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Global Mobile Entertainment Market to Grow at a CAGR of 17.82% over the Period 2014-2019; Finds New Report

Market Research Reports, Inc. has announced the addition of “Global Mobile Entertainment Market 2015-2019” research report to their website http://www.MarketResearchReports.com

 

Lewes, DE -- (SBWIRE) -- 07/02/2015 -- Report forecast the global mobile entertainment market to grow at a CAGR of 17.82% over the period 2014-2019.

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.

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.

According to the report, virtual goods and the micro-transactions revenue model are expected to grow in the coming years. This is because of the growing number of in-app purchases, which require users to pay to buy virtual goods, which are non-existent objects within the game. For instance, Apple, which previously charged for downloading any application, welcomed the free-to-play model so that it could charge for premium games through in-app purchases while maintaining sustainability.

Further, the report states that competition among mobile entertainment vendors is very intense as the market is highly fragmented with the presence of both global and local players. Further, the presence of leading mediums of mobile entertainment services such as games, mobile TV, and music poses a high challenge among the vendors to bring creativity to the products and services for higher traction with the customers.

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 players in the Global Mobile Entertainment Market: Activision Blizzard Inc., Apple Inc., Electronic Arts Inc., freenet digital GmbH, Google Inc., QuickPlay Media Inc., Rovio International Ltd. and Spotify Ltd.

Other Prominent Vendors in the market are: 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 Corp., OnMobile, RadioTime, Rara, Rhapsody, Saavn, Samsung Music Hub,. SEGA, Slacker, SoundCloud, Square Enix, Storm8, Tencent, Ubisoft Entertainment, Warner Bros. Entertainment and WeMade Entertainment.

Key Regions
- Americas
- APAC
- EMEA

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?

Spanning over 102 pages and 37 Exhibits "Global Mobile Entertainment Market 2015-2019" report covers Executive Summary, List of Abbreviations, Scope of the Report, Market Research Methodology, Introduction, Market Description, Market Landscape, Market Segmentation by Type, Market Segmentation by Geography, Key Leading Countries, Key Insights, Buying Criteria, Market Growth Drivers, Drivers and their Impact, Market Challenges, Impact of Drivers and Challenges, Market Trends, Trends and their Impact, Vendor Landscape, Key Vendor Analysis.

For further information on this report, please visit- http://www.marketresearchreports.com/technavio/global-mobile-entertainment-market-2015-2019

Find all Entertainment and Gaming Reports at: http://www.marketresearchreports.com/entertainment-gaming

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