Mobile Entertainment Market Scope
Any content that is commonly accessible through smart mobile devices, particularly smartphones, is considered mobile entertainment. Traditionally, the popularity of many varieties provided the foundation. The mobile entertainment sector exploded after that, thanks to the explosion of apps that provided easy access to a variety of entertainment content. With media, speed, and publishing, the digital entertainment sector has grown into a very dynamic industry. From DVDs to laptops, cable connections to wireless networks, the business has changed drastically in the last few decades. Smartphones have become more accessible than ever before to a wider range of people. As a result, the cost of using the internet has dropped dramatically, particularly in poor economies. Over-the-Top media services (OTT) and Video-on-Demand have become big investments for mobile entertainment producers (VoD).
The Mobile Entertainment market study is segmented by Type (Mobile Games, Mobile Music, Mobile TV and Others), by Application (Free of Charge and Charge) and major geographies with country level break-up.
Research Analyst at AMA estimates that United States Vendors will contribute to the maximum growth of Global Mobile Entertainment market throughout the predicted period.
Amazon Inc. (United States), Apple Inc. (United States), Facebook (United States), Google LLC (United States), Netflix Inc. (United States), OnMobile Global Limited (United States), Rovio Entertainment Corporation (Finland), Snap Inc. (United States), Spotify Technology SA (Sweden) and Tencent Holdings Limited (China) are some of the key players that are part of study coverage.
About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from total available market.
Segmentation Overview
AMA Research has segmented the market of Global Mobile Entertainment market by Type, Application and Region.
On the basis of geography, the market of Mobile Entertainment has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Singapore, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Spain, Rest of Europe), MEA (Saudi Arabia, Turkey, Israel, United Arab Emirates, South Africa, Rest of Africa), North America (United States, Canada, Mexico).
Market Leaders and their expansionary development strategies
February 2021 – Facebook has acquired Sanzaru Games, a US video game developer that makes games for the Oculus virtual reality platform.
May 2020 - Facebook has come up with another calling application called Catch-Up. The idea behind the new app is to coordinate call timings with friends and family members. The new app is developed by the company’s New Product Experimentation team. and September 2020 – YouTube has announced the launch of a new short-form video experience it’s calling YouTube Shorts. The feature will allow users, initially in India, to upload 15-second or less short-form videos using a new set of creator tools, including a multi-segment camera, similar to TikTok, speed controls and a timer and a countdown feature.
Market Trend
- Implementation of 4G and 5G Networks
- Growing Usage of Smart Phones
Market Drivers
- Growing Digitalisation Across the World
- Growing Video Streaming Activities Across the World
Opportunities
- Growing Use of Social Media
- Additional Revenue Streams Provided from Advertisements Within the Apps
Restraints
- High Pricing of Content
- Security and Data Privacy Concerns
Challenges
- Complicated End User Requirements
Key Target Audience
Software Providers, Technology Providers, IT Companies, Investors and Mobile Phone Companies