Mobile Entertainment Market Overview

Global Mobile Entertainment market was valued at USD 170.10 billion in 2021 and is expected to reach USD 507.46 billion by the year 2028, at a CAGR of 16.90%

Mobile entertainment is a vast industry that holds the attention of the provider and the consumer and has a lot of scope in the future. Industry Giants such as Facebook, Google have placed a huge investment in the mobile entertainment and advertisement industry. Mobile advertisement is the most important segment that is emerging in developing as well as the developed countries.

According to the analyst, the increasing use and emergence of social media and social media platforms have become a game-changer for the mobile entertainment market. The majority of the target audience is situated on social media platforms such as Instagram, Facebook, Twitter, and many others that are boosting Mobile entertainment market.

The mobile entertainment industry comprises various segments such as games, music, videos, and Tv which can be accessed at the convenience of the user. As there is a purge in the demand for smartphones, there is an increase in the mobile entertainment market. The providers in the market offer free-to-use and Pay-per-use monetizing models which are both accepted widely across the globe by the consumers.

By the end of 2027, the Mobile Entertainment market size is estimated to be at USD 431.72 billion. Owing to the increase in the number of smartphone and tablet users, the mobile entertainment market is growing at an incredible pace. With the number of activities and applications provided in the mobile, it has become quite essential for the daily necessity which is quadrupling the demand of Mobile entertainment market. With that, the fastest speed network providers are also driving the growth of Mobile entertainment market with the low-cost benefits of the packages.

The Mobile Entertainment market is segmented by Applications (Mobile Music, Mobile Gaming, Mobile TV, Mobile Personalization, and Others), by Advertisements (Social Media Advertising, Online Video Advertising, Online Search Advertising, Mobile Location-Based Advertising, and In-Game Advertising). The Mobile entertainment market is further analyzed on the basis of regional analysis and divided into major regions like North-America, Latin America, Asia-Pacific, Europe and MEA.

Impact of COVID-19 on Mobile Entertainment Market

The Pandemic has positively impacted the Mobile Entertainment market as there was the minimal activity during the lockdown. Consumers are accessing video content, mobile gaming, applications more through smartphones, smart-tv, tablets, and other devices which are helping Mobile entertainment market to grow rapidly.

Due to the lockdown, people have maintained a daily necessity to have access through mobile for all the entertainment and official purpose from their lifestyle.  As the organizations and multinational corporates have gone online for the business, the usage of mobile for all the purpose has increased which is a major driving factor for the growth of Mobile entertainment market.

Market Segmentation

Application Insights:

By application, Mobile entertainment market is segmented into Mobile Music, Mobile Gaming, Mobile TV, Mobile Personalization, and Others. In this segment, mobile tv and mobile gaming segment are accounted for the largest segment with a market share of 32.12% and 28.18% respectively and are estimated to have a market size of USD 116.15 billion and USD 103.95 billion in the year 2026 with the CAGR of 16.68% and 16.95% respectively.

Regional Insights:

North-America and Asia-Pacific are the fastest and largest growing segment for the Mobile entertainment market with a CAGR of 17% and 17.11% respectively. Due to the diversified audience in the Asia-Pacific, the usage of smartphones is recorded the highest in India and China with estimated Mobile entertainment market size of USD 131.13 billion in the year 2026. Due to the presence of OTT platforms and OTT video consumption Asia-Pacific is expected to be the fastest-growing region in the forecast period.

Major Key Players Considered in the Market

  • Amazon Inc.,
  • Apple
  • AT&T Inc.,
  • Electronic Arts Inc.,
  • Facebook,
  • Google LLC,
  • Netflix Inc.,
  • Onmobile Global limited,
  • Rovio entertainment corporation,
  • snap Inc.,
  • Spotify Technology SA,
  • Tencent holdings limited,
  • Activision Blizzard,
  • Apple,
  • Electronic Arts,
  • Freenet Digital,
  • Google,
  • QuickPlay Media,
  • Rovio International,
  • Alibaba and others major players

Salient Features of the Mobile Entertainment Market

The approximate expected value for Mobile Entertainment was USD 124.47billion in 2019, and it is expected to reach USD 367.69 billion by 2026.

  • Video streaming and the online gaming is the major driver for the mobile entertainment market which recorded more than 75% of data consumption by the consumers.
  • The presence of industry players like YouTube is driving Mobile entertainment market as it is free to use platform for the consumers.
  • Companies like AT&T have launched their own mobile application services where the consumers can use the platform for video streaming and other things that are generating revenue for their company.

Global Mobile Entertainment Market

Base Year:

2021

Forecast Period:

2022-2028

Historical Data:

2016 to 2020

Market Size in 2021:

USD 170.10 Bn.

Forecast Period 2022-28 CAGR:

16.90%

Market Size in 2028:

USD 507.46 Bn.

Segments Covered:

By Application

  • Mobile Music
  • Mobile Gaming
  • Mobile TV
  • Mobile Personalization
  • Others

By Advertisement

  • Social Media Advertising
  • Online Video Advertising
  • Online Search Advertising
  • Mobile Location-Based Advertising
  •  In-Game Advertising

By Region

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • The Growing Penetration of Mobile Phones

Key Market Restraints:

  • High Price of Content

Key Opportunities:

  • Introduction of Latest Smartphones In The Market

Companies Covered in the report:

  • Amazon Inc., Apple, AT&T Inc., Electronic Arts Inc., Facebook, and other major players

Chapter 1: Introduction
 1.1 Research Objectives
 1.2 Research Methodology
 1.3 Research Process
 1.4 Scope and Coverage
  1.4.1 Market Definition
  1.4.2 Key Questions Answered
 1.5 Market Segmentation

Chapter 2:Executive Summary

Chapter 3:Growth Opportunities By Segment
 3.1 By Application
 3.2 By Advertisement

Chapter 4: Market Landscape
 4.1 Porter's Five Forces Analysis
  4.1.1 Bargaining Power of Supplier
  4.1.2 Threat of New Entrants
  4.1.3 Threat of Substitutes
  4.1.4 Competitive Rivalry
  4.1.5 Bargaining Power Among Buyers
 4.2 Industry Value Chain Analysis
 4.3 Market Dynamics
  4.3.1 Drivers
  4.3.2 Restraints
  4.3.3 Opportunities
  4.5.4 Challenges
 4.4 Pestle Analysis
 4.5 Technological Roadmap
 4.6 Regulatory Landscape
 4.7 SWOT Analysis
 4.8 Price Trend Analysis
 4.9 Patent Analysis
 4.10 Analysis of the Impact of Covid-19
  4.10.1 Impact on the Overall Market
  4.10.2 Impact on the Supply Chain
  4.10.3 Impact on the Key Manufacturers
  4.10.4 Impact on the Pricing

Chapter 5: Mobile Entertainment Market by Application
 5.1 Mobile Entertainment Market Overview Snapshot and Growth Engine
 5.2 Mobile Entertainment Market Overview
 5.3 Mobile Music
  5.3.1 Introduction and Market Overview
  5.3.2 Historic and Forecasted Market Size (2016-2028F)
  5.3.3 Key Market Trends, Growth Factors and Opportunities
  5.3.4 Mobile Music: Grographic Segmentation
 5.4 Mobile Gaming
  5.4.1 Introduction and Market Overview
  5.4.2 Historic and Forecasted Market Size (2016-2028F)
  5.4.3 Key Market Trends, Growth Factors and Opportunities
  5.4.4 Mobile Gaming: Grographic Segmentation
 5.5 Mobile TV
  5.5.1 Introduction and Market Overview
  5.5.2 Historic and Forecasted Market Size (2016-2028F)
  5.5.3 Key Market Trends, Growth Factors and Opportunities
  5.5.4 Mobile TV: Grographic Segmentation
 5.6 Mobile Personalization
  5.6.1 Introduction and Market Overview
  5.6.2 Historic and Forecasted Market Size (2016-2028F)
  5.6.3 Key Market Trends, Growth Factors and Opportunities
  5.6.4 Mobile Personalization: Grographic Segmentation
 5.7 Others
  5.7.1 Introduction and Market Overview
  5.7.2 Historic and Forecasted Market Size (2016-2028F)
  5.7.3 Key Market Trends, Growth Factors and Opportunities
  5.7.4 Others: Grographic Segmentation

Chapter 6: Mobile Entertainment Market by Advertisement
 6.1 Mobile Entertainment Market Overview Snapshot and Growth Engine
 6.2 Mobile Entertainment Market Overview
 6.3 Social Media Advertising
  6.3.1 Introduction and Market Overview
  6.3.2 Historic and Forecasted Market Size (2016-2028F)
  6.3.3 Key Market Trends, Growth Factors and Opportunities
  6.3.4 Social Media Advertising: Grographic Segmentation
 6.4 Online Video Advertising
  6.4.1 Introduction and Market Overview
  6.4.2 Historic and Forecasted Market Size (2016-2028F)
  6.4.3 Key Market Trends, Growth Factors and Opportunities
  6.4.4 Online Video Advertising: Grographic Segmentation
 6.5 Online Search Advertising
  6.5.1 Introduction and Market Overview
  6.5.2 Historic and Forecasted Market Size (2016-2028F)
  6.5.3 Key Market Trends, Growth Factors and Opportunities
  6.5.4 Online Search Advertising: Grographic Segmentation
 6.6 Mobile Location-Based Advertising
  6.6.1 Introduction and Market Overview
  6.6.2 Historic and Forecasted Market Size (2016-2028F)
  6.6.3 Key Market Trends, Growth Factors and Opportunities
  6.6.4 Mobile Location-Based Advertising: Grographic Segmentation
 6.7 In-Game Advertising
  6.7.1 Introduction and Market Overview
  6.7.2 Historic and Forecasted Market Size (2016-2028F)
  6.7.3 Key Market Trends, Growth Factors and Opportunities
  6.7.4 In-Game Advertising: Grographic Segmentation

Chapter 7: Company Profiles and Competitive Analysis
 7.1 Competitive Landscape
  7.1.1 Competitive Positioning
  7.1.2 Mobile Entertainment Sales and Market Share By Players
  7.1.3 Industry BCG Matrix
  7.1.4 Ansoff Matrix
  7.1.5 Mobile Entertainment Industry Concentration Ratio (CR5 and HHI)
  7.1.6 Top 5 Mobile Entertainment Players Market Share
  7.1.7 Mergers and Acquisitions
  7.1.8 Business Strategies By Top Players
 7.2 AMAZON INC.
  7.2.1 Company Overview
  7.2.2 Key Executives
  7.2.3 Company Snapshot
  7.2.4 Operating Business Segments
  7.2.5 Product Portfolio
  7.2.6 Business Performance
  7.2.7 Key Strategic Moves and Recent Developments
  7.2.8 SWOT Analysis
 7.3 APPLE
 7.4 AT&T INC.
 7.5 ELECTRONIC ARTS INC.
 7.6 FACEBOOK
 7.7 GOOGLE LLC
 7.8 NETFLIX INC.
 7.9 ONMOBILE GLOBAL LIMITED
 7.10 ROVIO ENTERTAINMENT CORPORATION
 7.11 SNAP INC.
 7.12 SPOTIFY TECHNOLOGY SA
 7.13 TENCENT HOLDINGS LIMITED
 7.14 ACTIVISION BLIZZARD
 7.15 APPLE
 7.16 ELECTRONIC ARTS
 7.17 FREENET DIGITAL
 7.18 GOOGLE
 7.19 QUICKPLAY MEDIA
 7.20 ROVIO INTERNATIONAL
 7.21 ALIBABA
 7.22 OTHER MAJOR PLAYERS

Chapter 8: Global Mobile Entertainment Market Analysis, Insights and Forecast, 2016-2028
 8.1 Market Overview
 8.2 Historic and Forecasted Market Size By Application
  8.2.1 Mobile Music
  8.2.2 Mobile Gaming
  8.2.3 Mobile TV
  8.2.4 Mobile Personalization
  8.2.5 Others
 8.3 Historic and Forecasted Market Size By Advertisement
  8.3.1 Social Media Advertising
  8.3.2 Online Video Advertising
  8.3.3 Online Search Advertising
  8.3.4 Mobile Location-Based Advertising
  8.3.5 In-Game Advertising

Chapter 9: North America Mobile Entertainment Market Analysis, Insights and Forecast, 2016-2028
 9.1 Key Market Trends, Growth Factors and Opportunities
 9.2 Impact of Covid-19
 9.3 Key Players
 9.4 Key Market Trends, Growth Factors and Opportunities
 9.4 Historic and Forecasted Market Size By Application
  9.4.1 Mobile Music
  9.4.2 Mobile Gaming
  9.4.3 Mobile TV
  9.4.4 Mobile Personalization
  9.4.5 Others
 9.5 Historic and Forecasted Market Size By Advertisement
  9.5.1 Social Media Advertising
  9.5.2 Online Video Advertising
  9.5.3 Online Search Advertising
  9.5.4 Mobile Location-Based Advertising
  9.5.5 In-Game Advertising
 9.6 Historic and Forecast Market Size by Country
  9.6.1 U.S.
  9.6.2 Canada
  9.6.3 Mexico

Chapter 10: Europe Mobile Entertainment Market Analysis, Insights and Forecast, 2016-2028
 10.1 Key Market Trends, Growth Factors and Opportunities
 10.2 Impact of Covid-19
 10.3 Key Players
 10.4 Key Market Trends, Growth Factors and Opportunities
 10.4 Historic and Forecasted Market Size By Application
  10.4.1 Mobile Music
  10.4.2 Mobile Gaming
  10.4.3 Mobile TV
  10.4.4 Mobile Personalization
  10.4.5 Others
 10.5 Historic and Forecasted Market Size By Advertisement
  10.5.1 Social Media Advertising
  10.5.2 Online Video Advertising
  10.5.3 Online Search Advertising
  10.5.4 Mobile Location-Based Advertising
  10.5.5 In-Game Advertising
 10.6 Historic and Forecast Market Size by Country
  10.6.1 Germany
  10.6.2 U.K.
  10.6.3 France
  10.6.4 Italy
  10.6.5 Russia
  10.6.6 Spain
  10.6.7 Rest of Europe

Chapter 11: Asia-Pacific Mobile Entertainment Market Analysis, Insights and Forecast, 2016-2028
 11.1 Key Market Trends, Growth Factors and Opportunities
 11.2 Impact of Covid-19
 11.3 Key Players
 11.4 Key Market Trends, Growth Factors and Opportunities
 11.4 Historic and Forecasted Market Size By Application
  11.4.1 Mobile Music
  11.4.2 Mobile Gaming
  11.4.3 Mobile TV
  11.4.4 Mobile Personalization
  11.4.5 Others
 11.5 Historic and Forecasted Market Size By Advertisement
  11.5.1 Social Media Advertising
  11.5.2 Online Video Advertising
  11.5.3 Online Search Advertising
  11.5.4 Mobile Location-Based Advertising
  11.5.5 In-Game Advertising
 11.6 Historic and Forecast Market Size by Country
  11.6.1 China
  11.6.2 India
  11.6.3 Japan
  11.6.4 Singapore
  11.6.5 Australia
  11.6.6 New Zealand
  11.6.7 Rest of APAC

Chapter 12: Middle East & Africa Mobile Entertainment Market Analysis, Insights and Forecast, 2016-2028
 12.1 Key Market Trends, Growth Factors and Opportunities
 12.2 Impact of Covid-19
 12.3 Key Players
 12.4 Key Market Trends, Growth Factors and Opportunities
 12.4 Historic and Forecasted Market Size By Application
  12.4.1 Mobile Music
  12.4.2 Mobile Gaming
  12.4.3 Mobile TV
  12.4.4 Mobile Personalization
  12.4.5 Others
 12.5 Historic and Forecasted Market Size By Advertisement
  12.5.1 Social Media Advertising
  12.5.2 Online Video Advertising
  12.5.3 Online Search Advertising
  12.5.4 Mobile Location-Based Advertising
  12.5.5 In-Game Advertising
 12.6 Historic and Forecast Market Size by Country
  12.6.1 Turkey
  12.6.2 Saudi Arabia
  12.6.3 Iran
  12.6.4 UAE
  12.6.5 Africa
  12.6.6 Rest of MEA

Chapter 13: South America Mobile Entertainment Market Analysis, Insights and Forecast, 2016-2028
 13.1 Key Market Trends, Growth Factors and Opportunities
 13.2 Impact of Covid-19
 13.3 Key Players
 13.4 Key Market Trends, Growth Factors and Opportunities
 13.4 Historic and Forecasted Market Size By Application
  13.4.1 Mobile Music
  13.4.2 Mobile Gaming
  13.4.3 Mobile TV
  13.4.4 Mobile Personalization
  13.4.5 Others
 13.5 Historic and Forecasted Market Size By Advertisement
  13.5.1 Social Media Advertising
  13.5.2 Online Video Advertising
  13.5.3 Online Search Advertising
  13.5.4 Mobile Location-Based Advertising
  13.5.5 In-Game Advertising
 13.6 Historic and Forecast Market Size by Country
  13.6.1 Brazil
  13.6.2 Argentina
  13.6.3 Rest of SA

Chapter 14 Investment Analysis

Chapter 15 Analyst Viewpoint and Conclusion

Global Mobile Entertainment Market

Base Year:

2021

Forecast Period:

2022-2028

Historical Data:

2016 to 2020

Market Size in 2021:

USD 170.10 Bn.

Forecast Period 2022-28 CAGR:

16.90%

Market Size in 2028:

USD 507.46 Bn.

Segments Covered:

By Application

  • Mobile Music
  • Mobile Gaming
  • Mobile TV
  • Mobile Personalization
  • Others

By Advertisement

  • Social Media Advertising
  • Online Video Advertising
  • Online Search Advertising
  • Mobile Location-Based Advertising
  •  In-Game Advertising

By Region

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • The Growing Penetration of Mobile Phones

Key Market Restraints:

  • High Price of Content

Key Opportunities:

  • Introduction of Latest Smartphones In The Market

Companies Covered in the report:

  • Amazon Inc., Apple, AT&T Inc., Electronic Arts Inc., Facebook, and other major players

LIST OF TABLES

TABLE 001. EXECUTIVE SUMMARY
TABLE 002. MOBILE ENTERTAINMENT MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. MOBILE ENTERTAINMENT MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. MOBILE ENTERTAINMENT MARKET COMPETITIVE RIVALRY
TABLE 005. MOBILE ENTERTAINMENT MARKET THREAT OF NEW ENTRANTS
TABLE 006. MOBILE ENTERTAINMENT MARKET THREAT OF SUBSTITUTES
TABLE 007. MOBILE ENTERTAINMENT MARKET BY APPLICATION
TABLE 008. MOBILE MUSIC MARKET OVERVIEW (2016-2028)
TABLE 009. MOBILE GAMING MARKET OVERVIEW (2016-2028)
TABLE 010. MOBILE TV MARKET OVERVIEW (2016-2028)
TABLE 011. MOBILE PERSONALIZATION MARKET OVERVIEW (2016-2028)
TABLE 012. OTHERS MARKET OVERVIEW (2016-2028)
TABLE 013. MOBILE ENTERTAINMENT MARKET BY ADVERTISEMENT
TABLE 014. SOCIAL MEDIA ADVERTISING MARKET OVERVIEW (2016-2028)
TABLE 015. ONLINE VIDEO ADVERTISING MARKET OVERVIEW (2016-2028)
TABLE 016. ONLINE SEARCH ADVERTISING MARKET OVERVIEW (2016-2028)
TABLE 017. MOBILE LOCATION-BASED ADVERTISING MARKET OVERVIEW (2016-2028)
TABLE 018. IN-GAME ADVERTISING MARKET OVERVIEW (2016-2028)
TABLE 019. NORTH AMERICA MOBILE ENTERTAINMENT MARKET, BY APPLICATION (2016-2028)
TABLE 020. NORTH AMERICA MOBILE ENTERTAINMENT MARKET, BY ADVERTISEMENT (2016-2028)
TABLE 021. N MOBILE ENTERTAINMENT MARKET, BY COUNTRY (2016-2028)
TABLE 022. EUROPE MOBILE ENTERTAINMENT MARKET, BY APPLICATION (2016-2028)
TABLE 023. EUROPE MOBILE ENTERTAINMENT MARKET, BY ADVERTISEMENT (2016-2028)
TABLE 024. MOBILE ENTERTAINMENT MARKET, BY COUNTRY (2016-2028)
TABLE 025. ASIA PACIFIC MOBILE ENTERTAINMENT MARKET, BY APPLICATION (2016-2028)
TABLE 026. ASIA PACIFIC MOBILE ENTERTAINMENT MARKET, BY ADVERTISEMENT (2016-2028)
TABLE 027. MOBILE ENTERTAINMENT MARKET, BY COUNTRY (2016-2028)
TABLE 028. MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET, BY APPLICATION (2016-2028)
TABLE 029. MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET, BY ADVERTISEMENT (2016-2028)
TABLE 030. MOBILE ENTERTAINMENT MARKET, BY COUNTRY (2016-2028)
TABLE 031. SOUTH AMERICA MOBILE ENTERTAINMENT MARKET, BY APPLICATION (2016-2028)
TABLE 032. SOUTH AMERICA MOBILE ENTERTAINMENT MARKET, BY ADVERTISEMENT (2016-2028)
TABLE 033. MOBILE ENTERTAINMENT MARKET, BY COUNTRY (2016-2028)
TABLE 034. AMAZON INC.: SNAPSHOT
TABLE 035. AMAZON INC.: BUSINESS PERFORMANCE
TABLE 036. AMAZON INC.: PRODUCT PORTFOLIO
TABLE 037. AMAZON INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 037. APPLE: SNAPSHOT
TABLE 038. APPLE: BUSINESS PERFORMANCE
TABLE 039. APPLE: PRODUCT PORTFOLIO
TABLE 040. APPLE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 040. AT&T INC.: SNAPSHOT
TABLE 041. AT&T INC.: BUSINESS PERFORMANCE
TABLE 042. AT&T INC.: PRODUCT PORTFOLIO
TABLE 043. AT&T INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 043. ELECTRONIC ARTS INC.: SNAPSHOT
TABLE 044. ELECTRONIC ARTS INC.: BUSINESS PERFORMANCE
TABLE 045. ELECTRONIC ARTS INC.: PRODUCT PORTFOLIO
TABLE 046. ELECTRONIC ARTS INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 046. FACEBOOK: SNAPSHOT
TABLE 047. FACEBOOK: BUSINESS PERFORMANCE
TABLE 048. FACEBOOK: PRODUCT PORTFOLIO
TABLE 049. FACEBOOK: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 049. GOOGLE LLC: SNAPSHOT
TABLE 050. GOOGLE LLC: BUSINESS PERFORMANCE
TABLE 051. GOOGLE LLC: PRODUCT PORTFOLIO
TABLE 052. GOOGLE LLC: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 052. NETFLIX INC.: SNAPSHOT
TABLE 053. NETFLIX INC.: BUSINESS PERFORMANCE
TABLE 054. NETFLIX INC.: PRODUCT PORTFOLIO
TABLE 055. NETFLIX INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 055. ONMOBILE GLOBAL LIMITED: SNAPSHOT
TABLE 056. ONMOBILE GLOBAL LIMITED: BUSINESS PERFORMANCE
TABLE 057. ONMOBILE GLOBAL LIMITED: PRODUCT PORTFOLIO
TABLE 058. ONMOBILE GLOBAL LIMITED: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 058. ROVIO ENTERTAINMENT CORPORATION: SNAPSHOT
TABLE 059. ROVIO ENTERTAINMENT CORPORATION: BUSINESS PERFORMANCE
TABLE 060. ROVIO ENTERTAINMENT CORPORATION: PRODUCT PORTFOLIO
TABLE 061. ROVIO ENTERTAINMENT CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 061. SNAP INC.: SNAPSHOT
TABLE 062. SNAP INC.: BUSINESS PERFORMANCE
TABLE 063. SNAP INC.: PRODUCT PORTFOLIO
TABLE 064. SNAP INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 064. SPOTIFY TECHNOLOGY SA: SNAPSHOT
TABLE 065. SPOTIFY TECHNOLOGY SA: BUSINESS PERFORMANCE
TABLE 066. SPOTIFY TECHNOLOGY SA: PRODUCT PORTFOLIO
TABLE 067. SPOTIFY TECHNOLOGY SA: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 067. TENCENT HOLDINGS LIMITED: SNAPSHOT
TABLE 068. TENCENT HOLDINGS LIMITED: BUSINESS PERFORMANCE
TABLE 069. TENCENT HOLDINGS LIMITED: PRODUCT PORTFOLIO
TABLE 070. TENCENT HOLDINGS LIMITED: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 070. ACTIVISION BLIZZARD: SNAPSHOT
TABLE 071. ACTIVISION BLIZZARD: BUSINESS PERFORMANCE
TABLE 072. ACTIVISION BLIZZARD: PRODUCT PORTFOLIO
TABLE 073. ACTIVISION BLIZZARD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 073. APPLE: SNAPSHOT
TABLE 074. APPLE: BUSINESS PERFORMANCE
TABLE 075. APPLE: PRODUCT PORTFOLIO
TABLE 076. APPLE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 076. ELECTRONIC ARTS: SNAPSHOT
TABLE 077. ELECTRONIC ARTS: BUSINESS PERFORMANCE
TABLE 078. ELECTRONIC ARTS: PRODUCT PORTFOLIO
TABLE 079. ELECTRONIC ARTS: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 079. FREENET DIGITAL: SNAPSHOT
TABLE 080. FREENET DIGITAL: BUSINESS PERFORMANCE
TABLE 081. FREENET DIGITAL: PRODUCT PORTFOLIO
TABLE 082. FREENET DIGITAL: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 082. GOOGLE: SNAPSHOT
TABLE 083. GOOGLE: BUSINESS PERFORMANCE
TABLE 084. GOOGLE: PRODUCT PORTFOLIO
TABLE 085. GOOGLE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 085. QUICKPLAY MEDIA: SNAPSHOT
TABLE 086. QUICKPLAY MEDIA: BUSINESS PERFORMANCE
TABLE 087. QUICKPLAY MEDIA: PRODUCT PORTFOLIO
TABLE 088. QUICKPLAY MEDIA: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 088. ROVIO INTERNATIONAL: SNAPSHOT
TABLE 089. ROVIO INTERNATIONAL: BUSINESS PERFORMANCE
TABLE 090. ROVIO INTERNATIONAL: PRODUCT PORTFOLIO
TABLE 091. ROVIO INTERNATIONAL: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 091. ALIBABA: SNAPSHOT
TABLE 092. ALIBABA: BUSINESS PERFORMANCE
TABLE 093. ALIBABA: PRODUCT PORTFOLIO
TABLE 094. ALIBABA: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 094. OTHER MAJOR PLAYERS: SNAPSHOT
TABLE 095. OTHER MAJOR PLAYERS: BUSINESS PERFORMANCE
TABLE 096. OTHER MAJOR PLAYERS: PRODUCT PORTFOLIO
TABLE 097. OTHER MAJOR PLAYERS: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. MOBILE ENTERTAINMENT MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. MOBILE ENTERTAINMENT MARKET OVERVIEW BY APPLICATION
FIGURE 012. MOBILE MUSIC MARKET OVERVIEW (2016-2028)
FIGURE 013. MOBILE GAMING MARKET OVERVIEW (2016-2028)
FIGURE 014. MOBILE TV MARKET OVERVIEW (2016-2028)
FIGURE 015. MOBILE PERSONALIZATION MARKET OVERVIEW (2016-2028)
FIGURE 016. OTHERS MARKET OVERVIEW (2016-2028)
FIGURE 017. MOBILE ENTERTAINMENT MARKET OVERVIEW BY ADVERTISEMENT
FIGURE 018. SOCIAL MEDIA ADVERTISING MARKET OVERVIEW (2016-2028)
FIGURE 019. ONLINE VIDEO ADVERTISING MARKET OVERVIEW (2016-2028)
FIGURE 020. ONLINE SEARCH ADVERTISING MARKET OVERVIEW (2016-2028)
FIGURE 021. MOBILE LOCATION-BASED ADVERTISING MARKET OVERVIEW (2016-2028)
FIGURE 022. IN-GAME ADVERTISING MARKET OVERVIEW (2016-2028)
FIGURE 023. NORTH AMERICA MOBILE ENTERTAINMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 024. EUROPE MOBILE ENTERTAINMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 025. ASIA PACIFIC MOBILE ENTERTAINMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 026. MIDDLE EAST & AFRICA MOBILE ENTERTAINMENT MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 027. SOUTH AMERICA MOBILE ENTERTAINMENT MARKET OVERVIEW BY COUNTRY (2016-2028)

Frequently Asked Questions :

What would be the forecast period in the Mobile Entertainment Market research report?

The forecast period in the Mobile Entertainment Market research report is 2022-2028

Who are the key players in Mobile Entertainment Market?

Amazon Inc., Apple, AT&T Inc., Electronic Arts Inc., Facebook, and other major players.

What are the segments of the Mobile Entertainment Market?

The Mobile Entertainment Market is segmented into Application, Advertisement and region. By Application, the market is categorized into Mobile Music, Mobile Gaming, Mobile TV, Mobile Personalization, Others. By Advertisement the market is categorized into Social Media Advertising, Online Video Advertising, Online Search Advertising, Mobile Location-Based Advertising, In-Game Advertising. By region, it is analyzed across North America (U.S.; Canada; Mexico), Europe (Germany; U.K.; France; Italy; Russia; Spain, etc.), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).

What is the Mobile Entertainment Market?

Mobile entertainment is a vast industry that holds the attention of the provider and the consumer and has a lot of scope in the future. Industry Giants such as Facebook, Google have placed a huge investment in the mobile entertainment and advertisement industry. Mobile advertisement is the most important segment that is emerging in developing as well as the developed countries.

How big is the Mobile Entertainment Market?

Global Mobile Entertainment market was valued at USD 170.10 billion in 2021 and is expected to reach USD 507.46 billion by the year 2028, at a CAGR of 16.90%