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市場調査レポート

モバイルエンターテイメントの世界市場

Mobile Entertainment

発行 Global Industry Analysts, Inc. 商品コード 252330
出版日 ページ情報 英文 364 Pages
納期: 即日から翌営業日
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モバイルエンターテイメントの世界市場 Mobile Entertainment
出版日: 2017年03月01日 ページ情報: 英文 364 Pages
概要

当レポートでは、モバイルエンターテイメントの世界市場について調査し、市場の基本構造や、種類別の市場動向と今後の見通し、地域別の市場動向を検証するほか、2015年から2022年にかけての市場発展の方向性、過去6年間の分析、競合情勢、主要企業のプロファイルなどをまとめています。

I. イントロダクション、調査手法、製品の定義

II. エグゼクティブサマリー

第1章

  • モバイルエンターテイメント:ありきたりなサービスからの前進
  • モバイル通信分野―データサービスへのフォーカスのシフト
  • 前向きな経済の見通しが市場を楽観的に
  • 世界市場の見通し
  • モバイルゲーム市場による継続的な独占
  • アプリ内広告と無料コンテンツが収益化のかぎ
  • モバイルの流通に革命をもたらしたアプリストア
  • モバイルアプリ:携帯電話の役割に変化をもたらす
  • インターネットの利用増加がモバイルエンターテイメントの将来性を高める
  • より速い通信速度が大きな市場成長のきっかけとなる

第2章 競合

  • モバイルTV−高度に断片的な市場
  • KingとSupercellがモバイルゲーム市場を支配
  • 主なゲーム制作企業とゲームタイトル
  • スマートフォンによるゲームプラットフォームの独占
  • モバイルゲームの持ち株比率を引き上げるための戦略
  • ストリーミング音楽ではSpotifyが優勢
  • クラウドストリーミングを利用することによるスペースとお金の節約
  • AccuRadio
  • Amazon Prime
  • Google Play Music
  • Goovesharks.org
  • Jango
  • Last.fm
  • Pandora
  • Slacker Radio
  • SoundCloud
  • Spotify
  • Top Android Entertainment Apps
  • MX Player
  • TED
  • Dubsmash
  • Quora
  • YouTube
  • HotStar
  • Google Play Books
  • Tech Companies Resort to Encrypting

第3章 主な動向と課題

  • 増加するモバイル機器の利用者によってもたらされる大きな潜在的機会
  • 携帯電話の拡散:市場の拡大の礎
  • タブレットの利用パターンがモバイルエンターテイメント市場を促進
  • 4Gネットワークが市場成長におけるモバイル機器の役割をさらに大きくする
  • モバイルエンターテイメント業界にとって吉兆となるモバイルバリューチェーンにおける4Gの浸透
  • モバイル動画の人気の高まり
  • 「モバイル向けデザイン」:コンテンツディベロッパーの巨大な市場
  • 新興経済国:成長のホットスポット
  • モバイルコンテンツの利用を後押しする若年層
  • 普及するフリーミアムモデル

第4章 モバイルエンターテイメント:分類分析

  • モバイルエンターテイメント産業に影響をもたらす動向
  • クラウドミュージックの人気
  • 多人数モバイルゲームの需要増加
  • アプリ内広告
  • ウェアラブル技術
  • ユーザーの人口動態の変化
  • ゲーム
  • モバイルゲームの促進要因
  • 最もプレイされたジャンル
  • モバイルジャンルシステム
  • 抵抗しがたいモバイルゲームの魅力
  • ワイヤレスゲームによる市場機会
  • 収益につながる小さな画面でのゲーム
  • 3G/4Gモバイル通信がモバイルゲームにビジネスケースをもたらす
  • 女性:モバイルゲーム市場の主要収益源
  • モバイルゲーム vs ゲーム機
  • 広告媒体としてのモバイルゲーム
  • 中国が促進するiOSゲームによる収益成長
  • 音楽
  • ダウンロードからストリーミングへの移行
  • 成長を促進するDRMフリー業界
  • クラウド―モバイル音楽の新たなパラダイム
  • モバイルTV
  • モバイル衛生TV:TV放送サービスの新時代
  • 有望な地域市場
  • モバイルTVが創出する新たな収益
  • モバイル広告に明るい展望を与えるモバイルTV
  • 大量導入
  • モバイル動画と著作権の課題
  • ブロードキャストモバイルTV:主な課題
  • モバイルブロードキャストTVの地域規格

第5章 モバイルエンターテイメント-概要

  • モバイルエンターテイメントサービスのカテゴリー
  • モバイルゲーム
  • モバイル音楽
  • モバイルTV
  • その他

第6章 新製品の発売・紹介(全16件)

第7章 最近の産業動向(全7件)

第8章 主要企業

  • Activision Blizzard, Inc.
  • Apple, Inc.
  • AT&T, Inc.
  • Bharti Airtel Limited
  • CBS Corporation
  • Comcast Corporation
  • CyberAgent, Inc.
  • Facebook, Inc.
  • WhatsApp Inc.
  • Google, Inc.
  • LINE Corporation
  • Machine Zone, Inc.
  • Mobi2fun Mobile Entertainment Pvt. Ltd.
  • Mobile Roadie
  • MobiTV, Inc.
  • Orange S.A.
  • Samsung Electronics Co., Ltd.
  • Sky plc
  • Spotify AB
  • Stingray Digital Media Group
  • Twitter, Inc. (USA)
  • Verizon Communications, Inc.

第9章 世界市場の展望

III. 市場

第1章 米国

  • 市場分析
  • 市場アナリティクス

第2章 カナダ

  • 市場分析
  • 市場アナリティクス

第3章 日本

  • 市場分析
  • 市場アナリティクス

第4章 欧州

  • 市場分析
  • 市場アナリティクス

第5章 アジア太平洋

  • 市場分析
  • 市場アナリティクス

第6章 ラテンアメリカ

  • 市場分析
  • 市場アナリティクス

第7章 その他の地域

  • 市場分析
  • 市場アナリティクス

このページに掲載されている内容は最新版と異なる場合があります。詳細はお問い合わせください。

目次
Product Code: MCP-7336

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

Table of Contents

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

  • Study Reliability and Reporting Limitations
  • Disclaimers
  • Data Interpretation & Reporting Level
    • Quantitative Techniques & Analytics
  • Product Definitions and Scope of Study
    • Mobile Entertainment
    • Mobile Gaming
    • Music
    • Mobile TV
    • Other Mobile Entertainment

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW

  • Mobile Entertainment: Moving Beyond Plain Vanilla Offerings
    • Table 1: Number of Unique Mobile Subscribers (in Billion) in the World: 2014-2020 (includes corresponding Graph/Chart)
    • Table 2: Percentage Penetration of Mobile Subscribers by Geographic Region: 2016 & 2020 (includes corresponding Graph/Chart)
  • Mobile Communications Sector - Focus Shifting Towards Data Services
    • Table 3: Mobile Cellular Subscriptions Per 100 Inhabitants (2015): Market Penetration (In %) by Geographic Region/Country (includes corresponding Graph/Chart)
    • 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)
  • Positive Economic Scenario Induces Market Optimism
  • Outlook
  • Mobile Gaming Market Continues to Dominate
  • In-App Ads and Free-to-Play Remain Key Monetization Opportunities
  • Mobile TV Gaining Prominence
  • App Stores Revolutionize Mobile Distribution
  • Mobile Apps: A Beneficiary of the Changing Role of Mobile Phones
  • Uptrend in Internet Usage Elevates Mobile Entertainment Prospects
    • 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)
  • Mobile Entertainment Senses Parallel Opportunities through Uptrend in Internet Consumption
    • Table 6: Global IP Traffic Scenario (2016 & 2020): IP Traffic Volume in Exabytes (includes corresponding Graph/Chart)
    • 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)
    • 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)
  • Faster Broadband Speeds Trigger Massive Volume Growth

2. COMPETITION

  • Mobile TV - A Highly Fragmented Market
  • King and Supercell Rule the Roost in Mobile Gaming Domain
  • Major Game Studios and Game Titles in the World: 2015
  • Smartphone Platform Dominates the Global Gaming Market
    • 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)
  • Key Strategies to Increases Ownership of Mobile Game Titles
  • Spotify Remains Strong in Music Streaming
  • Cloud Streaming Saves Space and Money
  • AccuRadio
  • Amazon Prime
  • Google Play Music
  • Groovesharks.org
  • Jango
  • Last.fm
  • MusixHub
  • Pandora
  • Slacker Radio
  • SoundCloud
  • Spotify
  • Top Android Entertainment Apps
  • MX Player
  • TED
  • Dubsmash
  • Quora
  • YouTube
  • HotStar
  • Google Play Books
  • Tech Companies Resort to Encrypting

3. KEY TRENDS AND ISSUES

  • Soaring Mobile Device User Base Instigates High-Potential Opportunities
  • Proliferation of Smartphones: Cornerstone for Ongoing Market Expansion
    • 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)
    • Table 11: Smartphone Penetration as a Proportion (%) of Total Mobile Users in Select Countries (2015 & 2017) (includes corresponding Graph/Chart)
  • Mobile Entertainment Also Driven by Tablet Usage Patterns
    • 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)
  • 4G Networks to Further Augment Mobile Devices' Role in Market Growth
    • Table 13: Global Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart)
    • 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)
  • Thrust towards 4G across Mobile Value Chain Bodes Well
  • Social Networking Propagates Expansion in Viewer Base
  • Rising Popularity of Mobile Video
    • 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)
  • 'Designed for Mobile': A Lucrative Market for Content Developers
  • Handset Design - A Major Factor Determining User Experience
  • Emerging Markets - Hotspots for Growth
  • Young People Drive Mobile Content Usage
  • The Freemium Revenue Model is Here to Stay
  • Noteworthy Mobile App Development Trends
  • Mobile App Security
  • Cloud Compatibility
  • Wearable Technology
  • Wi-Fi in Indoor Settings
  • Penetration of Internet of Things (IoT)
  • Dominance of Android and iOS Platforms
  • Consistent Growth for Enterprise Apps
  • Developers to Embrace Swift Programming Language
  • Shorter App Development Cycles
  • Proliferation of Free Apps
  • Demographic Factors Offer Opportunities on Platter
  • Rapid Increase in Urban Households & Rising Living Standards
    • Table 16: Total Population Worldwide by Urban and Rural Population in Thousands: 1950-2050P (includes corresponding Graph/Chart)
    • Table 17: Percentage of Urban Population in Select Countries (2010 & 2050P) (includes corresponding Graph/Chart)
  • Ballooning Middle Class Population
    • Table 18: Global Middle Class Population (in Millions) by Geographic Region: 2010, 2020P & 2030P (includes corresponding Graph/Chart)
    • Table 19: Global Middle Class Population by Geographic Region: Percentage Share Breakdown for 2010, 2020P & 2030P (includes corresponding Graph/Chart)
  • Rise in Consumer Spending on Mobile Entertainment Augments Revenue Growth

4. MOBILE ENTERTAINMENT: SEGMENT ANALYSIS

  • Key Trends Impacting Mobile Entertainment
  • Popularity of Cloud Music
  • Growing Demand for Multiplayer Mobile Gaming
  • In-App Advertising
  • Wearable Technology
  • Changing User Demographics
  • Games
  • Mobile Games All Set to Roll
    • Table 20: Number of Gamers in the World for Years 2015 Through 2022 (includes corresponding Graph/Chart)
    • 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)
    • 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)
  • Factors Motivating Players towards Mobile Gaming
  • Factors Influencing Decision to Play Games
  • Major Genres Played
  • Mobile Genre System
  • Lure of Mobile Games Tough to Resist
  • Wireless Gaming Offers Opportunities on a Platter
  • Small Screen Games Send Cash Registers Ringing
  • 3G/4G Mobile Communications Offer a Business Case for Mobile Gaming
  • Women: Major Revenue Spinners in the Mobile Games Market
  • Mobile Games Rival Game Stations and Consoles
  • Mobile Gaming Emerges as Leading Platform for Advertising
  • F2P Model Brings with it Challenges for Developers
  • China to Drive iOS Gaming Revenue Growth
  • Music
  • Music Market Witnesses User Transition from Download to Streaming
  • DRM Free Industry to Promote Growth
  • Cloud-The New Paradigm for Mobile Music
  • Bundled Deals Gain Prominence
  • Curation and Recommendations Emerge as Key Service Differentiators
  • Ability to Discover Music - A Growing Area of Focus to Gain Competitive Edge
  • Mobile TV
  • Mobile Satellite TV: New Era in TV Broadcasting Service
  • Promising Regional Markets
  • Mobile TV Generates Additional Revenues for Participants
  • Mass Adoption - Focus Area for Operators
  • Mobile TV Holds Bright Prospects in Mobile Advertising
  • Mobile Video and the Piracy Challenge
  • Broadcast Mobile TV - Key Challenges
  • Regional Standards for Mobile-Broadcast TV

5. MOBILE ENTERTAINMENT - AN OVERVIEW

  • Categories of Mobile Entertainment Services
  • Mobile Gaming
    • Types of Mobile Games
      • Stand-Alone Games
      • Peer-to-Peer Games
      • Networked Game
    • Target Markets for Mobile Games
      • Youth Segment
      • Boredom Fighters
  • Mobile Music
    • Available Mobile Music Business Models
  • Mobile TV
    • Delivery Methods
    • Standards for Mobile TV
    • A Glance at Global Mobile TV Standards
  • Other Mobile Entertainment

6. SERVICE LAUNCHES/INTRODUCTIONS

  • Nintendo to Launch "Fire Emblem" Series on Android and iOS Platforms
  • BSNL Unveils Ditto TV Mobile TV Service
  • MTN Rwanda Rolls Out MTN TV - Irebere Nawe
  • Nintendo Launches Super Mario on iPhone
  • Ucom Unveils Mobile TV Application
  • Reliance Entertainment Introduces Multilingual Entertainment App Chillx
  • ACY Entertainment Develops 3D Action Adventure Mobile Game Legend of Abhimanyu
  • Nexon M and This Game Studio Release RPG Oz: Broken Kingdom on iOS App Store
  • Deutsche Telekom Unveils Entertain TV Mobil
  • Asianet Satellite Communications Rolls Out Asianet Mobile TV+
  • CBS Introduces New Apple TV App
  • Doordarshan Releases Free Mobile TV
  • Cupcake Digital Launches NetKids Digital Entertainment Network
  • Sony Music Entertainment Unveils Rockin' Goat
  • Clarion of America Unveils NX405 and VX405 Double DIN In-Dash Connected Multimedia Units
  • Pocket Gems Launches War Dragons

7. RECENT INDUSTRY ACTIVITY

  • Google to Acquire Twitter's Fabric Developer Platform
  • Activision Blizzard Acquires King Digital Entertainment
  • Optus Expands Mobile Streaming Sans Using Data
  • The National Basketball Association and Binbit Inks Multiyear Partnership
  • Pro Gaming League Takes Over DK Squad
  • Vserv Partners with XL Axiata
  • Seriously Bags $18 Million Investment to Develop Mobile-First Entertainment Strategy

8. FOCUS ON SELECT PLAYERS

  • Activision Blizzard, Inc. (USA)
  • Apple, Inc. (USA)
  • AT&T, Inc. (USA)
  • Bharti Airtel Limited (India)
  • CBS Corporation (USA)
  • Comcast Corporation (USA)
  • CyberAgent, Inc. (Japan)
  • Facebook, Inc. (USA)
  • WhatsApp Inc. (USA)
  • Google, Inc. (USA)
  • LINE Corporation (Japan)
  • Machine Zone, Inc. (USA)
  • Mobi2fun Mobile Entertainment Pvt. Ltd. (India)
  • Mobile Roadie (USA)
  • MobiTV, Inc. (USA)
  • Orange S.A. (France)
  • Samsung Electronics Co., Ltd. (South Korea)
  • Sky plc (UK)
  • Spotify AB (Sweden)
  • Stingray Digital Media Group (Canada)
  • Twitter, Inc. (USA)
  • Verizon Communications, Inc. (USA)

9. GLOBAL MARKET PERSPECTIVE

    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)

III. MARKET

1. THE UNITED STATES

  • A. Market Analysis
    • Current and Future Analysis
    • Table 38: Percentage Penetration of Mobile Subscribers in The US: 2016 & 2020 (includes corresponding Graph/Chart)
    • Table 39: US Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart)
    • Mobile Gaming - 'All Set' to Grow
    • Table 40: Percentage Penetration Rate of Mobile Gaming in the US: 2011-2017 (includes corresponding Graph/Chart)
    • 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)
    • Table 42: US Mobile Gaming Market by Gender (2016): Percentage Breakdown of Number of Gamers for Male and Female (includes corresponding Graph/Chart)
    • 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)
    • 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)
      • Major Publishers and iOS Game Titles in the US: 2015
    • Music Streaming on Smartphones Growing Exponentially
    • Mobile TV Market to Display Rapid Growth in the US
    • Service Launches/Introductions
    • Strategic Corporate Developments
    • Select Key Players
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

2. CANADA

  • A. Market Analysis
    • Current and Future Analysis
    • Key Player
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

3. JAPAN

  • A. Market Analysis
    • Current and Future Analysis
    • Mobile Video Games Market Overview
    • 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)
    • Table 52: Japanese Mobile Gaming Market (2016): Percentage Breakdown of Number of Gamers by Gender Type for Male and Female (includes corresponding Graph/Chart)
    • 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)
      • Unique Features of Mobile Gaming Market
      • Smartphone: The Primary Gaming Platform
      • RPG: the Most Dominant Mobile Game
      • Gacha
      • Importance of In-Game Events
      • Female Gamers: an Important Factor
      • Significance of IP Titles and Collaboration-Events
    • Competitive Landscape
    • Service Launches/Introductions
    • Select Key Players
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

4. EUROPE

  • A. Market Analysis
    • Current and Future Analysis
    • Overview
    • Table 57: Percentage Penetration of Mobile Subscribers in Europe: 2016 & 2020 (includes corresponding Graph/Chart)
    • Table 58: European Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart)
    • Mobile Gaming to Witness Upsurge in Near Future
      • Major Publishers and iOS Game Titles in Europe: 2015
  • B. Market Analytics
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)

4a. FRANCE

  • A. Market Analysis
    • Current and Future Analysis
    • Key Player
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

4b. GERMANY

  • A. Market Analysis
    • Current and Future Analysis
    • Service Launch
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

4c. ITALY

  • Market Analysis
    • 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)
    • 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)
    • 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)

4d. THE UNITED KINGDOM

  • A. Market Analysis
    • Current and Future Analysis
    • Key Player
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

4e. SPAIN

  • Market Analysis
    • 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)
    • 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)
    • 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)

4f. RUSSIA

  • A. Market Analysis
    • Current and Future Analysis
    • Gaming Market in Russia
      • Games for Social Media Platforms Continue to Generate Profits Despite Subdued Growth in User Base
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

4g. REST OF EUROPE

  • A. Market Analysis
    • Current and Future Analysis
    • Strategic Corporate Development
    • Key Player
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

5. ASIA-PACIFIC

  • A. Market Analysis
    • Current and Future Analysis
    • Table 86: Percentage Penetration of Mobile Subscribers in Asia-Pacific: 2016 & 2020 (includes corresponding Graph/Chart)
    • Table 87: Asia-Pacific Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart)
    • Content Applications Market on an Upswing
    • Asia-Pacific Continues to Lead Mobile Gaming Market Worldwide
    • Video Services Market on a Roll
    • Asian Mobile TV Market
    • Functionality and Affordability Drive Mobile Market in Asia-Pacific
  • B. Market Analytics
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)

5a. CHINA

  • A. Market Analysis
    • Current and Future Analysis
    • Overview
    • China Set to Emerge as the Second Largest in iOS Revenue
    • China's Mobile Music Market to Witness Slowdown
    • Chinese Mobile Gaming Industry - An Insight
    • 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)
    • Table 95: Chinese Mobile Gaming Market (2016): Percentage Breakdown of Number of Gamers by Gender Type for Male and Female (includes corresponding Graph/Chart)
    • 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)
    • 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)
      • Major Mobile Gaming Market Trends in China
      • Mobile eSports Gaining Traction
      • Online Forums & Distribution Services Reporting More Success in Mobile-Gaming Economy
      • Localized Games report Higher Performance
      • How to Succeed in the Soaring Market for Mobile Gaming in China
    • 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)
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

5b. SOUTH KOREA

  • A. Market Analysis
    • Current and Future Analysis
    • Mobile Games Dominate South Korean Video Games Market
    • 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)
    • 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)
    • 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)
    • Key Player
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

5c. REST OF ASIA-PACIFIC

  • A. Market Analysis
    • Current and Future Analysis
    • Key Regional Markets for Mobile Entertainment
      • India
      • Indian Mobile Gaming Industry to Surge
      • Mobile Music Drives Mobile Entertainment Market in India
      • Mobile Video Content Market to Gain Traction in Future
      • The Philippines
      • Mobile Games Lead Video Games Market in the Philippines
    • Service Launches/Introductions
    • Strategic Corporate Developments
    • Select Key Players
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

6. LATIN AMERICA

  • A. Market Analysis
    • Current and Future Analysis
    • Table 111: Percentage Penetration of Mobile Subscribers in Latin America: 2016 & 2020 (includes corresponding Graph/Chart)
    • Table 112: Latin American Mobile Market by Technology (2016 & 2020): Percentage Breakdown of Subscriptions for 2G, 3G and 4G (includes corresponding Graph/Chart)
    • Strategic Corporate Development
  • B. Market Analytics
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)
    • 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)

6a. BRAZIL

  • Market Analysis
    • 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)
    • 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)
    • 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)

6b. REST OF LATIN AMERICA

  • Market Analysis
    • 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)
    • 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)
    • 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)

7. REST OF WORLD

  • A. Market Analysis
    • Current and Future Analysis
    • Table 125: Percentage Penetration of Mobile Subscribers in The Middle East & Africa: 2016 & 2020 (includes corresponding Graph/Chart)
    • 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)
    • Service Launch
  • B. Market Analytics
    • 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)
    • 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)
    • 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)

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