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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 854 Pages
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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: 2012年08月01日 ページ情報: 英文 854 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、音楽、ゲーム、インフォテイメント、モバイルTV、アダルトコンテンツ、ユーザー生成型コンテンツ、ギャンブルの各分野ごとの分析や、米国、カナダ、日本、欧州、アジア太平洋、南米およびその他の各地域別の分析、2018年までの市場予測、主要企業のプロファイルなどを盛り込み、概略下記の構成でお届けいたします。

第1章 イントロダクション、調査手法、製品の定義

第2章 エグゼクティブサマリー

  • 業界の概要
    • 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
    • 不況とその後
    • 展望
    • モバイルの流通に革命をもたらしたアプリストア
    • 高速ネットワークが決めるモバイルエンターテイメントサービスの成功
    • モバイルユーザーの継続的増加:主な市場機会
    • スマートフォンの浸透―未来への鍵
    • デジタルモバイル音楽の成長を止める海賊行為
  • 主な動向と問題
    • 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インターネットの浸透度の上昇
    • 「モバイル向け」:コンテンツデベロッパにとって利益の良い市場
    • 端末デザイン:ユーザーエクスペリエンスを決める主要要素
    • 新興市場
    • 急速に成長するソーシャルメディア
    • 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
  • モバイルエンターテイメント:分類分析
    • 音楽
    • モバイルでの音楽利用
    • 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
    • ゲーム
    • モバイルゲーム
    • 抵抗しがたいモバイルゲームの魅力
    • 簡単に市場機会を与える無線ゲーム
    • 収益につながる小さな画面でのゲーム
    • 3G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
    • 助成:モバイルゲーム市場の主要収益源
    • モバイルゲーム対ゲーム機
    • 独立したニッチ市場を創り出すソーシャルゲーム
    • モバイルTV
    • モバイル衛星TV:TV放送サービスの新時代
    • モバイルTVが生成する新たな収益
    • 大量導入
    • モバイル広告に明るい展望を与えるモバイルTV
    • アダルトコンテンツ
    • アダルトコンテンツ市場を進化させるビデオチャット
    • モバイルアダルトコンテンツ市場への制約
    • ギャンブル
    • 世界中で展開するモバイルギャンブル市場
    • モバイルギャンブルの導入に大きな役割を果たすユーザーの自信
    • モバイルギャンブルの成長展望を阻害するいくつもの要素
  • 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
    • モバイルエンターテイメントサービスのカテゴリ
    • 音楽
    • ゲーム
    • インフォテイメント
    • モバイルTV
    • アダルトコンテンツ
    • ユーザー生成型コンテンツ
    • モバイルギャンブル
  • 新サービス/発表
  • 最近の業界の活動
  • 主要グローバルプレーヤー
  • 世界的な市場展望

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 欧州
    • フランス
    • ドイツ
    • イタリア
    • 英国
    • スペイン
    • ロシア
    • その他欧州
  • アジア太平洋
  • 南米
  • その他の地域

第4章 比較展望

目次
Product Code: MCP-7336

This report analyzes the worldwide markets for Mobile Entertainment in US$ Million by Product Segments: Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling. 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 2009 through 2018. The report profiles 148 companies including many key and niche players such as AT&T, Inc., Betfair, Cherry Media, EA Mobile, Inc., Facebook, Inc., Gameloft SA, GLU Mobile, Inc., MobiTV, Inc., Manwin Holding S.ar.l, Match.com, Omnifone Limited, Paddy Power PLC, Pink Visual, Probability plc, Rovio Entertainment Ltd., Shazam Entertainment Ltd., Spin3 Ltd., Spotify AB, and Twitter, Inc. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based upon search engine sources in the public domain.

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
      • Music
      • Gaming
      • Infotainment
    • Mobile TV
    • Adult Content
    • Adult Content
    • User Generated Content
    • Mobile Gambling

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW

  • Mobile Entertainment: Moving Beyond Plain Vanilla Offerings
  • Mobile Communications Sector - Focus Shifting Towards Data Services
    • Table1: Mobile Cellular Subscriptions Per 100 Inhabitants for the Year 2011: Percentage Market Penetration Breakdown by Geographic Region/ Country (includes corresponding Graph/Chart)
    • Table2: Global Mobile Communication Industry: Percentages Share Breakdown for Revenue by Data and Voice Based Services for the Years 2010, 2011, 2012 and 2015 (includes corresponding Graph/Chart)
  • Recession and Beyond
  • Outlook
  • App Stores Revolutionize Mobile Distribution
  • High-Speed Networks Determine Success of Mobile Entertainment Services
    • Table3: World Market for Mobile Handsets by Geographic Region: Breakdown of Volume Sales in Million Units for US, Canada, Europe, Asia-Pacific, Latin America and Rest of World Markets for Years 2011, 2013 & 2015 (includes corresponding Graph/Chart)
    • Table4: World Market for Mobile Handsets by Technology - Percentage Breakdown of Annual Sales Volume for 2G, 2.5G, 3G, 3.5G, and 3.9G Enabled Handsets for Years 2008, 2011 & 2014 (includes corresponding Graph/Chart)
    • Table5: Global Percentage Share Breakdown of Number of Mobile Subscriptions by Region for the year 2011 (includes corresponding Graph/Chart)
    • Table6: World Market for 3G/3.5G Enabled Handsets (2011) - Percentage Share Breakdown of Volume Sales by Region (includes corresponding Graph/Chart)
  • Continued Rise in Mobile Users: A Key Opportunity
    • Table7: World Market for Mobile Handsets: Breakdown of Volume Sales in Million Units for Years 2011, 2013 & 2015 (includes corresponding Graph/Chart)
  • Smartphones Penetration - Key to the Future
    • Table8: Global Market for Smartphones (2012E): Breakdown of Sales in Thousand Units by Geographic Region/Country (includes corresponding Graph/Chart)
    • Table9: Worldwide Market for Smartphones (2009 & 2011): Percentage Market Share Breakdown of Unit Shipments by Operating Systems (includes corresponding Graph/Chart)
  • Piracy Stunts Growth of Digital Mobile Music

2. KEY TRENDS AND ISSUES

  • Rising Mobile Internet Penetration Bodes well for Mobile Entertainment Industry
    • Table10: World Market for Mobile Internet (2010): Breakdown of Number of Mobile Internet Users in Million by Geographic Region (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
  • Social Media Fast Gaining Popularity
  • Young People Drive Mobile Content Usage
  • The Freemium Revenue Model is Here to Stay

3. MOBILE ENTERTAINMENT: SEGMENT ANALYSIS

  • Music
  • All Ears for Mobile Music
    • Table 11: Global Mobile Music Industry (2011): Percentage Share Breakdown of Revenues by Segments-Ringtones, Ringback tones, Full Track Downloads, Music Streaming (includes corresponding Graph/Chart)
  • DRM Free Industry to Promote Growth
  • Cloud-The New Paradigm for Mobile Music
  • Games
  • Mobile Games all Set to Roll
    • Table 12: Worldwide Gaming Market (2011): Percentage Breakdown of Traditional and Mobile Gamers by Age Brackets- Under 18, 18-49, and Above 50 (includes corresponding Graph/Chart)
  • Lure of Mobile Games Tough To Resist
  • Wireless Gaming Offers Opportunities On a Platter
  • Small Screen Games Send Cash Registers Ringing
  • 3G Mobile Communications Offer a Business Case for Mobile Gaming
  • Women: Major Revenue Spinners in the Mobile Games Market
    • Table 13: Worldwide Gaming Market (2011): Percentage Breakdown of Traditional and Mobile Gamers by Gender Segments - Male and Female (includes corresponding Graph/Chart)
  • Mobile Games Rival Game Stations and Consoles
    • Table 14: Percentage Breakdown of Time Spent by Users on Mobile Games by Location (includes corresponding Graph/Chart)
  • Social Gaming Carves out Independent Niche Market
    • Table 15: Comparison of Penetration of Social Gaming Among Various Age Groups in US and UK (includes corresponding Graph/Chart)
    • Table 16: Worldwide Digital Games Market (2009 & 2010): Percentage Breakdown of Revenues by Segments - Console Games, Online Games, Social Games, Mobile Games and PC Games (includes corresponding Graph/Chart)
  • Mobile TV
  • Mobile Satellite TV: New Era in TV Broadcasting Service
    • Table 17: World Recent Past, Current & Future Analysis for Mobile Satellite Television Analyzed with Number of End-Use Terminals in Service in Thousand Units for the Years 2006 through 2015 (includes corresponding Graph/Chart)
  • Mobile TV Generates Additional Revenues for Participants
  • Mass Adoption - Focus Area for Operators
  • Mobile TV Holds Bright Prospects in Mobile Advertising
  • Adult Content
  • Video Chats Pushing the Adult Content Market Forward
  • Constraints to Mobile Adult Content Market
  • Gambling
  • Mobile Gambling Market on Roll Worldwide
  • User Confidence Plays Key Role in Adoption of Mobile Gambling
  • Various Factors Thwart Growth Prospects of Mobile Gambling

4. MOBILE ENTERTAINMENT - AN OVERVIEW

  • Mobile Entertainment
  • Categories of Mobile Entertainment Services
  • Music
    • Available Mobile Music Business Models
  • Gaming
    • Types of Mobile Games
      • Stand-Alone Games
      • Peer-to-Peer Games
      • Networked Game
    • Target Markets for Mobile Games
      • Youth Segment
      • Boredom Fighters
  • Infotainment
  • Mobile TV
    • Delivery Methods
    • Standards for Mobile TV
      • A Glance at Global Mobile TV Standards
  • Adult Content
    • Images
    • Test-based Adult Services
    • Erotic Games
    • Video-based Services
  • User Generated Content
  • Mobile Gambling
    • Lotteries
    • Sports Betting
    • Casino Games

5. SERVICE LAUNCHES/ INTRODUCTIONS

  • Glu Mobile Launches Two Xbox LIVE Games, Contract Killer and Gun Bros
  • Zoo Entertainment Launches indiePub Mobile
  • Gameloft® to Introduce Game Based on The Adventures of Tintin Movie
  • Ozura Mobile to Introduce Gaming Applications for Use in iPhone
  • Aspiro Unveils Personalized iPad Application
  • Appache Mobile Launches Chess Crusades for iPad®
  • Telenor and Aspiro Introduce WiMP Music Streaming Service
  • Motorola Mobility Launches SocialTV Companion Service for Mobile Devices and Tablets
  • Clear Channel Radio Launches iHeartRadio App For iPad
  • Bharti Airtel Rolls Out 3G Services in Coimbatore and Chennai
  • TDC Play Launches 24-7 Entertainment's Smartphone Application
  • Jesta Digital Launches Bitbop on Windows Phone 7
  • DeviceAnywhere and Vivo Introduce Vivo Virtual Developer Lab
  • Versaly Entertainment Rolls Out Multi-Channel B2B Video Syndication Platform
  • Gameloft® Unveils Five Games for Windows Phone 7 Smartphones
  • PlayPhone Unveils PlayPhone Social
  • Booyah Introduces InCrowd Game
  • Namco Networks America Introduces Tekken Resolute for Mobile Phones
  • NBC Universal Digital Entertainment and Dove Introduce Mobile Entertainment Portal for Women
  • Claro Paraguay and Rok Roll Out Mobile TV Service in Paraguay
  • Namco Networks Launches Learn to Fly for Mobile Phones
  • Nazara Technologies to Introduce 3G Gaming for Mobile Phones
  • NTT Communications Introduces Mane-1GP Mobile Entertainment Service in Japan
  • THQ Wireless Introduces Video Game Franchise for iPhone
  • IUGO Mobile Entertainment Introduces First OpenFeint Facilitated Game
  • Zoo Entertainment Unveils indiePub Games
  • Booyah Launches MyTown 3.0
  • Booyah Introduces Product Check-In Feature in MyTown
  • DeviceAnywhere to Launch Test Automation for Smartphones™
  • BuzzCity Unveils Beta Edition of JAMsked
  • PressOK Entertainment to Release Flipstones 2
  • PressOK Entertainment to Release Feed Al: A Finger Physics Odyssey Game for iPod Touch and iPhone
  • Sony Music Entertainment Unveils Beta Version of Ariama.com
  • Rubberduck Media Lab Unveils iPad Application for On Demand and Live TV

6. RECENT INDUSTRY ACTIVITY

  • Glu Mobile Takes Over GameSpy Technology
  • Probability Acquires Playyoo SA
  • Glu Mobile Takes Over Atari's Deer Hunter® Gaming Brand
  • MTPCS Selects Mobile Entertainment Package of ClearSky Mobile Media
  • Mobeep and Mobgold Enter into Partnership
  • Sogeti High Tech and Device Anywhere Enter into Partnership to Develop Mobile Application Testing Solutions
  • AirG Enters into Partnership with Aepona to Create Business Opportunities for Mobile Operators
  • Multi-Screen Media Enters into Partnership with Apalya Technologies for Mobile TV
  • Jesta Group Takes Over Fox Mobile Group
  • DeviceAnywhere Expands Support for HP QTP and QC
  • VODone Sets Up China Mobile Games and Entertainment Group
  • Aspiro TV Collaborates with Telenor to Deliver Video and TV Services
  • Aspiro Mobile Solutions and Redcats Ink Agreement for SMS Services in Nordic Region
  • KIT Digital Acquires Kyte, Kewego and KickApps
  • IMImobile Inks Agreement with krishcricket.com
  • Clear Channel Radio Acquires Cloud-Based Music Business of Thumbplay
  • DeNA Partners with NTT DOCOMO for Mobile Social Gaming
  • Sony Music Entertainment to Enter into Collaboration with Mobile Roadie
  • Google Acquires PushLife
  • Spin3TM and Neomobile Gaming Sign Agreement
  • VODone Acquires Majority Interest in 3GUU Mobile Entertainment Industrial
  • DNA Dynamics Takes Over Appache Mobile
  • Buongiorno Takes Over Dada.net
  • PT MelOn Indonesia Collaborates with Dolby Laboratories
  • ADPublishing.org and XtremeSignPost Enter Strategic Alliance
  • OnMobile Global Partners with Starfish Mobile for VAS in Africa
  • Kyte and Sony Music Sign Agreement for Online Mobile Video Platform
  • Myxer and Sony Music Entertainment Ink Agreement
  • Neomobile Group to Introduce D2C-Services in India
  • Aspiro Mobile Solutions and mBlox Enter into Strategic Partnership
  • Aspiro Mobile Solutions Takes over Apparat
  • Appache Mobile Receives Approval from Apple for iLegacy
  • AirG and Vdopia Enter into Partnership
  • Apalya Technologies Signs Deal with Tata Docomo for Mobile TV
  • Binbit Inks Agreement with Sony Music Entertainment for Mobile TV Content
  • Orange Outsources Java Mobile Games Portal Management to Player X
  • Madison World and OnMobile Global Form Joint Venture
  • Tata Teleservices Signs Agreement with Apalya Technologies for Asia Cup Live Streaming
  • Apalya Technologies Enters into Partnership with Global Cricket Ventures to Cover IPL Matches
  • Boost Worldwide Enters into Marketing Partnership with MSG Network and New York Knickerbockers
  • Boost Worldwide Enters into Partnership with UFC®
  • Bitstream Enters into Partnership with BuzzCity for Mobile Advertising
  • Reliance Communications Collaborates with Apalya Technologies to Launch Mobile TV Services
  • Zee Entertainment Enterprises Enters into Joint Venture with Mail.com
  • Movile Launches Mozca m-payments Platform in Latin America
  • Motorola Mobility Acquires 4Home
  • OnMobile Global Acquires 3G Video Technology of Dilithium Networks
  • Playtech Inks Agreement with Buongiorno
  • Exsol Oy Acquires Outstanding Mobile Entertainment Business of Aspiro Mobile Solutions
  • NTT DOCOMO Takes Over PacketVideo
  • ClearSky Mobile Media and Locus Telecommunications Sign Contract
  • Neomobile Gaming Takes Over Zero9
  • The Walt Disney Company Acquires Tapulous
  • Aspiro Mobile Solutions Divests Mobile Entertainment Business to Lobus Mobil
  • Fox Mobile Group Enters into Partnership with Post Foods
  • MobileActive Enters into Licensing and Partnership Agreement with Mobile Interactive Group
  • MBmobile Partners with TRUSTe and Playlist.com
  • Warner Music Group Partners Myxer
  • RealNetworks Takes Over Backstage Technologies

7. FOCUS ON SELECT PLAYERS

  • AT&T, Inc. (USA)
  • Betfair (UK)
  • Cherry Media (Spain)
  • EA Mobile, Inc. (USA)
  • Facebook, Inc. (USA)
  • Gameloft SA (France)
  • GLU Mobile, Inc. (USA)
  • MobiTV, Inc. (USA)
  • Manwin Holding S.ar.l (Luxembourg)
  • Match.com (US)
  • Omnifone Limited (UK)
  • Paddy Power PLC (Ireland)
  • Pink Visual (USA)
  • Probability plc (UK)
  • Rovio Entertainment Ltd (Finland)
  • Shazam Entertainment Ltd (UK)
  • Spin3 Ltd (UK)
  • Spotify AB (Sweden)
  • Twitter, Inc. (USA)

8. GLOBAL MARKET PERSPECTIVE

    • Table 18: World Recent Past, Current and Future Analysis for Mobile Entertainment by Geographic Region/Country - 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 2018 (includes corresponding Graph/Chart)
    • Table 19: World 10-Year Perspective for Mobile Entertainment by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)
    • Table 20: World Recent Past, Current and Future Analysis for Mobile Music by Geographic Region/ Country - 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 2018 (includes corresponding Graph/Chart)
    • Table 21: World 10-Year Perspective for Mobile Music by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)
    • Table 22: World Recent Past, Current and Future Analysis for Mobile Gaming by Geographic Region/ Country - 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 2018 (includes corresponding Graph/Chart)
    • Table 23: World 10-Year Perspective for Mobile Gaming by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)
    • Table 24: World Recent Past, Current and Future Analysis for Mobile Infotainment by Geographic Region/Country - 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 2018 (includes corresponding Graph/Chart)
    • Table 25: World 10-Year Perspective for Mobile Infotainment by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)
    • Table 26: World Recent Past, Current and Future Analysis for Mobile TV by Geographic Region/ Country - 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 2018 (includes corresponding Graph/Chart)
    • Table 27: World 10-Year Perspective for Mobile TV by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)
    • Table 28: World Recent Past, Current and Future Analysis for Mobile Adult Content by Geographic Region/Country - 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 2018 (includes corresponding Graph/Chart)
    • Table 29: World 10-Year Perspective for Mobile Adult Content by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)
    • Table 30: World Recent Past, Current and Future Analysis for Mobile User Generated Content by Geographic Region/Country - 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 2018 (includes corresponding Graph/Chart)
    • Table 31: World 10-Year Perspective for Mobile User Generated Content by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)
    • Table 32: World Recent Past, Current and Future Analysis for Mobile Gambling by Geographic Region/Country - 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 2018 (includes corresponding Graph/Chart)
    • Table 33: World 10-Year Perspective for Mobile Gambling by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

III. MARKET

1. THE UNITED STATES

  • A. Market Analysis
    • Current and Future Analysis
    • Mobile TV Market to Display Rapid Growth in the US
    • Mobile Gaming - 'All Set' to Grow
    • Ringtones On a Declining Growth Trajectory
    • Competitive Scenario
      • Key Statistics
    • Table 34: US Market for Mobile Video Service (2011): Percentage Share Breakdown of Revenue by Application (includes corresponding Graph/Chart)
    • Table 35: US Market for Mobile Music (2010): Percentage Share Breakdown of Revenue by Application (includes corresponding Graph/Chart)
    • Strategic Corporate Developments
    • Service Launches/Introductions
    • Key Players
  • B. Market Analytics
    • Table 36: US Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 37: US 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

2. CANADA

  • A. Market Analysis
    • Current and Future Analysis
  • B. Market Analytics
    • Table 38: Canadian Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 39: Canadian 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

3. JAPAN

  • A. Market Analysis
    • Current and Future Analysis
    • Key Statistic
    • Table 40: Japanese Digital Games Market (2010 & 2011): Percentage Breakdown of Revenues by Segments-Console Games, Online & PC Games, Social Games and Mobile Games (includes corresponding Graph/Chart)
    • Strategic Corporate Developments
    • Service Launches/Introductions
    • Key Player
  • B. Market Analytics
    • Table 41: Japanese Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 42: Japanese 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

4. EUROPE

  • A. Market Analysis
    • Current and Future Analysis
      • Analysis by Geographic Region
      • Analysis by Product Segment
    • Overview
    • Mobile Gaming to Witness an Upsurge in Near Future
    • Changing Regulatory Scenario to Spearhead Demand for Online Gambling in EU
    • Mobile Music and Gaming Fail to Pick Up in Finland
    • Inferior Visual Quality Inhibit Growth of Mobile TV
    • Strategic Corporate Developments
    • Service Launches/Introductions
  • B. Market Analytics
    • Table 43: European Recent Past, Current and Future Analysis for Mobile Entertainment by Geographic Region/Country -France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 44: European 10-Year Perspective for Mobile Entertainment by Geographic Region/ Country - Percentage Breakdown of Dollar Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)
    • Table 45: European Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 46: European 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 (includes corresponding Graph/Chart)

4a. FRANCE

  • A. Market Analysis
    • Current and Future Analysis
    • Key Player
  • B. Market Analytics
    • Table 47: French Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 48: French 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

4b. GERMANY

  • A. Market Analysis
    • Current and Future Analysis
  • B. Market Analytics
    • Table 49: German Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 50: French 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

4c. ITALY

  • A. Market Analysis
    • Current and Future Analysis
  • B. Market Analytics
    • Table 51: Italian Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 52: Italian 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

4d. THE UNITED KINGDOM

  • A. Market Analysis
    • Current and Future Analysis
    • Strategic Corporate Development
    • Key Players
  • B. Market Analytics
    • Table 53: UK Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 54: UK 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

4e. SPAIN

  • A. Market Analysis
    • Current and Future Analysis
    • Key Player
  • B. Market Analytics
    • Table 55: Spanish Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 56: Spanish 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

4f. RUSSIA

  • A. Market Analysis
    • Current and Future Analysis
  • B. Market Analytics
    • Table 57: Russian Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 58: Russian 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

4g. REST OF EUROPE

  • A. Market Analysis
    • Current and Future Analysis
    • Key Players
  • B. Market Analytics
    • Table 59: Rest of Europe Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 60: Rest of Europe 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

5. ASIA-PACIFIC

  • A. Market Analysis
    • Current and Future Analysis
    • Content Applications Market on an Upswing
    • Video Services Market on a Roll
    • Asian Mobile TV Market
    • Asia-Pacific Continues to Lead Mobile Gaming Market Worldwide
    • Asia-Pacific to be Global Hub for Mobile Gambling
    • Functionality and Affordability Drive Mobile Market in Asia-Pacific
    • iPhone Faces Growth Challenge in Asia-Pacific
    • Notable 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
      • China
      • Overview
    • Table 61: Chinese Mobile Applications Market (2010): Penetration of Mobile Applications as Percentage of Total Chinese Population in Year 2010 (includes corresponding Graph/Chart)
      • Huge Demand for Mobile Internet Services in China
      • Mobile Gaming Market
      • China Propels Demand for Mobile Games from Korea
    • Strategic Corporate Developments
    • Service Launches/Introductions
    • Select Regional Players
  • B. Market Analytics
    • Table 62: Asia-Pacific Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 63: Asia-Pacific 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

6. LATIN AMERICA

  • A. Market Analysis
    • Current and Future Analysis
    • Market Overview
      • Adult Mobile Content to Witness Growth
    • Strategic Corporate Developments
    • Service Launches/Introductions
    • Binbit Group - A Leading Regional Player
  • B. Market Analytics
    • Table 64: Latin America Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 65: Latin America 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

7. REST OF WORLD

  • A. Market Analysis
    • Current and Future Analysis
    • Strategic Corporate Developments
    • Service Launches/Introductions
    • Key Player
  • B. Market Analytics
    • Table 66: Rest of World Recent Past, Current & Future Analysis for Mobile Entertainment by Segment - Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling Independently Analyzed with Annual Sales Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 67: Rest of World 10-Year Perspective for Mobile Entertainment by Segment - Percentage Breakdown of Dollar Sales for Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

IV. COMPETITIVE LANDSCAPE

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