Global Mobile Entertainment Market Growth (Status and Outlook) 2023-2029

Global Mobile Entertainment Market Growth (Status and Outlook) 2023-2029

LPI (LP Information)' newest research report, the “Mobile Entertainment Industry Forecast” looks at past sales and reviews total world Mobile Entertainment sales in 2022, providing a comprehensive analysis by region and market sector of projected Mobile Entertainment sales for 2023 through 2029. With Mobile Entertainment sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Mobile Entertainment industry.

This Insight Report provides a comprehensive analysis of the global Mobile Entertainment landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Mobile Entertainment portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Mobile Entertainment market.

This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Mobile Entertainment and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Mobile Entertainment.

The global Mobile Entertainment market size is projected to grow from US$ 105130 million in 2022 to US$ 270090 million in 2029; it is expected to grow at a CAGR of 14.4% from 2023 to 2029.

United States market for Mobile Entertainment is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.

China market for Mobile Entertainment is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.

Europe market for Mobile Entertainment is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.

Global key Mobile Entertainment players cover Activision Blizzard, Apple, Electronic Arts, Freenet Digital, Google, QuickPlay Media, Rovio International, Spotify and CBS, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2022.

This report presents a comprehensive overview, market shares, and growth opportunities of Mobile Entertainment market by product type, application, key players and key regions and countries.

Market Segmentation:

Segmentation by type
Leisure Activities (Singing,Game)
Social Activity
Shopping

Segmentation by application
Mobile Phone
Tablet PC
Others

This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries

The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
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

Please note: The report will take approximately 2 business days to prepare and deliver.


*This is a tentative TOC and the final deliverable is subject to change.*
1 Scope of the Report
2 Executive Summary
3 Mobile Entertainment Market Size by Player
4 Mobile Entertainment by Regions
5 Americas
6 APAC
7 Europe
8 Middle East & Africa
9 Market Drivers, Challenges and Trends
10 Global Mobile Entertainment Market Forecast
11 Key Players Analysis
12 Research Findings and Conclusion

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