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市場調査レポート

モバイルエンターテインメントの世界市場:2015年〜2019年

Global Mobile Entertainment Market 2015-2019

発行 TechNavio (Infiniti Research Ltd.) 商品コード 217604
出版日 ページ情報 英文 102 Pages
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モバイルエンターテインメントの世界市場:2015年〜2019年 Global Mobile Entertainment Market 2015-2019
出版日: 2015年06月24日 ページ情報: 英文 102 Pages
概要

世界のモバイルエンターテインメント市場は、2014年〜2019年のCAGRで、17.82%の成長が見込まれています。

当レポートでは、世界のモバイルエンターテインメント市場について調査分析し、市場規模と成長率、市場動向、市場促進要因・課題、市場機会について検証するほか、主要ベンダーなどについて、体系的な情報を提供しています。

第1章 エグゼクティブサマリー

第2章 略語リスト

第3章 調査範囲

  • 市場概要
  • 市場区分
  • エンドユーザー区分
  • 基準年
  • ベンダー区分
  • 市場規模の計算と区分
  • 主な製品

第4章 市場調査手法

  • 市場調査プロセス
  • 調査手法

第5章 イントロダクション

第6章 市場内容

第7章 市場情勢

  • 市場概要
  • 製品ライフサイクル
  • 世界のモバイルエンターテインメント市場
  • ファイブフォース分析

第8章 市場区分:タイプ別

  • タイプ別
  • モバイルゲーム
  • モバイルミュージック
  • モバイルTV

第9章 市場区分:地域別

  • 地域別
  • アジア太平洋地域
  • 南北アメリカ
  • 欧州・中東・アフリカ

第10章 主要国

  • 米国
  • 中国

第11章 主な考察

  • ユーザーベース
  • モバイルTVバリューチェーン

第12章 購入基準

第13章 市場成長促進要因

第14章 成長促進要因とその影響

第15章 市場の課題

第16章 成長促進要因と課題の影響

第17章 市場動向

第18章 動向とその影響

第19章 ベンダー情勢

第20章 主要ベンダーの分析

  • Activision Blizzard
  • Apple
  • Electronic Arts
  • freenet digital
  • Google
  • Quickplay
  • Rovio Entertainment
  • Spotify

第21章 関連レポート

図表

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目次
Product Code: IRTNTR6141

About Mobile Entertainment

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

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

Covered in this Report

This report covers the present scenario and growth prospects of the global mobile entertainment market for the period 2015-2019. To calculate the market size, the report considers the revenue generated from the following types of mobile entertainment services:

  • Mobile Games
  • Mobile Music
  • Mobile TV

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

Technavio's report, Global Mobile Entertainment Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers APAC, the Americas, and EMEA; it also covers the global mobile entertainment market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Regions

  • Americas
  • APAC
  • EMEA

Key Vendors

  • Activision Blizzard
  • Apple
  • Electronic Arts
  • freenet digital
  • Google
  • QuickPlay Media
  • Rovio International
  • Spotify

Other Prominent Vendors

  • CBS
  • CJ E&M Netmarble
  • Clear Channel Radio
  • Colopl
  • CyberAgent
  • DeNa
  • Disney Interactive
  • Facebook
  • Gaana.com
  • Gamevil
  • GREE
  • Guvera
  • Hungama MyPlay
  • IGG
  • JB Hi-Fi Pty
  • Kiloo
  • Konami Digital
  • Line
  • Locojoy
  • Machine Zone
  • MindJolt
  • Mixcloud
  • News
  • OnMobile
  • RadioTime
  • Rara
  • Rhapsody
  • Saavn
  • Samsung Music Hub
  • SEGA
  • Slacker
  • SoundCloud
  • Square Enix
  • Storm8
  • Tencent
  • Ubisoft Entertainment
  • Warner Bros. Entertainment
  • WeMade Entertainment

Market Driver

  • Growing adoption of smartphones and tablets
  • For a full, detailed list, view our report

Market Challenge

  • Privacy and security concerns
  • For a full, detailed list, view our report

Market Trend

  • Change in user demographics
  • For a full, detailed list, view our report

Key Questions Answered in this Report

  • What will the market size be in 2018 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

Table of Contents

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

  • 03.1. Market Overview
  • 03.2. Market Segments
    • 03.2.1. Mobile Games
    • 03.2.2. Mobile Music
    • 03.2.3. Mobile TV
  • 03.3. End-user Segments
    • 03.3.1. Individual Users
  • 03.4. Base Year
  • 03.5. Vendor Segmentation
  • 03.6. Market Size Calculation and Segmentation
  • 03.7. Product Offerings

04. Market Research Methodology

  • 04.1. Market Research Process
  • 04.2. Research Methodology

05. Introduction

06. Market Description

    • 06.1.1. Mobile Games
    • 06.1.2. Mobile Music
    • 06.1.3. Mobile TV

07. Market Landscape

  • 07.1. Market Overview
  • 07.2. Product Life Cycle
  • 07.3. Global Mobile Entertainment Market
    • 07.3.1. Market Size and Forecast
  • 07.4. Five Forces Analysis

08. Market Segmentation by Type

  • 08.1. Global Mobile Entertainment Market by Type
  • 08.2. Global Mobile Entertainment Market by Type 2014-2019
  • 08.3. Global Mobile Games Market
    • 08.3.1. Market Size and Forecast
  • 08.4. Global Mobile Music Market
    • 08.4.1. Market Size and Forecast
  • 08.5. Global Mobile TV Market
    • 08.5.1. Market Size and Forecast

09. Market Segmentation by Geography

  • 09.1. Global Mobile Entertainment Market by Geography (Revenue)
  • 09.2. Global Mobile Entertainment Market by Geography
  • 09.3. Mobile Entertainment Market in APAC
    • 09.3.1. Market Size and Forecast
  • 09.4. Mobile Entertainment Market in Americas
    • 09.4.1. Market Size and Forecast
  • 09.5. Mobile Entertainment Market in EMEA
    • 09.5.1. Market Size and Forecast

10. Key Leading Countries

  • 10.1. US
  • 10.2. China

11. Key Insights

  • 11.1. Global Mobile Music Market by User Base
  • 11.2. Mobile TV Value Chain

12. Buying Criteria

13. Market Growth Drivers

14. Drivers and their Impact

15. Market Challenges

16. Impact of Drivers and Challenges

17. Market Trends

18. Trends and their Impact

19. Vendor Landscape

  • 19.1. Competitive Scenario
  • 19.2. Other Prominent Vendors

20. Key Vendor Analysis

  • 20.1. Activision Blizzard
    • 20.1.1. Key Facts
    • 20.1.2. Business Overview
    • 20.1.3. Business Segmentation by Revenue 2013
    • 20.1.4. Product Segmentation
    • 20.1.5. Business Strategy
    • 20.1.6. Recent Developments
    • 20.1.7. SWOT Analysis
  • 20.2. Apple
    • 20.2.1. Key Facts
    • 20.2.2. Business Overview
    • 20.2.3. Product Segmentation by Revenue
    • 20.2.4. Geographical Segmentation by Revenue
    • 20.2.5. Business Strategy
    • 20.2.6. Recent Developments
    • 20.2.7. SWOT Analysis
  • 20.3. Electronic Arts
    • 20.3.1. Key Facts
    • 20.3.2. Business Overview
    • 20.3.3. Business Segmentation by Revenue 2014
    • 20.3.4. Business Segmentation by Revenue 2013 and 2014
    • 20.3.5. Geographical Segmentation by Revenue 2014
    • 20.3.6. Business Strategy
    • 20.3.7. Recent Developments
    • 20.3.8. SWOT Analysis
  • 20.4. freenet digital
    • 20.4.1. Key Facts
    • 20.4.2. Business Overview
    • 20.4.3. Solution Offerings
    • 20.4.4. Product Segmentation
    • 20.4.5. SWOT Analysis
  • 20.5. Google
    • 20.5.1. Key Facts
    • 20.5.2. Business Overview
    • 20.5.3. Business Segmentation by Revenue 2013
    • 20.5.4. Business Segmentation by Revenue 2012 and 2013
    • 20.5.5. Geographical Segmentation by Revenue 2013
    • 20.5.6. Business Strategy
    • 20.5.7. Recent Developments
    • 20.5.8. SWOT Analysis
  • 20.6. Quickplay
    • 20.6.1. Key Facts
    • 20.6.2. Business Overview
    • 20.6.3. Solution Offerings
    • 20.6.4. Geographical Presence
    • 20.6.5. Business Strategy
    • 20.6.6. Recent Developments
    • 20.6.7. SWOT Analysis
  • 20.7. Rovio Entertainment
    • 20.7.1. Key Facts
    • 20.7.2. Business Overview
    • 20.7.3. Product Segmentation
    • 20.7.4. Geographical Presence
    • 20.7.5. Recent Developments
    • 20.7.6. SWOT Analysis
  • 20.8. Spotify
    • 20.8.1. Key Facts
    • 20.8.2. Business Overview
    • 20.8.3. Geographical Presence
    • 20.8.4. SWOT Analysis

21. Other Reports in this Series

List of Exhibits

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: Global Mobile Entertainment Market by Type
  • Exhibit 3: Global Mobile Entertainment Market 2014-2019 ($ billions)
  • Exhibit 4: Global Mobile Entertainment Market by Type 2014
  • Exhibit 5: Global Mobile Entertainment Market by Type 2014-2019
  • Exhibit 6: Global Mobile Games Market 2014-2019 ($ billions)
  • Exhibit 7: Global Mobile Music Market 2014-2019 ($ billions)
  • Exhibit 8: Global Mobile TV Market 2014-2019 ($ billions)
  • Exhibit 9: Global Mobile Entertainment Market by Geography (Revenue)
  • Exhibit 10: Global Mobile Entertainment Market by Geography 2014-2019
  • Exhibit 11: Mobile Entertainment Market in APAC 2014-2019 ($ billions)
  • Exhibit 12: Mobile Entertainment Market in Americas 2014-2019 ($ billions)
  • Exhibit 13: Mobile Entertainment Market in EMEA 2014-2019 ($ billions)
  • Exhibit 14: Global Mobile Music Market by User Base 2014
  • Exhibit 15: Mobile TV Value Chain
  • Exhibit 16: Global Smartphone and Tablet Penetration 2013-2018 (% of global population)
  • Exhibit 17: Countries with High Disposable Income per Capita 2009-2014 ($)
  • Exhibit 18: Global Internet Penetration 2014
  • Exhibit 19: Share of Leading Countries by Internet Usage 2014
  • Exhibit 20: Activision Blizzard: Business Segmentation by Revenue 2013
  • Exhibit 21: Activision Blizzard: Product Segmentation
  • Exhibit 22: Product Segmentation of Apple by Revenue 2013
  • Exhibit 23: Product Segmentation of Apple by Revenue 2012 and 2013 ($ billion)
  • Exhibit 24: Geographical Segmentation of Apple by Revenue 2013
  • Exhibit 25: Electronic Arts: Business Segmentation by Revenue 2014
  • Exhibit 26: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 ($ billion)
  • Exhibit 27: Electronic Arts: Geographical Segmentation by Revenue 2014
  • Exhibit 28: Freenet digital: Solution Offerings
  • Exhibit 29: freenet digital: Product Segmentation
  • Exhibit 30: Google: Business Segmentation by Revenue 2013
  • Exhibit 31: Google: Business Segmentation by Revenue 2012 and 2013 ($ million)
  • Exhibit 32: Google: Geographical Segmentation by Revenue 2013
  • Exhibit 33: Quickplay: Solution Offerings
  • Exhibit 34: Geographical Presence
  • Exhibit 35: Rovio Entertainment: Product Segmentation
  • Exhibit 36: Rovio Entertainment: Geographical Presence
  • Exhibit 37: Spotify: Geographical Presence
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