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01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 Market Segments
03.2.1 Mobile Games
03.2.2 Mobile Music
03.2.3 Mobile TV
03.3 End-user Segments
03.3.1 Individual Users
03.4 Base Year
03.5 Vendor Segmentation
03.6 Market Size Calculation and Segmentation
03.7 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Description
06.1.1 Mobile Games
06.1.2 Mobile Music
06.1.3 Mobile TV
07. Market Landscape
07.1 Market Overview
07.2 Product Life Cycle
07.3 Global Mobile Entertainment Market
07.3.1 Market Size and Forecast
07.4 Five Forces Analysis
08. Market Segmentation by Type
08.1 Global Mobile Entertainment Market by Type
08.2 Global Mobile Entertainment Market by Type 2014-2019
08.3 Global Mobile Games Market
08.3.1 Market Size and Forecast
08.4 Global Mobile Music Market
08.4.1 Market Size and Forecast
08.5 Global Mobile TV Market
08.5.1 Market Size and Forecast
09. Market Segmentation by Geography
09.1 Global Mobile Entertainment Market by Geography (Revenue)
09.2 Global Mobile Entertainment Market by Geography
09.3 Mobile Entertainment Market in APAC
09.3.1 Market Size and Forecast
09.4 Mobile Entertainment Market in Americas
09.4.1 Market Size and Forecast
09.5 Mobile Entertainment Market in EMEA
09.5.1 Market Size and Forecast
10. Key Leading Countries
10.1 US
10.2 China
11. Key Insights
11.1 Global Mobile Music Market by User Base
11.2 Mobile TV Value Chain
12. Buying Criteria
13. Market Growth Drivers
14. Drivers and their Impact
15. Market Challenges
16. Impact of Drivers and Challenges
17. Market Trends
18. Trends and their Impact
19. Vendor Landscape
19.1 Competitive Scenario
19.2 Other Prominent Vendors
20. Key Vendor Analysis
20.1 Activision Blizzard
20.1.1 Key Facts
20.1.2 Business Overview
20.1.3 Business Segmentation by Revenue 2013
20.1.4 Product Segmentation
20.1.5 Business Strategy
20.1.6 Recent Developments
20.1.7 SWOT Analysis
20.2 Apple
20.2.1 Key Facts
20.2.2 Business Overview
20.2.3 Product Segmentation by Revenue
20.2.4 Geographical Segmentation by Revenue
20.2.5 Business Strategy
20.2.6 Recent Developments
20.2.7 SWOT Analysis
20.3 Electronic Arts
20.3.1 Key Facts
20.3.2 Business Overview
20.3.3 Business Segmentation by Revenue 2014
20.3.4 Business Segmentation by Revenue 2013 and 2014
20.3.5 Geographical Segmentation by Revenue 2014
20.3.6 Business Strategy
20.3.7 Recent Developments
20.3.8 SWOT Analysis
20.4 freenet digital
20.4.1 Key Facts
20.4.2 Business Overview
20.4.3 Solution Offerings
20.4.4 Product Segmentation
20.4.5 SWOT Analysis
20.5 Google
20.5.1 Key Facts
20.5.2 Business Overview
20.5.3 Business Segmentation by Revenue 2013
20.5.4 Business Segmentation by Revenue 2012 and 2013
20.5.5 Geographical Segmentation by Revenue 2013
20.5.6 Business Strategy
20.5.7 Recent Developments
20.5.8 SWOT Analysis
20.6 Quickplay
20.6.1 Key Facts
20.6.2 Business Overview
20.6.3 Solution Offerings
20.6.4 Geographical Presence
20.6.5 Business Strategy
20.6.6 Recent Developments
20.6.7 SWOT Analysis
20.7 Rovio Entertainment
20.7.1 Key Facts
20.7.2 Business Overview
20.7.3 Product Segmentation
20.7.4 Geographical Presence
20.7.5 Recent Developments
20.7.6 SWOT Analysis
20.8 Spotify
20.8.1 Key Facts
20.8.2 Business Overview
20.8.3 Geographical Presence
20.8.4 SWOT Analysis
21. Other Reports in this Series
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