封面
市场调查报告书
商品编码
1594176

行动娱乐市场:按类型、部署划分 - 2025-2030 年全球预测

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个工作天内

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2023年行动娱乐市场规模为1,009.5亿美元,预计2024年将达到1,113.9亿美元,复合年增长率为10.96%,2030年将达2091.8亿美元。

由于技术进步和消费者偏好的变化,包括应用程式、游戏、串流媒体和扩增实境(AR) 体验在内的行动娱乐市场正在不断发展。该部门包括 iOS、Android 和新兴作业系统平台,为来自不同人群和地区的内容创作者和消费者提供服务。行动电话普及率的不断提高以及用户对行动中个人化娱乐体验的需求推动了对行动娱乐的需求。应用程式涵盖多种形式,例如社交媒体整合、行动游戏、虚拟音乐会和数位故事讲述。最终用途范围从寻求休閒的个人消费者到利用行动体验进行行销的企业。

主要市场统计
基准年[2023] 1009.5亿美元
预测年份 [2024] 1113.9亿美元
预测年份 [2030] 2091.8亿美元
复合年增长率(%) 10.96%

影响成长的关键因素包括技术创新,例如用于增强串流媒体和游戏体验的 5G,以及用于个人化内容推荐的人工智慧。此外,增加对 AR 和 VR 技术的投资将为身临其境型娱乐开闢新途径。潜在的机会在于基于订阅的模式的持续扩展以及透过微交易和应用程式内收费收益。随着世界各地的消费者寻求在地化和文化相关的内容,进入新兴市场代表着巨大的成长机会。

然而,市场面临隐私问题、资料安全问题以及影响内容传送和收益的区域监管限制。日益激烈的竞争和市场饱和也阻碍了新的进入。围绕知识产权和用户生成内容的法律挑战也带来了额外的挑战。

为了确保业务成长,应将创新重点放在增强跨平台互通性、透过绿色营运永续性以及透过高级分析和机器学习改善用户互动。它还可以开拓开拓的领域,例如仅限行动装置的活动和动态调整内容品质的自我调整串流服务。鑑于市场动态的动态性、快速的技术变革和竞争压力,持续的研究和适应对于保持竞争力和抓住新机会至关重要。

市场动态:揭示快速发展的行动娱乐市场的关键市场洞察

供需的动态交互作用正在改变行动娱乐市场。了解这些不断变化的市场动态可以帮助企业做出明智的投资决策、策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时消费行为及其对製造成本的影响以及对采购趋势的影响。

  • 市场驱动因素
    • 全球智慧型手机的需求和普及不断增长
    • 网路的普及和线上娱乐应用程式的兴起
    • 数位游戏在年轻人中日益流行
  • 市场限制因素
    • 高资料成本和电池寿命问题
  • 市场机会
    • 将先进技术融入行动娱乐应用
    • 提供订阅制的行动娱乐服务
  • 市场挑战
    • 与行动娱乐解决方案相关的资料隐私和安全问题

波特五力:驾驭行动娱乐市场的战略工具

波特的五力框架是了解行动娱乐市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解行动娱乐市场的外部影响

外部宏观环境因素对行动娱乐市场的表现动态起着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助企业预测法规、消费者偏好和经济趋势的变化,并为他们做出积极主动的决策做好准备。

市场占有率分析 了解行动娱乐市场的竞争格局

行动娱乐市场的详细市场占有率分析可以对供应商绩效进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的洞察力,以应对日益激烈的竞争。

FPNV定位矩阵行动娱乐市场厂商绩效评估

FPNV定位矩阵是评估行动娱乐市场厂商的重要工具。此矩阵允许业务组织根据商务策略和产品满意度评估供应商,从而做出与其目标相符的明智决策。这四个象限使您能够清晰、准确地划分供应商,以确定最能满足您的策略目标的合作伙伴和解决方案。

策略分析和建议描绘了行动娱乐市场的成功之路

对于旨在加强其全球市场影响力的公司来说,行动娱乐市场的策略分析至关重要。透过审查关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机,并取得长期成功。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:对当前市场环境的详细审查、主要企业的广泛资料、对其在市场中的影响力和整体影响力的评估。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监理核准、专利趋势、主要企业的技术进步等。

5.产品开发与创新:重点关注可望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 全球智慧型手机的需求和普及率不断增加
      • 网路普及率和线上娱乐应用程式的增加
      • 数字游戏越来越受年轻人欢迎
    • 抑制因素
      • 高资料成本和电池寿命问题
    • 机会
      • 将先进技术融入行动娱乐应用
      • 基于订阅的行动娱乐服务的可用性
    • 任务
      • 与行动娱乐解决方案相关的资料隐私和安全问题
  • 市场区隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章行动娱乐市场:依类型

  • 游戏
  • 音乐
  • 影片

第七章行动娱乐市场:依发展划分

  • 安卓
  • iOS

第八章美洲行动娱乐市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第九章亚太行动娱乐市场

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第十章 欧洲、中东和非洲行动娱乐市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十一章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
  • 战略分析和建议

公司名单

  • 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