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市場調查報告書
商品編碼
1594176

行動娛樂市場:按類型、部署分類 - 2025-2030 年全球預測

Mobile Entertainment Market by Type (Games, Music, Video), Deployment (Android, iOS) - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 187 Pages | 商品交期: 最快1-2個工作天內

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2023年行動娛樂市場規模為1,009.5億美元,預計2024年將達到1,113.9億美元,複合年成長率為10.96%,2030年將達2091.8億美元。

由於技術進步和消費者偏好的變化,包括應用程式、遊戲、串流媒體和擴增實境(AR) 體驗在內的行動娛樂市場正在不斷發展。該部門包括 iOS、Android 和新興作業系統平台,為來自不同人群和地區的內容創作者和消費者提供服務。行動電話普及率的不斷提高以及用戶對行動中個人化娛樂體驗的需求推動了對行動娛樂的需求。應用程式涵蓋多種形式,例如社交媒體整合、行動遊戲、虛擬音樂會和數位故事講述。最終用途範圍從尋求休閒的個人消費者到利用行動體驗進行行銷的企業。

主要市場統計
基準年[2023] 1009.5億美元
預測年份 [2024] 1113.9億美元
預測年份 [2030] 2091.8億美元
複合年成長率(%) 10.96%

影響成長的關鍵因素包括技術創新,例如用於增強串流媒體和遊戲體驗的 5G,以及用於個人化內容推薦的人工智慧。此外,增加對 AR 和 VR 技術的投資將為身臨其境型娛樂開闢新途徑。潛在的機會在於基於訂閱的模式的持續擴展以及透過微交易和應用程式內收費收益。隨著世界各地的消費者尋求在地化和文化相關的內容,進入新興市場代表著巨大的成長機會。

然而,市場面臨隱私問題、資料安全問題以及影響內容傳送和收益的區域監管限制。日益激烈的競爭和市場飽和也阻礙了新的進入。圍繞知識產權和用戶生成內容的法律挑戰也帶來了額外的挑戰。

為了確保業務成長,應將創新重點放在增強跨平台互通性、透過綠色營運永續性以及透過高級分析和機器學習改善用戶互動。它還可以開拓開拓的領域,例如僅限行動裝置的活動和動態調整內容品質的自我調整串流服務。鑑於市場動態的動態性、快速的技術變革和競爭壓力,持續的研究和適應對於保持競爭力和抓住新機會至關重要。

市場動態:揭示快速發展的行動娛樂市場的關鍵市場洞察

供需的動態交互作用正在改變行動娛樂市場。了解這些不斷變化的市場動態可以幫助企業做出明智的投資決策、策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時消費行為及其對製造成本的影響以及對採購趨勢的影響。

  • 市場促進因素
    • 全球智慧型手機的需求和普及不斷成長
    • 網路的普及和線上娛樂應用程式的興起
    • 數位遊戲在年輕人中日益流行
  • 市場限制因素
    • 高資料成本和電池壽命問題
  • 市場機會
    • 將先進技術融入行動娛樂應用
    • 提供訂閱制的行動娛樂服務
  • 市場挑戰
    • 與行動娛樂解決方案相關的資料隱私和安全問題

波特五力:駕馭行動娛樂市場的戰略工具

波特的五力框架是了解行動娛樂市場競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解行動娛樂市場的外部影響

外部宏觀環境因素對行動娛樂市場的表現動態起著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助企業預測法規、消費者偏好和經濟趨勢的變化,並為他們做出積極主動的決策做好準備。

市場佔有率分析 了解行動娛樂市場的競爭格局

行動娛樂市場的詳細市場佔有率分析可以對供應商績效進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、分散和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,以應對日益激烈的競爭。

FPNV定位矩陣行動娛樂市場廠商績效評估

FPNV定位矩陣是評估行動娛樂市場廠商的重要工具。此矩陣允許業務組織根據商務策略和產品滿意度評估供應商,從而做出與其目標相符的明智決策。這四個象限使您能夠清晰、準確地分類供應商,以確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析和建議描繪了行動娛樂市場的成功之路

對於旨在加強其全球市場影響力的公司來說,行動娛樂市場的策略分析至關重要。透過審查關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭環境中的挑戰,利用新的商機,並取得長期成功。

本報告對市場進行了全面分析,涵蓋關鍵重點領域:

1. 市場滲透率:對當前市場環境的詳細審查、主要企業的廣泛資料、對其在市場中的影響力和整體影響力的評估。

2. 市場開拓:辨識新興市場的成長機會,評估現有領域的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監理核准、專利趨勢、主要企業的技術進步等。

5.產品開發與創新:重點關注可望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,幫助相關人員做出明智的決策:

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 全球智慧型手機的需求和普及率不斷增加
      • 網路普及率和線上娛樂應用程式的增加
      • 數字遊戲越來越受年輕人歡迎
    • 抑制因素
      • 高資料成本和電池壽命問題
    • 機會
      • 將先進技術融入行動娛樂應用
      • 基於訂閱的行動娛樂服務的可用性
    • 任務
      • 與行動娛樂解決方案相關的資料隱私和安全問題
  • 市場區隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境

第6章行動娛樂市場:依類型

  • 遊戲
  • 音樂
  • 影片

第7章行動娛樂市場:依發展分類

  • 安卓
  • iOS

第8章美洲行動娛樂市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第9章亞太行動娛樂市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第10章 歐洲、中東和非洲行動娛樂市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第11章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
  • 戰略分析和建議

公司名單

  • 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.
Product Code: MRR-521BAA36EC7A

The Mobile Entertainment Market was valued at USD 100.95 billion in 2023, expected to reach USD 111.39 billion in 2024, and is projected to grow at a CAGR of 10.96%, to USD 209.18 billion by 2030.

The mobile entertainment market, encompassing apps, games, streaming media, and augmented reality experiences, is continually evolving, driven by technological advancements and shifting consumer preferences. This sector's scope includes platforms on iOS, Android, and emerging operating systems, serving both content creators and consumers across various demographics and geographies. The necessity of mobile entertainment stems from increasing mobile phone penetration and users' demand for on-the-go, personalized entertainment experiences. Applications span diverse forms such as social media integration, mobile gaming, virtual concerts, and digital storytelling. End-use can range from individual consumers seeking leisure activities to businesses leveraging mobile experiences for marketing purposes.

KEY MARKET STATISTICS
Base Year [2023] USD 100.95 billion
Estimated Year [2024] USD 111.39 billion
Forecast Year [2030] USD 209.18 billion
CAGR (%) 10.96%

Key factors influencing growth include technological innovations like 5G, which enhance streaming and gaming experiences, and AI, which personalizes content recommendations. Moreover, growing investments in AR and VR technologies open new avenues for immersive entertainment. A potential opportunity lies in the continued expansion of subscription-based models and monetization through microtransactions and in-app purchases. As consumers globally seek localized and culturally relevant content, tapping into emerging markets presents a substantial growth opportunity.

Nevertheless, the market faces limitations due to privacy concerns, data security issues, and varying regulations across regions that affect content distribution and monetization. High competition and market saturation can also hinder new entrants. Legal challenges related to intellectual property and user-generated content pose additional difficulties.

To ensure business growth, innovation should focus on enhancing cross-platform interoperability, sustainability through eco-friendly operations, and improving user interaction through advanced analytics and machine learning. Companies might also explore untapped segments such as mobile-exclusive events or adaptive streaming services that adjust content quality dynamically. Given the dynamic nature of the mobile entertainment market, characterized by rapid technological changes and competitive pressures, continuous research and adaptation are critical to sustaining a competitive edge and capturing emerging opportunities.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Mobile Entertainment Market

The Mobile Entertainment Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing demand and adoption of smartphones worldwide
    • Rise in internet penetration and online entertainment applications
    • Growing popularity of digital gaming among youth
  • Market Restraints
    • High data cost and battery life issues
  • Market Opportunities
    • Integration of advanced technologies in mobile entertainment applications
    • Availability of subscription based mobile entertainment services
  • Market Challenges
    • Data privacy and security concerns associated with mobile entertainment solutions

Porter's Five Forces: A Strategic Tool for Navigating the Mobile Entertainment Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Mobile Entertainment Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Mobile Entertainment Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Mobile Entertainment Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Mobile Entertainment Market

A detailed market share analysis in the Mobile Entertainment Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Mobile Entertainment Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Mobile Entertainment Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Mobile Entertainment Market

A strategic analysis of the Mobile Entertainment Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

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..

Market Segmentation & Coverage

This research report categorizes the Mobile Entertainment Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Type, market is studied across Games, Music, and Video.
  • Based on Deployment, market is studied across Android and iOS.
  • 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 report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

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. 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

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. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

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. Market Share Analysis, 2023
  • 11.2. FPNV Positioning Matrix, 2023
  • 11.3. Competitive Scenario Analysis
  • 11.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Amazon.com, Inc.
  • 2. Apple Inc.
  • 3. Electronic Arts Inc.
  • 4. Epic Games, Inc.
  • 5. Gameloft SE by Vivendi SE
  • 6. Google LLC
  • 7. Hulu, LLC
  • 8. Meta Platforms, Inc.
  • 9. Microsoft Corporation
  • 10. Netflix Studios, LLC
  • 11. Netmarble Corp.
  • 12. OnMobile Global Limited
  • 13. Peacock TV, LLC
  • 14. Rovio Entertainment Oyj by Sega Corporation
  • 15. Snap Inc.
  • 16. Sony Corporation
  • 17. SoundCloud Global Limited & Co. KG
  • 18. Spotify Technology SA
  • 19. Star India Private Limited
  • 20. Tencent Holdings Limited
  • 21. X Corp.
  • 22. Youku Tudou Inc.
  • 23. Zee Entertainment Enterprises Ltd
  • 24. Zynga Inc.

LIST OF FIGURES

  • FIGURE 1. MOBILE ENTERTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. MOBILE ENTERTAINMENT MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. AMERICAS MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 11. AMERICAS MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. UNITED STATES MOBILE ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 13. UNITED STATES MOBILE ENTERTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. ASIA-PACIFIC MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 15. ASIA-PACIFIC MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. EUROPE, MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. EUROPE, MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. MOBILE ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 19. MOBILE ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. MOBILE ENTERTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. MOBILE ENTERTAINMENT MARKET DYNAMICS
  • TABLE 7. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY MUSIC, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY VIDEO, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY ANDROID, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL MOBILE ENTERTAINMENT MARKET SIZE, BY IOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. AMERICAS MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 15. AMERICAS MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 16. AMERICAS MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 17. ARGENTINA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 18. ARGENTINA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 19. BRAZIL MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 20. BRAZIL MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 21. CANADA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 22. CANADA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 23. MEXICO MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 24. MEXICO MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 25. UNITED STATES MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 26. UNITED STATES MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 27. UNITED STATES MOBILE ENTERTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 28. ASIA-PACIFIC MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 29. ASIA-PACIFIC MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 30. ASIA-PACIFIC MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 31. AUSTRALIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 32. AUSTRALIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 33. CHINA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 34. CHINA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 35. INDIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 36. INDIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 37. INDONESIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 38. INDONESIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 39. JAPAN MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 40. JAPAN MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 41. MALAYSIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 42. MALAYSIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 43. PHILIPPINES MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. PHILIPPINES MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 45. SINGAPORE MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 46. SINGAPORE MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 47. SOUTH KOREA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. SOUTH KOREA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 49. TAIWAN MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 50. TAIWAN MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 51. THAILAND MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 52. THAILAND MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 53. VIETNAM MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. VIETNAM MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 55. EUROPE, MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 56. EUROPE, MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 57. EUROPE, MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 58. DENMARK MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. DENMARK MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 60. EGYPT MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 61. EGYPT MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 62. FINLAND MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. FINLAND MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 64. FRANCE MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. FRANCE MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 66. GERMANY MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. GERMANY MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 68. ISRAEL MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. ISRAEL MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 70. ITALY MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. ITALY MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 72. NETHERLANDS MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 73. NETHERLANDS MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 74. NIGERIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. NIGERIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 76. NORWAY MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 77. NORWAY MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 78. POLAND MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 79. POLAND MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 80. QATAR MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. QATAR MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 82. RUSSIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 83. RUSSIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 84. SAUDI ARABIA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 85. SAUDI ARABIA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 86. SOUTH AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 87. SOUTH AFRICA MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 88. SPAIN MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 89. SPAIN MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 90. SWEDEN MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. SWEDEN MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 92. SWITZERLAND MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 93. SWITZERLAND MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 94. TURKEY MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 95. TURKEY MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 96. UNITED ARAB EMIRATES MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. UNITED ARAB EMIRATES MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 98. UNITED KINGDOM MOBILE ENTERTAINMENT MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. UNITED KINGDOM MOBILE ENTERTAINMENT MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 100. MOBILE ENTERTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 101. MOBILE ENTERTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023