Global Mobile Entertainment Market to grow at a CAGR of 17.82% by 2019

Global Mobile Entertainment Market 2015-2019 is a new market research publication announced by Reportstack. 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. 
The analysts forecast that the global mobile entertainment market to grow at a CAGR of 17.82% over the period 2014-2019.

To access full report with TOC, please visit  Global Mobile Entertainment Market 2015-2019.

Covered in this Report
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.

The report, 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 Regions
• Americas
Key Vendors
• Activision Blizzard
• Apple
• Electronic Arts
• freenet digital
• Google
• QuickPlay Media
• Rovio International
• Spotify
Other Prominent Vendors

• CJ E&M Netmarble
• Clear Channel Radio
• Colopl
• CyberAgent
• DeNa
• Disney Interactive
• Facebook
• Gamevil
• Guvera
• Hungama MyPlay
• JB Hi-Fi Pty
• Kiloo
• Konami Digital
• Line
• Locojoy
• Machine Zone
• MindJolt
• Mixcloud
• News
• OnMobile
• RadioTime
• Rara
• Rhapsody
• Saavn
• Samsung Music Hub
• Slacker
• SoundCloud
• Square Enix
• Storm8
• Tencent
• Ubisoft Entertainment
• Warner Bros. Entertainment
• WeMade Entertainment 
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?

Companies Mentioned

Activision Blizzard Inc., Apple Inc., Electronic Arts Inc., freenet digital GmbH, Google Inc., QuickPlay Media Inc., Rovio International Ltd., Spotify Ltd., CBS, CJ E&M Netmarble, Clear Channel Radio, Colopl, CyberAgent, DeNa, Disney Interactive, Facebook,, 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, WeMade Entertainment


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Reportstack Market Research