Global Mobile Entertainment Market 2015-2019

モバイルエンターテインメントの世界市場:モバイルゲーム、モバイルミュージック、モバイルテレビ

◆タイトル:Global Mobile Entertainment Market 2015-2019
◆商品コード:IRTNTR6141
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2015年6月24日
◆ページ数:102
◆資料形式:pdf / 英語
◆納品方法:Eメール
◆調査対象地域:グローバル
◆産業分野:IT
◆販売価格オプション(消費税別)
Single UserUSD3,000 ⇒換算¥339,000見積依頼/購入/質問フォーム
Five UserUSD3,500 ⇒換算¥395,500見積依頼/購入/質問フォーム
Enterprise License(全社内共有可)USD4,500 ⇒換算¥508,500見積依頼/購入/質問フォーム
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【資料の概要】

当調査レポートでは、モバイルエンターテインメントの世界市場について調査・分析し、エグゼクティブサマリー、市場概観、業界の構造分析、モバイルエンターテインメントの世界市場規模及び予測、種類別分析、地域別分析、主要国別分析、購買基準、市場成長要因、市場の課題、市場動向、競争状況、主要企業(ベンダー)分析などの情報をお届けいたします。

・エグゼクティブサマリー
・市場概観
・業界の構造分析
・モバイルエンターテインメントの世界市場:市場規模及び予測
・モバイルエンターテインメントの世界市場:種類別分析
・モバイルエンターテインメントの世界市場:地域別分析
・主要国別分析
・購買基準
・市場成長要因
・市場の課題
・市場動向
・競争状況
・主要企業(ベンダー)分析
...

※上記の和訳は最新内容ではない場合があります。下記の英文概要・目次が最新版です。

About Mobile Entertainment
Mobile entertainment refers to a wide range of entertainment activities, such as games, music, and TV, which can be accessed on mobile devices. With the growing number of mobile devices, it has gained popularity and has become an essential part of everyday activities. Vendors in this market offer free-to-use (including in-app purchase and advertisement revenue) and pay-per-use revenue models. For instance, games are available on both free-to-play as well as paid versions, whereas services related to mobile TV are on a pay-to-use basis.
Technavio’s analysts forecast the global mobile entertainment market to grow at a CAGR of 17.82% over the period 2014-2019.

[Covered in this Report]
This report covers the present scenario and growth prospects of the global mobile entertainment market for the period 2015-2019. To calculate the market size, the report considers the revenue generated from the following types of mobile entertainment services:
• Mobile Games
• Mobile Music
• Mobile TV

The global mobile entertainment market is highly fragmented with the presence of a large number of small and large vendors. The report only lists the key vendors in the market; it does not present the market share of all the vendors. In addition, the report discusses the major drivers influencing the growth of the market, outlines the challenges faced by vendors and the market at large, and the key trends emerging in the market.

Technavio’s report, Global Mobile Entertainment Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers APAC, the Americas, and EMEA; it also covers the global mobile entertainment market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

[Key Regions]
• Americas
• APAC
• EMEA

[Key Vendors]
• Activision Blizzard
• Apple
• Electronic Arts
• freenet digital
• Google
• QuickPlay Media
• Rovio International
• Spotify

[Other Prominent Vendors]
• CBS
• CJ E&M Netmarble
• Clear Channel Radio
• Colopl
• CyberAgent
• DeNa
• Disney Interactive
• Facebook
• Gaana.com
• Gamevil
• GREE
• Guvera
• Hungama MyPlay
• IGG
• JB Hi-Fi Pty
• Kiloo
• Konami Digital
• Line
• Locojoy
• Machine Zone
• MindJolt
• Mixcloud
• News
• OnMobile
• RadioTime
• Rara
• Rhapsody
• Saavn
• Samsung Music Hub
• SEGA
• Slacker
• SoundCloud
• Square Enix
• Storm8
• Tencent
• Ubisoft Entertainment
• Warner Bros. Entertainment
• WeMade Entertainment

[Market Driver]
• Growing adoption of smartphones and tablets
• For a full, detailed list, view our report

[Market Challenge]
• Privacy and security concerns
• For a full, detailed list, view our report

[Market Trend]
• Change in user demographics
• For a full, detailed list, view our report

[Key Questions Answered in this Report]
• What will the market size be in 2018 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

【資料の目次】

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

[List of Exhibits]

Exhibit 1: Market Research Methodology
Exhibit 2: Global Mobile Entertainment Market by Type
Exhibit 3: Global Mobile Entertainment Market 2014-2019 ($ billions)
Exhibit 4: Global Mobile Entertainment Market by Type 2014
Exhibit 5: Global Mobile Entertainment Market by Type 2014-2019
Exhibit 6: Global Mobile Games Market 2014-2019 ($ billions)
Exhibit 7: Global Mobile Music Market 2014-2019 ($ billions)
Exhibit 8: Global Mobile TV Market 2014-2019 ($ billions)
Exhibit 9: Global Mobile Entertainment Market by Geography (Revenue)
Exhibit 10: Global Mobile Entertainment Market by Geography 2014-2019
Exhibit 11: Mobile Entertainment Market in APAC 2014-2019 ($ billions)
Exhibit 12: Mobile Entertainment Market in Americas 2014-2019 ($ billions)
Exhibit 13: Mobile Entertainment Market in EMEA 2014-2019 ($ billions)
Exhibit 14: Global Mobile Music Market by User Base 2014
Exhibit 15: Mobile TV Value Chain
Exhibit 16: Global Smartphone and Tablet Penetration 2013-2018 (% of global population)
Exhibit 17: Countries with High Disposable Income per Capita 2009-2014 ($)
Exhibit 18: Global Internet Penetration 2014
Exhibit 19: Share of Leading Countries by Internet Usage 2014
Exhibit 20: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 21: Activision Blizzard: Product Segmentation
Exhibit 22: Product Segmentation of Apple by Revenue 2013
Exhibit 23: Product Segmentation of Apple by Revenue 2012 and 2013 ($ billion)
Exhibit 24: Geographical Segmentation of Apple by Revenue 2013
Exhibit 25: Electronic Arts: Business Segmentation by Revenue 2014
Exhibit 26: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 ($ billion)
Exhibit 27: Electronic Arts: Geographical Segmentation by Revenue 2014
Exhibit 28: Freenet digital: Solution Offerings
Exhibit 29: freenet digital: Product Segmentation
Exhibit 30: Google: Business Segmentation by Revenue 2013
Exhibit 31: Google: Business Segmentation by Revenue 2012 and 2013 ($ million)
Exhibit 32: Google: Geographical Segmentation by Revenue 2013
Exhibit 33: Quickplay: Solution Offerings
Exhibit 34: Geographical Presence
Exhibit 35: Rovio Entertainment: Product Segmentation
Exhibit 36: Rovio Entertainment: Geographical Presence
Exhibit 37: Spotify: Geographical Presence



【掲載企業】

Activision Blizzard Inc., Apple Inc., Electronic Arts Inc., freenet digital GmbH, Google Inc., QuickPlay Media Inc., Rovio International Ltd., Spotify Ltd., CBS, CJ E&M Netmarble, Clear Channel Radio, Colopl, CyberAgent, DeNa, Disney Interactive, Facebook, Gaana.com, Gamevil, GREE, Guvera, Hungama MyPlay, IGG, JB Hi-Fi Pty, Kiloo, Konami Digital, Line, Locojoy, Machine Zone, MindJolt, Mixcloud, News Corp., OnMobile, RadioTime, Rara, Rhapsody, Saavn, Samsung Music Hub,. SEGA, Slacker, SoundCloud, Square Enix, Storm8, Tencent, Ubisoft Entertainment, Warner Bros. Entertainment, WeMade Entertainment

【資料のキーワード】

モバイルエンターテインメント、モバイルゲーム、モバイルミュージック、モバイルテレビ、モバイル端末

【調査方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

【免責事項】
※当資料上の情報/データは調査会社が信頼できると判断した情報源から入手したものに基づき作成しましたが、その正確性・完全性を保証するものではありません。当資料に記載された情報/データ/見解/仮説などは作成時点又は発行時点における調査会社の判断であり、その後の状況変化に応じて変更される場合があります。当資料上の情報/データに基づいたお客様の意思決定又は実行による結果について、調査会社/発行会社/販売会社H&Iグローバルリサーチはその責を負いかねますのでご了承ください。英文資料の紹介ページにおける日本語題名/概要/目次はH&Iグローバルリサーチが翻訳した内容であり、翻訳の正確性・完全性を保証するものではありません。

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