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Global Mobile Entertainment Market 2015-2019 - What are the Market Opportunities and Threats Faced by the Key Vendors?


News provided by

Research and Markets

Jul 20, 2015, 06:22 ET

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DUBLIN, July 20, 2015 /PRNewswire/ --

Research and Markets (http://www.researchandmarkets.com/research/ftnq5g/global_mobile) has announced the addition of the "Global Mobile Entertainment Market 2015-2019"  report to their offering. 

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Research and Markets Logo. (PRNewsFoto/PR NEWSWIRE EUROPE)
Research and Markets Logo. (PRNewsFoto/PR NEWSWIRE EUROPE)

     (Logo: http://photos.prnewswire.com/prnh/20130307/600769 )


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

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.

The global mobile entertainment market is witnessing a change in user demographics. For instance, in the mobile games market there has been an increase in the number of women and child gamers. This has resulted in a shift in the focus of vendors from traditional sales to sales of virtual goods, subscription-based games, ad-based games, and games as a service.

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.

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

Key Vendors 

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

Key Topics Covered: 

  1. Executive Summary
  2. List of Abbreviations
  3. Scope of the Report
  4. Market Research Methodology
  5. Introduction
  6. Market Description
  7. Market Landscape
  8. Market Segmentation by Type
  9. Market Segmentation by Geography
  10. Key Leading Countries
  11. Key Insights
  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
  20. Key Vendor Analysis

For more information visit http://www.researchandmarkets.com/research/ftnq5g/global_mobile


Media Contact: Laura Wood , +353-1-481-1716, [email protected]

SOURCE Research and Markets

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