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Global Mobile Entertainment Market worth US$ 376.8 Billion 2029 with a CAGR of 17.0%

The report "Global Mobile Entertainment Market, By Applications (Mobile Music, Mobile Gaming, Mobile TV, Mobile Personalization, and Others), By Advertisement (Social Media Advertising, Online Video Advertising, Online Search Advertising, Mobile Location Based Advertising, and In-Game Advertising), and Region - Global Forecast to 2029" Global mobile entertainment market is projected to grow from US$ 91.45 billion in 2020 to US$ 376.8 billion by 2029. Global mobile entertainment market is driven by growing number of smartphone and tablet users across the globe. In addition, growing number of free-to-use and pay-per-use applications, coupled with fastest-speed network providers are other major factors fuelling growth of the global mobile entertainment market. In the recent years, photo editing applications such as snapchat, Instagram, PicsArt etc. and popularity of photo sharing has increased rapidly among all age-group consumers. This factor is propelling growth of the global mobile entertainment market. Free services such as mobile TV, video-on-demand and online music are further fueling growth of the global market. Furthermore, use of high specifications games, e-commerce and social networking websites, applications, blogs, etc. by consumers are expected to drive growth of the global market over the forecast period. Nevertheless, change in user demographics is the major trend for the growth of the global mobile entertainment market.

Key Highlights:

In February 2017, AT&T a major key player in the global market has planned to deploy LTE-M services in the US by June 2017 and in Mexico by December 2017. In US and Mexico, company already has a robust 4G LTE network providing coverage to nearly 400 million people. LTE-M is expected to increase the growth of IoT in North America.
On June 2019, Texas Instruments has launched new communications capabilities on its C2000™ microcontrollers (MCUs). C2000 F2838x 32-bit MCUs includes EtherCAT, Ethernet and Controller Area Network with Flexible Data Rate (CAN FD), in AC servo drives and other industrial systems and helps designers to use a single chip to implement connectivity.
Key Market Insights from the report:

The global mobile entertainment market accounted for US$ 91.45 billion in 2020 and is projected to register a moderate CAGR of 17.0 % over the forecast period. The market report has been segmented on the basis of application, advertisement, and region.

By application, the global mobile entertainment market is segmented into mobile music, mobile gaming, mobile TV, mobile personalization, and others.
By advertisement, the global mobile entertainment market is categorized into social media advertising, online video advertising, online search advertising, mobile location based advertising (MLBA), and in-game advertising.
By region, North America dominates the global mobile entertainment market and is expected to maintain its dominance over the forecast period. This growth is attributed to increasing disposable income and rising number of smartphone and tablet users especially in countries in this region. Asia Pacific market is expected to witness significant growth over the forecast period owing to high purchasing power and technological awareness in users.
Browse 60 market data tables* and 35 figures* through 140 slides and in-depth TOC on " Global Mobile Entertainment Market”, By Applications (Mobile Music, Mobile Gaming, Mobile TV, Mobile Personalization, and Others), By Advertisement (Social Media Advertising, Online Video Advertising, Online Search Advertising, Mobile Location Based Advertising, and In-Game Advertising), and by Region (North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa) - forecast till 2029

To know the upcoming trends and insights prevalent in this market, click the link below:

https://prophecymarketinsights.com/market_insight/Global-Mobile-Ent...

The prominent player operating in the global mobile entertainment market includes Activision Blizzard, Inc., Apple, Inc., AT&T, Inc., Electronic Arts, Inc., Facebook, Google LLC, Netflix, Inc., OnMobile Global Limited, Rovio Entertainment Corporation, and Snap Inc.

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