GMR Analytics launches comprehensive market analysis on the Mobile Entertainment markets. The global market for Mobile Entertainment is forecast to reach US$72.2 billion by the year 2020, driven by insatiable consumer appetite for entertainment on the move and the widespread penetration of mobile phones, smartphones, and other portable devices. Technological advancements in handset technology, expansion in mobile communications infrastructure, and favorable regulatory environment are setting the stage for unprecedented growth in the Mobile Entertainment space in the near future.
Mobile Entertainment is a broad term encompassing a wide range of leisure activities undertaken on personal mobile handsets, with potential monetary value. Mobile entertainment market presently has moved beyond the traditional staples such as ringtones and logos, into a full-fledged entertainment service providing diverse industry offerings such as mobile TV, music, games, gambling, and adult content, among others. All largely possible due to rapidly evolving technology, growing adoption of web enabled devices such as smartphones and the launch of 2.5G and 3G networks across geographies. The demographic pattern of the mobile entertainment is evolving, with the market expanding beyond the main youth segment to other age-groups, while segments such as mobile gaming no longer remain a sole male bastion. The growth of the sector is primarily pegged to the expanding penetration of feature phones, smartphones, tablets, and other portable communication devices that offer rich user experience and advanced capabilities.
The research report titled “Global Mobile Entertainment Market Analysis: 2015-2020” announced by GMR Analytics, closely examines this dynamic zone of the entertainment, mobile, and telecom industries, assessing the primary market drivers, challenges and opportunities, broken down by geographic and application segments. The report details recession and post-recession trends, recent corporate activity and the competitive landscape. Annual sales estimates and projections are provided in US$ million for the period 2009-2018 for major geographic regions including the US, Canada, Japan, Europe, Asia Pacific, Latin America, and Rest of World. Key product segments analyzed include Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling.