Advertising.....II-49
Mobile Video and the Piracy Challenge.....II-49
Broadcast Mobile TV – Key Challenges.....II-49
1$100
   Regional Standards for Mobile-Broadcast TV.....II-502$200
   Mobile Entertainment.....II-52
Categories of Mobile Entertainment Services.....II-52
Mobile Gaming.....II-52
Types of Mobile Games.....II-52
Stand-Alone Games.....II-52
1$100
   Peer-to-Peer Games.....II-53
Networked Game.....II-53
Target Markets for Mobile Games.....II-53
Youth Segment.....II-53
Boredom Fighters.....II-53
Mobile Music.....II-53
1$100
   Available Mobile Music Business Models.....II-54
Mobile TV.....II-54
Delivery Methods.....II-54
Standards for Mobile TV.....II-54
1$100
   A Glance at Global Mobile TV Standards.....II-55
Other Mobile Entertainment.....II-55
1$100
   Nintendo to Launch "Fire Emblem" Series on Android and iOS Platforms.....II-56
BSNL Unveils Ditto TV Mobile TV Service.....II-56
MTN Rwanda Rolls Out MTN TV – Irebere Nawe.....II-56
Nintendo Launches Super Mario on iPhone.....II-56
Ucom Unveils Mobile TV Application.....II-56
Reliance Entertainment Introduces Multilingual Entertainment App Chillx.....II-56
1$100
   ACY Entertainment Develops 3D Action Adventure Mobile Game Legend of Abhimanyu.....II-57
Nexon M and This Game Studio Release RPG Oz: Broken Kingdom on iOS App Store.....II-57
Deutsche Telekom Unveils Entertain TV Mobil.....II-57
Asianet Satellite Communications Rolls Out Asianet Mobile TV+.....II-57
CBS Introduces New Apple TV App.....II-57
Doordarshan Releases Free Mobile TV.....II-57
Cupcake Digital Launches NetKids Digital Entertainment Network.....II-57
1$100
   Sony Music Entertainment Unveils Rockin’ Goat.....II-58
Clarion of America Unveils NX405 and VX405 Double DIN In-Dash Connected Multimedia
  Units.....II-58
Pocket Gems Launches War Dragons.....II-58
1$100
   Google to Acquire Twitter’s Fabric Developer Platform.....II-59
Activision Blizzard Acquires King Digital Entertainment.....II-59
Optus Expands Mobile Streaming Sans Using Data.....II-59
The National Basketball Association and Binbit Inks Multiyear Partnership.....II-59
Pro Gaming League Takes Over DK Squad.....II-59
Vserv Partners with XL Axiata.....II-59
Seriously Bags $18 Million Investment to Develop Mobile-First Entertainment
  Strategy.....II-59
1$100
   Activision Blizzard, Inc. (USA).....II-60
Apple, Inc. (USA).....II-60
1$100
   AT&T, Inc. (USA).....II-61
Bharti Airtel Limited (India).....II-61
1$100
   CBS Corporation (USA).....II-62
Comcast Corporation (USA).....II-62
CyberAgent, Inc. (Japan).....II-62
1$100
   Facebook, Inc. (USA).....II-63
WhatsApp Inc. (USA).....II-63
1$100
   Google, Inc. (USA).....II-64
LINE Corporation (Japan).....II-64
Machine Zone, Inc. (USA).....II-64
1$100
   Mobi2fun Mobile Entertainment Pvt. Ltd. (India).....II-65
Mobile Roadie (USA).....II-65
MobiTV, Inc. (USA).....II-65
Orange S.A. (France).....II-65
1$100
   Samsung Electronics Co., Ltd. (South Korea).....II-66
Sky plc (UK).....II-66
Spotify AB (Sweden).....II-66
1$100
   Stingray Digital Media Group (Canada).....II-67
Twitter, Inc. (USA).....II-67
1$100
   Verizon Communications, Inc. (USA).....II-681$100
   Table 23: World Recent Past, Current & Future Analysis for Mobile Entertainment by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....II-691$350
   Table 24: World Historic Review for Mobile Entertainment by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....II-701$350
   Table 25: World 14-Year Perspective for Mobile Entertainment by Geographic Region - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....II-711$350
   Table 26: World Recent Past, Current & Future Analysis for Mobile Gaming by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....II-721$350
   Table 27: World Historic Review for Mobile Gaming by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....II-731$350
   Table 28: World 14-Year Perspective for Mobile Gaming by Geographic Region - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....II-741$350
   Table 29: World Recent Past, Current & Future Analysis for Mobile Music by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....II-751$350
   Table 30: World Historic Review for Mobile Music by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....II-761$100
   Table 31: World 14-Year Perspective for Mobile Music by Geographic Region - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....II-771$350
   Table 32: World Recent Past, Current & Future Analysis for Mobile TV by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....II-781$350
   Table 33: World Historic Review for Mobile TV by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....II-791$350
   Table 34: World 14-Year Perspective for Mobile TV by Geographic Region - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....II-801$350
   Table 35: World Recent Past, Current & Future Analysis for Other Mobile Entertainment by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....II-811$350
   Table 36: World Historic Review for Other Mobile Entertainment by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....II-821$350
   Table 37: World 14-Year Perspective for Other Mobile Entertainment by Geographic Region - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....II-831$350
   A. Market Analysis.....III-1
Current and Future Analysis.....III-1
Table 38: Percentage Penetration of Mobile Subscribers in The US: 2016 & 2020 (includes corresponding Graph/Chart).....III-1
1$200
   Table 39: US Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart).....III-2
Mobile Gaming – ‘All Set’ to Grow.....III-2
1$200
   Table 40: Percentage Penetration Rate of Mobile Gaming in the US: 2011-2017 (includes corresponding Graph/Chart).....III-3

Table 41: US Mobile Gaming Market by Operating System Type (2016): Percentage Breakdown of Number of Devices for Android, iOS, Other OS and Multiple OS (includes corresponding Graph/Chart).....III-3

Table 42: US Mobile Gaming Market by Gender (2016): Percentage Breakdown of Number of Gamers for Male and Female (includes corresponding Graph/Chart).....III-3
1$200
   Table 43: US Mobile Gaming Market by Age Group (2016): Percentage Breakdown of Gamers for 18-24, 25-45, and > 45 (includes corresponding Graph/Chart).....III-4

Table 44: US Mobile Gaming Market by Device Type (2016): Percentage Breakdown of Active Adult Gamers for Smartphones Only, Tablets Only, and Both Smartphone and Tablets (includes corresponding Graph/Chart).....III-4
1$200
   Major Publishers and iOS Game Titles in the US: 2015.....III-5
Music Streaming on Smartphones Growing Exponentially.....III-5
Mobile TV Market to Display Rapid Growth in the US.....III-5
1$75
   Service Launches/Introductions.....III-61$75
   Strategic Corporate Developments.....III-7
Select Key Players.....III-7
6$450
   B. Market Analytics.....III-13
Table 45: US Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-13
1$200
   Table 46: US Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-141$200
   Table 47: US 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-151$200
   A. Market Analysis.....III-16
Current and Future Analysis.....III-16
Key Player.....III-16
1$75
   B. Market Analytics.....III-17
Table 48: Canadian Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-17
1$200
   Table 49: Canadian Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-181$200
   Table 50: Canadian 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-191$200
   A. Market Analysis.....III-20
Current and Future Analysis.....III-20
Mobile Video Games Market Overview.....III-20
Table 51: Japanese Mobile Gaming Market (2016): Percentage Breakdown of Number of Devices by Operating System Type for Android, iOS, Other OS and Multiple OS (includes corresponding Graph/Chart).....III-20
1$200
   Table 52: Japanese Mobile Gaming Market (2016): Percentage Breakdown of Number of Gamers by Gender Type for Male and Female (includes corresponding Graph/Chart).....III-21

Table 53: Japanese Mobile Gaming Market (2016): Percentage Breakdown of Number of Gamers by Age Group for 18-24. 25-45, and > 45 (includes corresponding Graph/Chart).....III-21
Unique Features of Mobile Gaming Market.....III-21
Smartphone: The Primary Gaming Platform.....III-21
1$200
   RPG: the Most Dominant Mobile Game.....III-22
Gacha.....III-22
1$75
   Importance of In-Game Events.....III-23
Female Gamers: an Important Factor.....III-23
1$75
   Significance of IP Titles and Collaboration-Events.....III-24
Competitive Landscape.....III-24
Service Launches/Introductions.....III-24
1$75
   Select Key Players.....III-251$75
   B. Market Analytics.....III-26
Table 54: Japanese Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-26
1$200
   Table 55: Japanese Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-271$200
   Table 56: Japanese 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-281$200
   A. Market Analysis.....III-29
Current and Future Analysis.....III-29
Overview.....III-29
Table 57: Percentage Penetration of Mobile Subscribers in Europe: 2016 & 2020 (includes corresponding Graph/Chart).....III-29
1$200
   Table 58: European Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart).....III-30
Mobile Gaming to Witness Upsurge in Near Future.....III-30
Major Publishers and iOS Game Titles in Europe: 2015.....III-30
1$200
   B. Market Analytics.....III-31
Table 59: European Recent Past, Current & Future Analysis for Mobile Entertainment by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-31
1$200
   Table 60: European Historic Review for Mobile Entertainment by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-321$200
   Table 61: European 14-Year Perspective for Mobile Entertainment by Geographic Region - Percentage Breakdown of Dollar Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-331$200
   Table 62: European Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-341$200
   Table 63: European Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-351$200
   Table 64: European 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-361$200
   A. Market Analysis.....III-37
Current and Future Analysis.....III-37
Key Player.....III-37
1$75
   B. Market Analytics.....III-38
Table 65: French Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-38
1$200
   Table 66: French Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-391$200
   Table 67: French 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-401$200
   A. Market Analysis.....III-41
Current and Future Analysis.....III-41
Service Launch.....III-41
1$75
   B. Market Analytics.....III-42
Table 68: German Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-42
1$200
   Table 69: German Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-431$200
   Table 70: German 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-441$200
   Market Analysis.....III-45
Table 71: Italian Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-45
1$200
   Table 72: Italian Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-461$200
   Table 73: Italian 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-471$200
   A. Market Analysis.....III-48
Current and Future Analysis.....III-48
Key Player.....III-48
1$75
   B. Market Analytics.....III-49
Table 74: UK Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-49
1$200
   Table 75: UK Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-501$200
   Table 76: UK 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-511$200
   Market Analysis.....III-52
Table 77: Spanish Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-52
1$200
   Table 78: Spanish Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-531$200
   Table 79: Spanish 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-541$200
   A. Market Analysis.....III-55
Current and Future Analysis.....III-55
Gaming Market in Russia.....III-55
Games for Social Media Platforms Continue to Generate Profits Despite Subdued Growth
  in User Base.....III-55
1$75
   B. Market Analytics.....III-56
Table 80: Russian Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-56
1$200
   Table 81: Russian Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-571$200
   Table 82: Russian 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-581$200
   A. Market Analysis.....III-59
Current and Future Analysis.....III-59
Strategic Corporate Development.....III-59
Key Player.....III-59
1$75
   B. Market Analytics.....III-60
Table 83: Rest of Europe Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-60
1$200
   Table 84: Rest of Europe Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-611$200
   Table 85: Rest of Europe 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-621$200
   A. Market Analysis.....III-63
Current and Future Analysis.....III-63
Table 86: Percentage Penetration of Mobile Subscribers in Asia-Pacific: 2016 & 2020 (includes corresponding Graph/Chart).....III-63
1$200
   Table 87: Asia-Pacific Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart).....III-64
Content Applications Market on an Upswing.....III-64
Asia-Pacific Continues to Lead Mobile Gaming Market Worldwide.....III-64
1$200
   Video Services Market on a Roll.....III-65
Asian Mobile TV Market.....III-65
Functionality and Affordability Drive Mobile Market in Asia-Pacific.....III-65
1$75
   B. Market Analytics.....III-66
Table 88: Asia-Pacific Recent Past, Current & Future Analysis for Mobile Entertainment by Geographic Region - China, South Korea and Rest of Asia-Pacific Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-66
1$200
   Table 89: Asia-Pacific Historic Review for Mobile Entertainment by Geographic Region - China, South Korea and Rest of Asia-Pacific Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-671$200
   Table 90: Asia-Pacific 14-Year Perspective for Mobile Entertainment by Geographic Region - Percentage Breakdown of Dollar Sales for China, South Korea and Rest of Asia-Pacific Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-681$200
   Table 91: Asia-Pacific Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-691$200
   Table 92: Asia-Pacific Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-701$200
   Table 93: Asia-Pacific 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-711$200
   A. Market Analysis.....III-72
Current and Future Analysis.....III-72
Overview.....III-72
China Set to Emerge as the Second Largest in iOS Revenue.....III-72
China’s Mobile Music Market to Witness Slowdown.....III-72
1$75
   Chinese Mobile Gaming Industry – An Insight.....III-73 1$75
   Table 94: Chinese Mobile Gaming Market (2016): Percentage Breakdown of Number of Devices by Operating System Type for Android, iOS, Other OS and Multiple OS (includes corresponding Graph/Chart).....III-74

Table 95: Chinese Mobile Gaming Market (2016): Percentage Breakdown of Number of Gamers by Gender Type for Male and Female (includes corresponding Graph/Chart).....III-74

Table 96: Chinese Mobile Gaming Market (2016): Percentage Breakdown of Gamers by Age Group for 18-24, 25-45, and > 45 (includes corresponding Graph/Chart).....III-74
1$200
   Table 97: Chinese Mobile Gaming Market (2016): Percentage Breakdown of Active Adult Gamers by Device Type for Smartphones Only, Tablets Only, and Both Smartphone and Tablets (includes corresponding Graph/Chart).....III-75
Major Mobile Gaming Market Trends in China.....III-75
Mobile eSports Gaining Traction.....III-75
1$200
   Online Forums & Distribution Services Reporting More Success in Mobile-Gaming
  Economy.....III-76
Localized Games report Higher Performance.....III-76
How to Succeed in the Soaring Market for Mobile Gaming in China.....III-76
1$75
   Table 98: Leading Game Publisher in the Chinese Mobile Games Market (2016): Percentage Breakdown of Revenues for Duoyi, Happy Elements, KingNet, Longtu, NetEase, Supercel, Tencent, and Others (includes corresponding Graph/Chart).....III-771$200
   B. Market Analytics.....III-78
Table 99: Chinese Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-78
1$200
   Table 100: Chinese Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-791$200
   Table 101: Chinese 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-801$200
   A. Market Analysis.....III-81
Current and Future Analysis.....III-81
Mobile Games Dominate South Korean Video Games Market.....III-81
Table 102: South Korean Mobile Gaming Market (2016): Percentage Breakdown of Number of Devices by Operating System Type for Android, iOS and Multiple OS (includes corresponding Graph/Chart).....III-81
1$200
   Table 103: South Korean Mobile Gaming Market (2016): Percentage Breakdown of Number of Gamers by Gender Type for Male and Female (includes corresponding Graph/Chart).....III-82

Table 104: South Korean Mobile Gaming Market (2016): Percentage Breakdown of Number of Gamers by Age Group for 18-24. 25-45, and > 45 (includes corresponding Graph/Chart).....III-82
Key Player.....III-82
1$200
   B. Market Analytics.....III-83
Table 105: South Korean Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-83
1$200
   Table 106: South Korean Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-841$200
   Table 107: South Korean 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-851$200
   A. Market Analysis.....III-86
Current and Future Analysis.....III-86
Key Regional Markets for Mobile Entertainment.....III-86
India.....III-86
Indian Mobile Gaming Industry to Surge.....III-86
Mobile Music Drives Mobile Entertainment Market in India.....III-86
1$75
   Mobile Video Content Market to Gain Traction in Future.....III-87
The Philippines.....III-87
Mobile Games Lead Video Games Market in the Philippines.....III-87
Service Launches/Introductions.....III-87
1$75
   Strategic Corporate Developments.....III-88
Select Key Players.....III-88
2$150
   B. Market Analytics.....III-90
Table 108: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-90
1$200
   Table 109: Rest of Asia-Pacific Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-911$200
   Table 110: Rest of Asia-Pacific 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-921$200
   A. Market Analysis.....III-93
Current and Future Analysis.....III-93
Table 111: Percentage Penetration of Mobile Subscribers in Latin America: 2016 & 2020 (includes corresponding Graph/Chart).....III-93
1$200
   Table 112: Latin American Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart).....III-94
Strategic Corporate Development.....III-94
1$200
   B. Market Analytics.....III-95
Table 113: Latin American Recent Past, Current & Future Analysis for Mobile Entertainment by Geographic Region - Brazil and Rest of Latin America Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-95
1$200
   Table 114: Latin American Historic Review for Mobile Entertainment by Geographic Region - Brazil and Rest of Latin America Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-961$200
   Table 115: Latin American 14-Year Perspective for Mobile Entertainment by Geographic Region - Percentage Breakdown of Dollar Sales for Brazil and Rest of Latin America Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-971$200
   Table 116: Latin American Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-981$200
   Table 117: Latin American Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-991$200
   Table 118: Latin American 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-1001$200
   Market Analysis.....III-101
Table 119: Brazilian Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-101
1$200
   Table 120: Brazilian Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-1021$200
   Table 121: Brazilian 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-1031$200
   Market Analysis.....III-104
Table 122: Rest of Latin America Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-104
1$200
   Table 123: Rest of Latin America Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-1051$200
   Table 124: Rest of Latin America 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-1061$200
   A. Market Analysis.....III-107
Current and Future Analysis.....III-107
Table 125: Percentage Penetration of Mobile Subscribers in The Middle East & Africa: 2016 & 2020 (includes corresponding Graph/Chart).....III-107
1$200
   Table 126: The Middle East & Africa Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart).....III-108
Service Launch.....III-108
1$200
   B. Market Analytics.....III-109
Table 127: Rest of World Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2015 through 2022 (includes corresponding Graph/Chart).....III-109
1$200
   Table 128: Rest of World Historic Review for Mobile Entertainment by Segment - Gaming, Music, Mobile TV and Other Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2014 (includes corresponding Graph/Chart).....III-1101$200
   Table 129: Rest of World 14-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Gaming, Music, Mobile TV and Other Markets for Years 2009, 2016 and 2022 (includes corresponding Graph/Chart).....III-1111$200
  
Total Companies Profiled: 118 (including Divisions/Subsidiaries - 124)

Region/Country Players

The United States 46 Canada 5 Japan 8 Europe 35 France 3 Germany 4 The United Kingdom 13 Italy 3 Spain 1 Rest of Europe 11 Asia-Pacific (Excluding Japan) 26 Middle East 1 Latin America 1 Africa 2
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