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Mobile Entertainment Market Status and Trend Analysis 2017-2026 (COVID-19 Version)

Summary

Further key aspects of the report indicate that:
Chapter 1: Research Scope: Product Definition, Type, End-Use & Methodology
Chapter 2: Global Industry Summary
Chapter 3: Market Dynamics
Chapter 4: Global Market Segmentation by region, type and End-Use
Chapter 5: North America Market Segmentation by region, type and End-Use
Chapter 6: Europe Market Segmentation by region, type and End-Use
Chapter 7: Asia-Pacific Market Segmentation by region, type and End-Use
Chapter 8: South America Market Segmentation by region, type and End-Use
Chapter 9: Middle East and Africa Market Segmentation by region, type and End-Use.
Chapter 10: Market Competition by Companies
Chapter 11: Market forecast and environment forecast.
Chapter 12: Industry Summary.

The global Mobile Entertainment market has the potential to grow with xx million USD with growing CAGR in the forecast period from 2021f to 2026f. Factors driving the market for @@@@@ are the significant development of demand and improvement of COVID-19 and geo-economics.

Based on the type of product, the global Mobile Entertainment market segmented into
Leisure Activities (Singing,Game)
Social Activity
Shopping

Based on the end-use, the global Mobile Entertainment market classified into
Mobile Phone
Tablet PC
Others

Based on geography, the global Mobile Entertainment market segmented into
North America [U.S., Canada, Mexico]
Europe [Germany, UK, France, Italy, Rest of Europe]
Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]
South America [Brazil, Argentina, Rest of Latin America]
Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]

And the major players included in the report are
Activision Blizzard
Apple
Electronic Arts
Freenet Digital
Google
QuickPlay Media
Rovio International
Spotify
CBS
CJ E&M Netmarble
Clear Channel Radio
Colopl
CyberAgent
DeNa
Samsung Music Hub
OnMobile
Locojoy
JB Hi-Fi Pty
Tencent
Alibaba
Table of Contents
1 RESEARCH SCOPE
1.1 Research Product Definition
1.2 Research Segmentation
1.2.1 Product Type
1.2.2 Main product Type of Major Players
1.3 Demand Overview
1.4 Research Methodology
2 GLOBAL MOBILE ENTERTAINMENT INDUSTRY
2.1 Summary about Mobile Entertainment Industry
2.2 Mobile Entertainment Market Trends
2.2.1 Mobile Entertainment Production & Consumption Trends
2.2.2 Mobile Entertainment Demand Structure Trends
2.3 Mobile Entertainment Cost & Price
3 MARKET DYNAMICS
3.1 Manufacturing & Purchasing Behavior in 2020
3.2 Market Development under the Impact of COVID-19
3.2.1 Drivers
3.2.2 Restraints
3.2.3 Opportunity
3.2.4 Risk
4 GLOBAL MARKET SEGMENTATION
4.1 Region Segmentation (2017 to 2021f)
4.1.1 North America (U.S., Canada and Mexico)
4.1.2 Europe (Germany, UK, France, Italy, Rest of Europe)
4.1.3 Asia-Pacific (China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific)
4.1.4 South America (Brazil,, Argentina, Rest of Latin America)
4.1.5 Middle East and Africa (GCC, North Africa, South Africa, Rest of Middle East and Africa)
4.2 Product Type Segmentation (2017 to 2021f)
4.2.1 Leisure Activities (Singing,Game)
4.2.2 Social Activity
4.2.3 Shopping
4.3 Consumption Segmentation (2017 to 2021f)
4.3.1 Mobile Phone
4.3.2 Tablet PC
4.3.3 Others
5 NORTH AMERICA MARKET SEGMENT
5.1 Region Segmentation (2017 to 2021f)
5.1.1 U.S.
5.1.2 Canada
5.1.3 Mexico
5.2 Product Type Segmentation (2017 to 2021f)
5.2.1 Leisure Activities (Singing,Game)
5.2.2 Social Activity
5.2.3 Shopping
5.3 Consumption Segmentation (2017 to 2021f)
5.3.1 Mobile Phone
5.3.2 Tablet PC
5.3.3 Others
5.4 Impact of COVID-19 in North America
6 EUROPE MARKET SEGMENTATION
6.1 Region Segmentation (2017 to 2021f)
6.1.1 Germany
6.1.2 UK
6.1.3 France
6.1.4 Italy
6.1.5 Rest of Europe
6.2 Product Type Segmentation (2017 to 2021f)
6.2.1 Leisure Activities (Singing,Game)
6.2.2 Social Activity
6.2.3 Shopping
6.3 Consumption Segmentation (2017 to 2021f)
6.3.1 Mobile Phone
6.3.2 Tablet PC
6.3.3 Others
6.4 Impact of COVID-19 in Europe
7 ASIA-PACIFIC MARKET SEGMENTATION
7.1 Region Segmentation (2017 to 2021f)
7.1.1 China
7.1.2 India
7.1.3 Japan
7.1.4 South Korea
7.1.5 Southeast Asia
7.1.6 Australia
7.1.7 Rest of Asia Pacific
7.2 Product Type Segmentation (2017 to 2021f)
7.2.1 Leisure Activities (Singing,Game)
7.2.2 Social Activity
7.2.3 Shopping
7.3 Consumption Segmentation (2017 to 2021f)
7.3.1 Mobile Phone
7.3.2 Tablet PC
7.3.3 Others
7.4 Impact of COVID-19 in Europe
8 SOUTH AMERICA MARKET SEGMENTATION
8.1 Region Segmentation (2017 to 2021f)
8.1.1 Brazil
8.1.2 Argentina
8.1.3 Rest of Latin America
8.2 Product Type Segmentation (2017 to 2021f)
8.2.1 Leisure Activities (Singing,Game)
8.2.2 Social Activity
8.2.3 Shopping
8.3 Consumption Segmentation (2017 to 2021f)
8.3.1 Mobile Phone
8.3.2 Tablet PC
8.3.3 Others
8.4 Impact of COVID-19 in Europe
9 MIDDLE EAST AND AFRICA MARKET SEGMENTATION
9.1 Region Segmentation (2017 to 2021f)
9.1.1 GCC
9.1.2 North Africa
9.1.3 South Africa
9.1.4 Rest of Middle East and Africa
9.2 Product Type Segmentation (2017 to 2021f)
9.2.1 Leisure Activities (Singing,Game)
9.2.2 Social Activity
9.2.3 Shopping
9.3 Consumption Segmentation (2017 to 2021f)
9.3.1 Mobile Phone
9.3.2 Tablet PC
9.3.3 Others
9.4 Impact of COVID-19 in Europe
10 COMPETITION OF MAJOR PLAYERS
10.1 Brief Introduction of Major Players
10.1.1 Activision Blizzard
10.1.2 Apple
10.1.3 Electronic Arts
10.1.4 Freenet Digital
10.1.5 Google
10.1.6 QuickPlay Media
10.1.7 Rovio International
10.1.8 Spotify
10.1.9 CBS
10.1.10 CJ E&M Netmarble
10.1.11 Clear Channel Radio
10.1.12 Colopl
10.1.13 CyberAgent
10.1.14 DeNa
10.1.15 Samsung Music Hub
10.1.16 OnMobile
10.1.17 Locojoy
10.1.18 JB Hi-Fi Pty
10.1.19 Tencent
10.1.20 Alibaba
10.2 Mobile Entertainment Sales Date of Major Players (2017-2020e)
10.2.1 Activision Blizzard
10.2.2 Apple
10.2.3 Electronic Arts
10.2.4 Freenet Digital
10.2.5 Google
10.2.6 QuickPlay Media
10.2.7 Rovio International
10.2.8 Spotify
10.2.9 CBS
10.2.10 CJ E&M Netmarble
10.2.11 Clear Channel Radio
10.2.12 Colopl
10.2.13 CyberAgent
10.2.14 DeNa
10.2.15 Samsung Music Hub
10.2.16 OnMobile
10.2.17 Locojoy
10.2.18 JB Hi-Fi Pty
10.2.19 Tencent
10.2.20 Alibaba
10.3 Market Distribution of Major Players
10.4 Global Competition Segmentation
11 MARKET FORECAST
11.1 Forecast by Region
11.2 Forecast by Demand
11.3 Environment Forecast
11.3.1 Impact of COVID-19
11.3.2 Geopolitics Overview
11.3.3 Economic Overview of Major Countries
12 REPORT SUMMARY STATEMENT
  • FORMAT: PDF
  • PUBLISHED DATE: Jan, 2020
  • NO OF PAGES: 123