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PUBLISHER: 360iResearch | PRODUCT CODE: 1594176

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PUBLISHER: 360iResearch | PRODUCT CODE: 1594176

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

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PAGES: 187 Pages
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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?

Product Code: MRR-521BAA36EC7A

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.
Product Code: MRR-521BAA36EC7A

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
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