デフォルト表紙
市場調査レポート
商品コード
1380226

モバイルエンターテインメント市場:タイプ別、展開別-2023-2030年の世界予測

Mobile Entertainment Market by Type (Games, Music, Video), Deployment (Android, iOS) - Global Forecast 2023-2030

出版日: | 発行: 360iResearch | ページ情報: 英文 188 Pages | 納期: 即日から翌営業日

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価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=157.14円
モバイルエンターテインメント市場:タイプ別、展開別-2023-2030年の世界予測
出版日: 2023年10月16日
発行: 360iResearch
ページ情報: 英文 188 Pages
納期: 即日から翌営業日
ご注意事項 :
本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
  • 全表示
  • 概要
  • 図表
  • 目次
概要

モバイルエンターテインメント市場は、2022年の916億2,000万米ドルから2030年には2,091億8,000万米ドルに達すると予測され、予測期間中のCAGRは10.87%です。

世界のモバイルエンターテインメント市場

主な市場の統計
市場金額:基準年[2022] 916億2,000万米ドル
推定市場金額[2023] 1,009億5,000万米ドル
予測市場金額[2030] 2,091億8,000万米ドル
CAGR(%) 10.87%
モバイルエンターテインメント Market-IMG1

FPNVポジショニング・マトリックス

FPNVポジショニングマトリックスはモバイルエンターテインメント市場の評価に不可欠なツールです。事業戦略と製品満足度に関連する主要指標を分析し、ベンダーを包括的に評価します。これにより、ユーザーは特定のニーズに合わせた情報に基づいた意思決定を行うことができます。高度な分析により、ベンダーは4つの象限に分類され、それぞれ成功のレベルが異なります:フォアフロント(F)、パスファインダー(P)、ニッチ(N)、バイタル(V)です。この洞察に満ちたフレームワークにより、意思決定者は自信を持って市場をナビゲートすることができます。

市場シェア分析

市場シェア分析では、ベンダーの市場情勢に関する貴重な洞察を提供します。全体収益、顧客ベース、その他の主要指標への影響を評価することで、企業の業績と直面する競合環境を包括的に理解することができます。この分析では、調査期間中の市場シェア獲得、断片化、優位性、業界再編などの競合レベルも明らかにします。

本レポートは、以下の側面に関する貴重な洞察を提供しています:

1.市場の浸透度:主要企業の市場力学と製品に関する包括的な情報を提供します。

2.市場の開拓度:新興市場と成熟市場セグメントへの浸透度を詳細に分析し、有利なビジネスチャンスを浮き彫りにします。

3.市場の多様化:新製品の発売、未開拓の地域、最近の開発、投資に関する詳細情報。

4.競合の評価と情報:主要企業の市場シェア、戦略、製品、認証、規制状況、特許状況、製造能力を網羅的に評価。

5.製品開発およびイノベーション:将来の技術、研究開発活動、画期的な製品開発に関するインテリジェントな洞察。

本レポートは、以下のような主要な質問に対応しています:

1.モバイルエンターテインメント市場の市場規模および予測は?

2.モバイルエンターテインメント市場で最も高い投資ポテンシャルを持つ製品、セグメント、用途、分野は?

3.モバイルエンターテインメント市場における競争戦略の窓とは?

4.モバイルエンターテインメント市場の最新技術動向と規制の枠組みは?

5.モバイルエンターテインメント市場における主要ベンダーの市場シェアは?

6.モバイルエンターテインメント市場への参入に適した形態や戦略的手段は?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • 世界中でスマートフォンの需要と導入が増加
      • インターネットの普及とオンラインエンターテイメントアプリケーションの増加
      • 若者の間でデジタルゲームの人気が高まる
    • 抑制要因
      • 高いデータコストとバッテリー寿命の問題
    • 機会
      • モバイルエンターテインメントアプリケーションへの高度なテクノロジーの統合
      • サブスクリプションベースのモバイルエンターテインメントサービスの利用可能性
    • 課題
      • モバイルエンターテインメントソリューションに関連するデータプライバシーとセキュリティの問題
  • 市場セグメンテーション分析
  • 市場動向分析
  • 高インフレの累積的影響
  • ポーターのファイブフォース分析
  • バリューチェーンとクリティカルパス分析
  • 規制の枠組み

第6章 モバイルエンターテインメント市場:タイプ別

  • ゲーム
  • 音楽
  • ビデオ

第7章 モバイルエンターテインメント市場:展開別

  • アンドロイド
  • iOS

第8章 南北アメリカのモバイルエンターテインメント市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第9章 アジア太平洋地域のモバイルエンターテインメント市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第10章 欧州・中東・アフリカのモバイルエンターテインメント市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第11章 競合情勢

  • FPNVポジショニングマトリクス
  • 市場シェア分析:主要企業別
  • 競合シナリオ主要企業別の分析

第12章 競争力のあるポートフォリオ

  • 主要な企業プロファイル
    • Amazon.com, Inc.
    • Apple Inc.
    • Electronic Arts Inc.
    • Epic Games, Inc.
    • Gameloft SE by Vivendi SE
    • Google LLC
    • Hulu, LLC
    • Meta Platforms, Inc.
    • Microsoft Corporation
    • Netflix Studios, LLC
    • Netmarble Corp.
    • OnMobile Global Limited
    • Peacock TV, LLC
    • Rovio Entertainment Oyj by Sega Corporation
    • Snap Inc.
    • Sony Corporation
    • SoundCloud Global Limited & Co. KG
    • Spotify Technology SA
    • Star India Private Limited
    • Tencent Holdings Limited
    • X Corp.
    • Youku Tudou Inc.
    • Zee Entertainment Enterprises Ltd
    • Zynga Inc.
  • 主要な製品ポートフォリオ

第13章 付録

  • ディスカッションガイド
  • ライセンスと価格について
図表

LIST OF FIGURES

  • FIGURE 1. MOBILE ENTERTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. MOBILE ENTERTAINMENT MARKET SIZE, 2022 VS 2030
  • FIGURE 3. MOBILE ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. MOBILE ENTERTAINMENT MARKET SIZE, BY REGION, 2022 VS 2030 (%)
  • FIGURE 5. MOBILE ENTERTAINMENT MARKET SIZE, BY REGION, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 6. MOBILE ENTERTAINMENT MARKET DYNAMICS
  • FIGURE 7. MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2022 VS 2030 (%)
  • FIGURE 8. MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 9. MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2022 VS 2030 (%)
  • FIGURE 10. MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 11. AMERICAS MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
  • FIGURE 12. AMERICAS MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 13. UNITED STATES MOBILE ENTERTAINMENT MARKET SIZE, BY STATE, 2022 VS 2030 (%)
  • FIGURE 14. UNITED STATES MOBILE ENTERTAINMENT MARKET SIZE, BY STATE, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 15. ASIA-PACIFIC MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
  • FIGURE 16. ASIA-PACIFIC MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 17. EUROPE, MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
  • FIGURE 19. MOBILE ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2022
  • FIGURE 20. MOBILE ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2022

LIST OF TABLES

  • TABLE 1. MOBILE ENTERTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2022
  • TABLE 3. MOBILE ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 6. MOBILE ENTERTAINMENT MARKET SIZE, BY GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 7. MOBILE ENTERTAINMENT MARKET SIZE, BY MUSIC, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 8. MOBILE ENTERTAINMENT MARKET SIZE, BY VIDEO, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 10. MOBILE ENTERTAINMENT MARKET SIZE, BY ANDROID, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. MOBILE ENTERTAINMENT MARKET SIZE, BY IOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. AMERICAS MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 13. AMERICAS MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 14. AMERICAS MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 15. ARGENTINA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 16. ARGENTINA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 17. BRAZIL MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 18. BRAZIL MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 19. CANADA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 20. CANADA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 21. MEXICO MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 22. MEXICO MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 23. UNITED STATES MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 24. UNITED STATES MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 25. UNITED STATES MOBILE ENTERTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 26. ASIA-PACIFIC MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 27. ASIA-PACIFIC MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 28. ASIA-PACIFIC MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 29. AUSTRALIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 30. AUSTRALIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 31. CHINA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 32. CHINA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 33. INDIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 34. INDIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 35. INDONESIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 36. INDONESIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 37. JAPAN MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 38. JAPAN MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 39. MALAYSIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 40. MALAYSIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 41. PHILIPPINES MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 42. PHILIPPINES MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 43. SINGAPORE MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. SINGAPORE MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 45. SOUTH KOREA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 46. SOUTH KOREA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 47. TAIWAN MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. TAIWAN MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 49. THAILAND MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 50. THAILAND MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 51. VIETNAM MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 52. VIETNAM MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 53. EUROPE, MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. EUROPE, MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 55. EUROPE, MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 56. DENMARK MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. DENMARK MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 58. EGYPT MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. EGYPT MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 60. FINLAND MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 61. FINLAND MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 62. FRANCE MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. FRANCE MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 64. GERMANY MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. GERMANY MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 66. ISRAEL MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. ISRAEL MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 68. ITALY MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. ITALY MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 70. NETHERLANDS MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. NETHERLANDS MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 72. NIGERIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 73. NIGERIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 74. NORWAY MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. NORWAY MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 76. POLAND MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 77. POLAND MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 78. QATAR MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 79. QATAR MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 80. RUSSIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. RUSSIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 82. SAUDI ARABIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 83. SAUDI ARABIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 84. SOUTH AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 85. SOUTH AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 86. SPAIN MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 87. SPAIN MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 88. SWEDEN MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 89. SWEDEN MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 90. SWITZERLAND MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. SWITZERLAND MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 92. TURKEY MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 93. TURKEY MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 94. UNITED ARAB EMIRATES MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 95. UNITED ARAB EMIRATES MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 96. UNITED KINGDOM MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. UNITED KINGDOM MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 98. MOBILE ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2022
  • TABLE 99. MOBILE ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2022
  • TABLE 100. MOBILE ENTERTAINMENT MARKET LICENSE & PRICING
目次
Product Code: MRR-521BAA36ECA9

The Mobile Entertainment Market is projected to reach USD 209.18 billion by 2030 from USD 91.62 billion in 2022, at a CAGR of 10.87% during the forecast period.

Global Mobile Entertainment Market

KEY MARKET STATISTICS
Base Year Value [2022] USD 91.62 billion
Estimated Year Value [2023] USD 100.95 billion
Forecast Year Value [2030] USD 209.18 billion
CAGR (%) 10.87%
Mobile Entertainment Market - IMG1

Market Segmentation & Coverage:

This research report analyzes various sub-markets, forecasts revenues, and examines emerging trends in each category to provide a comprehensive outlook on the Mobile Entertainment Market.

Based on Type, market is studied across Games, Music, and Video. The Music is projected to witness significant market share during forecast period.

Based on Deployment, market is studied across Android and iOS. The Android is projected to witness significant market share during forecast period.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Europe, Middle East & Africa is projected to witness significant market share during forecast period.

Market Statistics:

The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make well-informed decisions. In this report, 2018 to 2021 are considered as historical years, 2022 is base year, 2023 is estimated year, and years from 2024 to 2030 are considered as forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix is an indispensable tool for assessing the Mobile Entertainment Market. It comprehensively evaluates vendors, analyzing key metrics related to Business Strategy and Product Satisfaction. This enables users to make informed decisions tailored to their specific needs. Through advanced analysis, vendors are categorized into four distinct quadrants, each representing a different level of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V). Be assured that this insightful framework empowers decision-makers to navigate the market with confidence.

Market Share Analysis:

The Market Share Analysis offers invaluable insights into the vendor landscape Mobile Entertainment Market. By evaluating their impact on overall revenue, customer base, and other key metrics, we provide companies with a comprehensive understanding of their performance and the competitive environment they confront. This analysis also uncovers the level of competition in terms of market share acquisition, fragmentation, dominance, and industry consolidation during the study period.

Key Company Profiles:

The report delves into recent significant developments in the Mobile Entertainment Market, highlighting leading vendors and their innovative profiles. These include Amazon.com, Inc., Apple Inc., Electronic Arts Inc., Epic Games, Inc., Gameloft SE by Vivendi SE, Google LLC, Hulu, LLC, Meta Platforms, Inc., Microsoft Corporation, Netflix Studios, LLC, Netmarble Corp., OnMobile Global Limited, Peacock TV, LLC, Rovio Entertainment Oyj by Sega Corporation, Snap Inc., Sony Corporation, SoundCloud Global Limited & Co. KG, Spotify Technology SA, Star India Private Limited, Tencent Holdings Limited, X Corp., Youku Tudou Inc., Zee Entertainment Enterprises Ltd, and Zynga Inc..

The report offers valuable insights on the following aspects:

1. Market Penetration: It provides comprehensive information about key players' market dynamics and offerings.

2. Market Development: In-depth analysis of emerging markets and penetration across mature market segments, highlighting lucrative opportunities.

3. Market Diversification: Detailed information about new product launches, untapped geographies, recent developments, and investments.

4. Competitive Assessment & Intelligence: Exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of leading players.

5. Product Development & Innovation: Intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as:

1. What is the market size and forecast for the Mobile Entertainment Market?

2. Which products, segments, applications, and areas hold the highest investment potential in the Mobile Entertainment Market?

3. What is the competitive strategic window for identifying opportunities in the Mobile Entertainment Market?

4. What are the latest technology trends and regulatory frameworks in the Mobile Entertainment Market?

5. What is the market share of the leading vendors in the Mobile Entertainment Market?

6. Which modes and strategic moves are suitable for entering the Mobile Entertainment Market?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Limitations
  • 1.7. Assumptions
  • 1.8. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

  • 4.1. Introduction
  • 4.2. Mobile Entertainment Market, by Region

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increasing demand and adoption of smartphones worldwide
      • 5.1.1.2. Rise in internet penetration and online entertainment applications
      • 5.1.1.3. Growing popularity of digital gaming among youth
    • 5.1.2. Restraints
      • 5.1.2.1. High data cost and battery life issues
    • 5.1.3. Opportunities
      • 5.1.3.1. Integration of advanced technologies in mobile entertainment applications
      • 5.1.3.2. Availability of subscription based mobile entertainment services
    • 5.1.4. Challenges
      • 5.1.4.1. Data privacy and security concerns associated with mobile entertainment solutions
  • 5.2. Market Segmentation Analysis
  • 5.3. Market Trend Analysis
  • 5.4. Cumulative Impact of High Inflation
  • 5.5. Porter's Five Forces Analysis
    • 5.5.1. Threat of New Entrants
    • 5.5.2. Threat of Substitutes
    • 5.5.3. Bargaining Power of Customers
    • 5.5.4. Bargaining Power of Suppliers
    • 5.5.5. Industry Rivalry
  • 5.6. Value Chain & Critical Path Analysis
  • 5.7. Regulatory Framework

6. Mobile Entertainment Market, by Type

  • 6.1. Introduction
  • 6.2. Games
  • 6.3. Music
  • 6.4. Video

7. Mobile Entertainment Market, by Deployment

  • 7.1. Introduction
  • 7.2. Android
  • 7.3. iOS

8. Americas Mobile Entertainment Market

  • 8.1. Introduction
  • 8.2. Argentina
  • 8.3. Brazil
  • 8.4. Canada
  • 8.5. Mexico
  • 8.6. United States

9. Asia-Pacific Mobile Entertainment Market

  • 9.1. Introduction
  • 9.2. Australia
  • 9.3. China
  • 9.4. India
  • 9.5. Indonesia
  • 9.6. Japan
  • 9.7. Malaysia
  • 9.8. Philippines
  • 9.9. Singapore
  • 9.10. South Korea
  • 9.11. Taiwan
  • 9.12. Thailand
  • 9.13. Vietnam

10. Europe, Middle East & Africa Mobile Entertainment Market

  • 10.1. Introduction
  • 10.2. Denmark
  • 10.3. Egypt
  • 10.4. Finland
  • 10.5. France
  • 10.6. Germany
  • 10.7. Israel
  • 10.8. Italy
  • 10.9. Netherlands
  • 10.10. Nigeria
  • 10.11. Norway
  • 10.12. Poland
  • 10.13. Qatar
  • 10.14. Russia
  • 10.15. Saudi Arabia
  • 10.16. South Africa
  • 10.17. Spain
  • 10.18. Sweden
  • 10.19. Switzerland
  • 10.20. Turkey
  • 10.21. United Arab Emirates
  • 10.22. United Kingdom

11. Competitive Landscape

  • 11.1. FPNV Positioning Matrix
  • 11.2. Market Share Analysis, By Key Player
  • 11.3. Competitive Scenario Analysis, By Key Player

12. Competitive Portfolio

  • 12.1. Key Company Profiles
    • 12.1.1. Amazon.com, Inc.
    • 12.1.2. Apple Inc.
    • 12.1.3. Electronic Arts Inc.
    • 12.1.4. Epic Games, Inc.
    • 12.1.5. Gameloft SE by Vivendi SE
    • 12.1.6. Google LLC
    • 12.1.7. Hulu, LLC
    • 12.1.8. Meta Platforms, Inc.
    • 12.1.9. Microsoft Corporation
    • 12.1.10. Netflix Studios, LLC
    • 12.1.11. Netmarble Corp.
    • 12.1.12. OnMobile Global Limited
    • 12.1.13. Peacock TV, LLC
    • 12.1.14. Rovio Entertainment Oyj by Sega Corporation
    • 12.1.15. Snap Inc.
    • 12.1.16. Sony Corporation
    • 12.1.17. SoundCloud Global Limited & Co. KG
    • 12.1.18. Spotify Technology SA
    • 12.1.19. Star India Private Limited
    • 12.1.20. Tencent Holdings Limited
    • 12.1.21. X Corp.
    • 12.1.22. Youku Tudou Inc.
    • 12.1.23. Zee Entertainment Enterprises Ltd
    • 12.1.24. Zynga Inc.
  • 12.2. Key Product Portfolio

13. Appendix

  • 13.1. Discussion Guide
  • 13.2. License & Pricing