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COVID-19 Outbreak-Global Mobile Entertainment Industry Market Report-Development Trends, Threats, Opportunities and Competitive Landscape in 2020

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Published on 01/07/2021| Code: MAR41115D| Category: Utilities| Total Pages: 107

Mobile entertainment comprises a range of activities associated with mobile electronics. The definition is both somewhat subjective and in continual development, but can include purely leisure activities, communications, and activities which could also be defined as commerce.

The Mobile Entertainment market revenue was xx.xx Million USD in 2019, and will reach xx.xx Million USD in 2025, with a CAGR of x.x% during 2020-2025.

Under COVID-19 outbreak globally, this report provides 360 degrees of analysis from supply chain, import and export control to regional government policy and future influence on the industry. Detailed analysis about market status (2015-2020), enterprise competition pattern, advantages and disadvantages of enterprise products, industry development trends (2020-2025), regional industrial layout characteristics and macroeconomic policies, industrial policy has also been included. From raw materials to end users of this industry are analyzed scientifically, the trends of product circulation and sales channel will be presented as well. Considering COVID-19, this report provides comprehensive and in-depth analysis on how the epidemic push this industry transformation and reform.

In COVID-19 outbreak, Chapter 2.2 of this report provides an analysis of the impact of COVID-19 on the global economy and the Mobile Entertainment industry.

Chapter 3.7 covers the analysis of the impact of COVID-19 from the perspective of the industry chain.

In addition, chapters 7-11 consider the impact of COVID-19 on the regional economy.

The Mobile Entertainment market can be split based on product types, major applications, and important countries as follows:

Key players in the global Mobile Entertainment market covered in Chapter 12:

RadioTime
Guvera
JB Hi-Fi Pty
Gamevil
Facebook
Mixcloud
CyberAgent
CJ E&M Netmarble
Rhapsody
Samsung Music Hub
OnMobile
Colopl
Rara
Disney Interactive
Hungama MyPlay
MindJolt
Kiloo
Konami Digital
DeNa
Clear Channel Radio
Locojoy
Machine Zone
IGG
GREE

In Chapter 4 and 14.1, on the basis of types, the Mobile Entertainment market from 2015 to 2025 is primarily split into:

Mobile Games
Mobile Music
Mobile TV
Others

In Chapter 5 and 14.2, on the basis of applications, the Mobile Entertainment market from 2015 to 2025 covers:

Free of Charge
Charge

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 6, 7, 8, 9, 10, 11, 14:

North America (Covered in Chapter 7 and 14)

United States

Canada

Mexico

Europe (Covered in Chapter 8 and 14)

Germany

UK

France

Italy

Spain

Russia

Others

Asia-Pacific (Covered in Chapter 9 and 14)

China

Japan

South Korea

Australia

India

Southeast Asia

Others

Middle East and Africa (Covered in Chapter 10 and 14)

Saudi Arabia

UAE

Egypt

Nigeria

South Africa

Others

South America (Covered in Chapter 11 and 14)

Brazil

Argentina

Columbia

Chile

Others

Years considered for this report:

Historical Years: 2015-2019

Base Year: 2019

Estimated Year: 2020

Forecast Period: 2020-2025

Table of Content

1 Mobile Entertainment Introduction and Market Overview

1.1 Objectives of the Study

1.2 Overview of Mobile Entertainment

1.3 Scope of The Study

1.3.1 Key Market Segments

1.3.2 Players Covered

1.3.3 COVID-19's impact on the Mobile Entertainment industry

1.4 Methodology of The Study

1.5 Research Data Source

2 Executive Summary

2.1 Market Overview

2.1.1 Global Mobile Entertainment Market Size, 2015 – 2020

2.1.2 Global Mobile Entertainment Market Size by Type, 2015 – 2020

2.1.3 Global Mobile Entertainment Market Size by Application, 2015 – 2020

2.1.4 Global Mobile Entertainment Market Size by Region, 2015 - 2025

2.2 Business Environment Analysis

2.2.1 Global COVID-19 Status and Economic Overview

2.2.2 Influence of COVID-19 Outbreak on Mobile Entertainment Industry Development

3 Industry Chain Analysis

3.1 Upstream Raw Material Suppliers of Mobile Entertainment Analysis

3.2 Major Players of Mobile Entertainment

3.3 Mobile Entertainment Manufacturing Cost Structure Analysis

3.3.1 Production Process Analysis

3.3.2 Manufacturing Cost Structure of Mobile Entertainment

3.3.3 Labor Cost of Mobile Entertainment

3.4 Market Distributors of Mobile Entertainment

3.5 Major Downstream Buyers of Mobile Entertainment Analysis

3.6 The Impact of Covid-19 From the Perspective of Industry Chain

3.7 Regional Import and Export Controls Will Exist for a Long Time

3.8 Continued downward PMI Spreads Globally

4 Global Mobile Entertainment Market, by Type

4.1 Global Mobile Entertainment Value and Market Share by Type (2015-2020)

4.2 Global Mobile Entertainment Production and Market Share by Type (2015-2020)

4.3 Global Mobile Entertainment Value and Growth Rate by Type (2015-2020)

4.3.1 Global Mobile Entertainment Value and Growth Rate of Mobile Games
4.3.2 Global Mobile Entertainment Value and Growth Rate of Mobile Music
4.3.3 Global Mobile Entertainment Value and Growth Rate of Mobile TV
4.3.4 Global Mobile Entertainment Value and Growth Rate of Others
4.4 Global Mobile Entertainment Price Analysis by Type (2015-2020)

5 Mobile Entertainment Market, by Application

5.1 Downstream Market Overview

5.2 Global Mobile Entertainment Consumption and Market Share by Application (2015-2020)

5.3 Global Mobile Entertainment Consumption and Growth Rate by Application (2015-2020)

5.3.1 Global Mobile Entertainment Consumption and Growth Rate of Free of Charge (2015-2020)
5.3.2 Global Mobile Entertainment Consumption and Growth Rate of Charge (2015-2020)

6 Global Mobile Entertainment Market Analysis by Regions

6.1 Global Mobile Entertainment Sales, Revenue and Market Share by Regions

6.1.1 Global Mobile Entertainment Sales by Regions (2015-2020)

6.1.2 Global Mobile Entertainment Revenue by Regions (2015-2020)

6.2 North America Mobile Entertainment Sales and Growth Rate (2015-2020)

6.3 Europe Mobile Entertainment Sales and Growth Rate (2015-2020)

6.4 Asia-Pacific Mobile Entertainment Sales and Growth Rate (2015-2020)

6.5 Middle East and Africa Mobile Entertainment Sales and Growth Rate (2015-2020)

6.6 South America Mobile Entertainment Sales and Growth Rate (2015-2020)

7 North America Mobile Entertainment Market Analysis by Countries

7.1 The Influence of COVID-19 on North America Market

7.2 North America Mobile Entertainment Sales, Revenue and Market Share by Countries

7.2.1 North America Mobile Entertainment Sales by Countries (2015-2020)

7.2.2 North America Mobile Entertainment Revenue by Countries (2015-2020)

7.3 United States Mobile Entertainment Sales and Growth Rate (2015-2020)

7.4 Canada Mobile Entertainment Sales and Growth Rate (2015-2020)

7.5 Mexico Mobile Entertainment Sales and Growth Rate (2015-2020)

8 Europe Mobile Entertainment Market Analysis by Countries

8.1 The Influence of COVID-19 on Europe Market

8.2 Europe Mobile Entertainment Sales, Revenue and Market Share by Countries

8.2.1 Europe Mobile Entertainment Sales by Countries (2015-2020)

8.2.2 Europe Mobile Entertainment Revenue by Countries (2015-2020)

8.3 Germany Mobile Entertainment Sales and Growth Rate (2015-2020)

8.4 UK Mobile Entertainment Sales and Growth Rate (2015-2020)

8.5 France Mobile Entertainment Sales and Growth Rate (2015-2020)

8.6 Italy Mobile Entertainment Sales and Growth Rate (2015-2020)

8.7 Spain Mobile Entertainment Sales and Growth Rate (2015-2020)

8.8 Russia Mobile Entertainment Sales and Growth Rate (2015-2020)

9 Asia Pacific Mobile Entertainment Market Analysis by Countries

9.1 The Influence of COVID-19 on Asia Pacific Market

9.2 Asia Pacific Mobile Entertainment Sales, Revenue and Market Share by Countries

9.2.1 Asia Pacific Mobile Entertainment Sales by Countries (2015-2020)

9.2.2 Asia Pacific Mobile Entertainment Revenue by Countries (2015-2020)

9.3 China Mobile Entertainment Sales and Growth Rate (2015-2020)

9.4 Japan Mobile Entertainment Sales and Growth Rate (2015-2020)

9.5 South Korea Mobile Entertainment Sales and Growth Rate (2015-2020)

9.6 India Mobile Entertainment Sales and Growth Rate (2015-2020)

9.7 Southeast Asia Mobile Entertainment Sales and Growth Rate (2015-2020)

9.8 Australia Mobile Entertainment Sales and Growth Rate (2015-2020)

10 Middle East and Africa Mobile Entertainment Market Analysis by Countries

10.1 The Influence of COVID-19 on Middle East and Africa Market

10.2 Middle East and Africa Mobile Entertainment Sales, Revenue and Market Share by Countries

10.2.1 Middle East and Africa Mobile Entertainment Sales by Countries (2015-2020)

10.2.2 Middle East and Africa Mobile Entertainment Revenue by Countries (2015-2020)

10.3 Saudi Arabia Mobile Entertainment Sales and Growth Rate (2015-2020)

10.4 UAE Mobile Entertainment Sales and Growth Rate (2015-2020)

10.5 Egypt Mobile Entertainment Sales and Growth Rate (2015-2020)

10.6 Nigeria Mobile Entertainment Sales and Growth Rate (2015-2020)

10.7 South Africa Mobile Entertainment Sales and Growth Rate (2015-2020)

11 South America Mobile Entertainment Market Analysis by Countries

11.1 The Influence of COVID-19 on Middle East and Africa Market

11.2 South America Mobile Entertainment Sales, Revenue and Market Share by Countries

11.2.1 South America Mobile Entertainment Sales by Countries (2015-2020)

11.2.2 South America Mobile Entertainment Revenue by Countries (2015-2020)

11.3 Brazil Mobile Entertainment Sales and Growth Rate (2015-2020)

11.4 Argentina Mobile Entertainment Sales and Growth Rate (2015-2020)

11.5 Columbia Mobile Entertainment Sales and Growth Rate (2015-2020)

11.6 Chile Mobile Entertainment Sales and Growth Rate (2015-2020)

12 Competitive Landscape

12.1 RadioTime
12.1.1 RadioTime Basic Information
12.1.2 Mobile Entertainment Product Introduction
12.1.3 RadioTime Production, Value, Price, Gross Margin 2015-2020
12.2 Guvera
12.2.1 Guvera Basic Information
12.2.2 Mobile Entertainment Product Introduction
12.2.3 Guvera Production, Value, Price, Gross Margin 2015-2020
12.3 JB Hi-Fi Pty
12.3.1 JB Hi-Fi Pty Basic Information
12.3.2 Mobile Entertainment Product Introduction
12.3.3 JB Hi-Fi Pty Production, Value, Price, Gross Margin 2015-2020
12.4 Gamevil
12.4.1 Gamevil Basic Information
12.4.2 Mobile Entertainment Product Introduction
12.4.3 Gamevil Production, Value, Price, Gross Margin 2015-2020
12.5 Facebook
12.5.1 Facebook Basic Information
12.5.2 Mobile Entertainment Product Introduction
12.5.3 Facebook Production, Value, Price, Gross Margin 2015-2020
12.6 Mixcloud
12.6.1 Mixcloud Basic Information
12.6.2 Mobile Entertainment Product Introduction
12.6.3 Mixcloud Production, Value, Price, Gross Margin 2015-2020
12.7 CyberAgent
12.7.1 CyberAgent Basic Information
12.7.2 Mobile Entertainment Product Introduction
12.7.3 CyberAgent Production, Value, Price, Gross Margin 2015-2020
12.8 CJ E&M Netmarble
12.8.1 CJ E&M Netmarble Basic Information
12.8.2 Mobile Entertainment Product Introduction
12.8.3 CJ E&M Netmarble Production, Value, Price, Gross Margin 2015-2020
12.9 Rhapsody
12.9.1 Rhapsody Basic Information
12.9.2 Mobile Entertainment Product Introduction
12.9.3 Rhapsody Production, Value, Price, Gross Margin 2015-2020
12.10 Samsung Music Hub
12.10.1 Samsung Music Hub Basic Information
12.10.2 Mobile Entertainment Product Introduction
12.10.3 Samsung Music Hub Production, Value, Price, Gross Margin 2015-2020
12.11 OnMobile
12.11.1 OnMobile Basic Information
12.11.2 Mobile Entertainment Product Introduction
12.11.3 OnMobile Production, Value, Price, Gross Margin 2015-2020
12.12 Colopl
12.12.1 Colopl Basic Information
12.12.2 Mobile Entertainment Product Introduction
12.12.3 Colopl Production, Value, Price, Gross Margin 2015-2020
12.13 Rara
12.13.1 Rara Basic Information
12.13.2 Mobile Entertainment Product Introduction
12.13.3 Rara Production, Value, Price, Gross Margin 2015-2020
12.14 Disney Interactive
12.14.1 Disney Interactive Basic Information
12.14.2 Mobile Entertainment Product Introduction
12.14.3 Disney Interactive Production, Value, Price, Gross Margin 2015-2020
12.15 Hungama MyPlay
12.15.1 Hungama MyPlay Basic Information
12.15.2 Mobile Entertainment Product Introduction
12.15.3 Hungama MyPlay Production, Value, Price, Gross Margin 2015-2020
12.16 MindJolt
12.16.1 MindJolt Basic Information
12.16.2 Mobile Entertainment Product Introduction
12.16.3 MindJolt Production, Value, Price, Gross Margin 2015-2020
12.17 Kiloo
12.17.1 Kiloo Basic Information
12.17.2 Mobile Entertainment Product Introduction
12.17.3 Kiloo Production, Value, Price, Gross Margin 2015-2020
12.18 Konami Digital
12.18.1 Konami Digital Basic Information
12.18.2 Mobile Entertainment Product Introduction
12.18.3 Konami Digital Production, Value, Price, Gross Margin 2015-2020
12.19 DeNa
12.19.1 DeNa Basic Information
12.19.2 Mobile Entertainment Product Introduction
12.19.3 DeNa Production, Value, Price, Gross Margin 2015-2020
12.20 Clear Channel Radio
12.20.1 Clear Channel Radio Basic Information
12.20.2 Mobile Entertainment Product Introduction
12.20.3 Clear Channel Radio Production, Value, Price, Gross Margin 2015-2020
12.21 Locojoy
12.21.1 Locojoy Basic Information
12.21.2 Mobile Entertainment Product Introduction
12.21.3 Locojoy Production, Value, Price, Gross Margin 2015-2020
12.22 Machine Zone
12.22.1 Machine Zone Basic Information
12.22.2 Mobile Entertainment Product Introduction
12.22.3 Machine Zone Production, Value, Price, Gross Margin 2015-2020
12.23 IGG
12.23.1 IGG Basic Information
12.23.2 Mobile Entertainment Product Introduction
12.23.3 IGG Production, Value, Price, Gross Margin 2015-2020
12.24 GREE
12.24.1 GREE Basic Information
12.24.2 Mobile Entertainment Product Introduction
12.24.3 GREE Production, Value, Price, Gross Margin 2015-2020

13 Industry Outlook

13.1 Market Driver Analysis

13.1.2 Market Restraints Analysis

13.1.3 Market Trends Analysis

13.2 Merger, Acquisition and New Investment

13.3 News of Product Release

14 Global Mobile Entertainment Market Forecast

14.1 Global Mobile Entertainment Market Value & Volume Forecast, by Type (2020-2025)

14.1.1 Mobile Games Market Value and Volume Forecast (2020-2025)
14.1.2 Mobile Music Market Value and Volume Forecast (2020-2025)
14.1.3 Mobile TV Market Value and Volume Forecast (2020-2025)
14.1.4 Others Market Value and Volume Forecast (2020-2025)
14.2 Global Mobile Entertainment Market Value & Volume Forecast, by Application (2020-2025)

14.2.1 Free of Charge Market Value and Volume Forecast (2020-2025)
14.2.2 Charge Market Value and Volume Forecast (2020-2025)
14.3 Mobile Entertainment Market Analysis and Forecast by Region

14.3.1 North America Market Value and Consumption Forecast (2020-2025)

14.3.2 Europe Market Value and Consumption Forecast (2020-2025)

14.3.3 Asia Pacific Market Value and Consumption Forecast (2020-2025)

14.3.4 Middle East and Africa Market Value and Consumption Forecast (2020-2025)

14.3.5 South America Market Value and Consumption Forecast (2020-2025)

15 New Project Feasibility Analysis

15.1 Industry Barriers and New Entrants SWOT Analysis

15.1.1 Porter’s Five Forces Analysis

15.1.2 New Entrants SWOT Analysis

15.2 Analysis and Suggestions on New Project Investment

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