Report Detail

Service & Software COVID-19 Impact on Global Mobile Entertainment Market Size, Status and Forecast 2020-2026

  • RnM4073577
  • |
  • 23 June, 2020
  • |
  • Global
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  • 126 Pages
  • |
  • QYResearch
  • |
  • Service & Software

This report focuses on the global Mobile Entertainment status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Mobile Entertainment development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study
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

Market segment by Type, the product can be split into
Leisure Activities (Singing,Game)
Social Activity
Shopping
Market segment by Application, split into
Mobile Phone
Tablet PC
Others

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Mobile Entertainment status, future forecast, growth opportunity, key market and key players.
To present the Mobile Entertainment development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of Mobile Entertainment are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Mobile Entertainment Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Mobile Entertainment Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Leisure Activities (Singing,Game)
    • 1.4.3 Social Activity
    • 1.4.4 Shopping
  • 1.5 Market by Application
    • 1.5.1 Global Mobile Entertainment Market Share by Application: 2020 VS 2026
    • 1.5.2 Mobile Phone
    • 1.5.3 Tablet PC
    • 1.5.4 Others
  • 1.6 Coronavirus Disease 2019 (Covid-19): Mobile Entertainment Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Mobile Entertainment Industry
      • 1.6.1.1 Mobile Entertainment Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Mobile Entertainment Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Mobile Entertainment Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Mobile Entertainment Market Perspective (2015-2026)
  • 2.2 Mobile Entertainment Growth Trends by Regions
    • 2.2.1 Mobile Entertainment Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Mobile Entertainment Historic Market Share by Regions (2015-2020)
    • 2.2.3 Mobile Entertainment Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Mobile Entertainment Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Mobile Entertainment Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Mobile Entertainment Players by Market Size
    • 3.1.1 Global Top Mobile Entertainment Players by Revenue (2015-2020)
    • 3.1.2 Global Mobile Entertainment Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Mobile Entertainment Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Mobile Entertainment Market Concentration Ratio
    • 3.2.1 Global Mobile Entertainment Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Mobile Entertainment Revenue in 2019
  • 3.3 Mobile Entertainment Key Players Head office and Area Served
  • 3.4 Key Players Mobile Entertainment Product Solution and Service
  • 3.5 Date of Enter into Mobile Entertainment Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global Mobile Entertainment Historic Market Size by Type (2015-2020)
  • 4.2 Global Mobile Entertainment Forecasted Market Size by Type (2021-2026)

5 Mobile Entertainment Breakdown Data by Application (2015-2026)

  • 5.1 Global Mobile Entertainment Market Size by Application (2015-2020)
  • 5.2 Global Mobile Entertainment Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Mobile Entertainment Market Size (2015-2020)
  • 6.2 Mobile Entertainment Key Players in North America (2019-2020)
  • 6.3 North America Mobile Entertainment Market Size by Type (2015-2020)
  • 6.4 North America Mobile Entertainment Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Mobile Entertainment Market Size (2015-2020)
  • 7.2 Mobile Entertainment Key Players in Europe (2019-2020)
  • 7.3 Europe Mobile Entertainment Market Size by Type (2015-2020)
  • 7.4 Europe Mobile Entertainment Market Size by Application (2015-2020)

8 China

  • 8.1 China Mobile Entertainment Market Size (2015-2020)
  • 8.2 Mobile Entertainment Key Players in China (2019-2020)
  • 8.3 China Mobile Entertainment Market Size by Type (2015-2020)
  • 8.4 China Mobile Entertainment Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Mobile Entertainment Market Size (2015-2020)
  • 9.2 Mobile Entertainment Key Players in Japan (2019-2020)
  • 9.3 Japan Mobile Entertainment Market Size by Type (2015-2020)
  • 9.4 Japan Mobile Entertainment Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Mobile Entertainment Market Size (2015-2020)
  • 10.2 Mobile Entertainment Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Mobile Entertainment Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Mobile Entertainment Market Size by Application (2015-2020)

11 India

  • 11.1 India Mobile Entertainment Market Size (2015-2020)
  • 11.2 Mobile Entertainment Key Players in India (2019-2020)
  • 11.3 India Mobile Entertainment Market Size by Type (2015-2020)
  • 11.4 India Mobile Entertainment Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Mobile Entertainment Market Size (2015-2020)
  • 12.2 Mobile Entertainment Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Mobile Entertainment Market Size by Type (2015-2020)
  • 12.4 Central & South America Mobile Entertainment Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 Activision Blizzard
    • 13.1.1 Activision Blizzard Company Details
    • 13.1.2 Activision Blizzard Business Overview and Its Total Revenue
    • 13.1.3 Activision Blizzard Mobile Entertainment Introduction
    • 13.1.4 Activision Blizzard Revenue in Mobile Entertainment Business (2015-2020))
    • 13.1.5 Activision Blizzard Recent Development
  • 13.2 Apple
    • 13.2.1 Apple Company Details
    • 13.2.2 Apple Business Overview and Its Total Revenue
    • 13.2.3 Apple Mobile Entertainment Introduction
    • 13.2.4 Apple Revenue in Mobile Entertainment Business (2015-2020)
    • 13.2.5 Apple Recent Development
  • 13.3 Electronic Arts
    • 13.3.1 Electronic Arts Company Details
    • 13.3.2 Electronic Arts Business Overview and Its Total Revenue
    • 13.3.3 Electronic Arts Mobile Entertainment Introduction
    • 13.3.4 Electronic Arts Revenue in Mobile Entertainment Business (2015-2020)
    • 13.3.5 Electronic Arts Recent Development
  • 13.4 Freenet Digital
    • 13.4.1 Freenet Digital Company Details
    • 13.4.2 Freenet Digital Business Overview and Its Total Revenue
    • 13.4.3 Freenet Digital Mobile Entertainment Introduction
    • 13.4.4 Freenet Digital Revenue in Mobile Entertainment Business (2015-2020)
    • 13.4.5 Freenet Digital Recent Development
  • 13.5 Google
    • 13.5.1 Google Company Details
    • 13.5.2 Google Business Overview and Its Total Revenue
    • 13.5.3 Google Mobile Entertainment Introduction
    • 13.5.4 Google Revenue in Mobile Entertainment Business (2015-2020)
    • 13.5.5 Google Recent Development
  • 13.6 QuickPlay Media
    • 13.6.1 QuickPlay Media Company Details
    • 13.6.2 QuickPlay Media Business Overview and Its Total Revenue
    • 13.6.3 QuickPlay Media Mobile Entertainment Introduction
    • 13.6.4 QuickPlay Media Revenue in Mobile Entertainment Business (2015-2020)
    • 13.6.5 QuickPlay Media Recent Development
  • 13.7 Rovio International
    • 13.7.1 Rovio International Company Details
    • 13.7.2 Rovio International Business Overview and Its Total Revenue
    • 13.7.3 Rovio International Mobile Entertainment Introduction
    • 13.7.4 Rovio International Revenue in Mobile Entertainment Business (2015-2020)
    • 13.7.5 Rovio International Recent Development
  • 13.8 Spotify
    • 13.8.1 Spotify Company Details
    • 13.8.2 Spotify Business Overview and Its Total Revenue
    • 13.8.3 Spotify Mobile Entertainment Introduction
    • 13.8.4 Spotify Revenue in Mobile Entertainment Business (2015-2020)
    • 13.8.5 Spotify Recent Development
  • 13.9 CBS
    • 13.9.1 CBS Company Details
    • 13.9.2 CBS Business Overview and Its Total Revenue
    • 13.9.3 CBS Mobile Entertainment Introduction
    • 13.9.4 CBS Revenue in Mobile Entertainment Business (2015-2020)
    • 13.9.5 CBS Recent Development
  • 13.10 CJ E&M Netmarble
    • 13.10.1 CJ E&M Netmarble Company Details
    • 13.10.2 CJ E&M Netmarble Business Overview and Its Total Revenue
    • 13.10.3 CJ E&M Netmarble Mobile Entertainment Introduction
    • 13.10.4 CJ E&M Netmarble Revenue in Mobile Entertainment Business (2015-2020)
    • 13.10.5 CJ E&M Netmarble Recent Development
  • 13.11 Clear Channel Radio
    • 10.11.1 Clear Channel Radio Company Details
    • 10.11.2 Clear Channel Radio Business Overview and Its Total Revenue
    • 10.11.3 Clear Channel Radio Mobile Entertainment Introduction
    • 10.11.4 Clear Channel Radio Revenue in Mobile Entertainment Business (2015-2020)
    • 10.11.5 Clear Channel Radio Recent Development
  • 13.12 Colopl
    • 10.12.1 Colopl Company Details
    • 10.12.2 Colopl Business Overview and Its Total Revenue
    • 10.12.3 Colopl Mobile Entertainment Introduction
    • 10.12.4 Colopl Revenue in Mobile Entertainment Business (2015-2020)
    • 10.12.5 Colopl Recent Development
  • 13.13 CyberAgent
    • 10.13.1 CyberAgent Company Details
    • 10.13.2 CyberAgent Business Overview and Its Total Revenue
    • 10.13.3 CyberAgent Mobile Entertainment Introduction
    • 10.13.4 CyberAgent Revenue in Mobile Entertainment Business (2015-2020)
    • 10.13.5 CyberAgent Recent Development
  • 13.14 DeNa
    • 10.14.1 DeNa Company Details
    • 10.14.2 DeNa Business Overview and Its Total Revenue
    • 10.14.3 DeNa Mobile Entertainment Introduction
    • 10.14.4 DeNa Revenue in Mobile Entertainment Business (2015-2020)
    • 10.14.5 DeNa Recent Development
  • 13.15 Samsung Music Hub
    • 10.15.1 Samsung Music Hub Company Details
    • 10.15.2 Samsung Music Hub Business Overview and Its Total Revenue
    • 10.15.3 Samsung Music Hub Mobile Entertainment Introduction
    • 10.15.4 Samsung Music Hub Revenue in Mobile Entertainment Business (2015-2020)
    • 10.15.5 Samsung Music Hub Recent Development
  • 13.16 OnMobile
    • 10.16.1 OnMobile Company Details
    • 10.16.2 OnMobile Business Overview and Its Total Revenue
    • 10.16.3 OnMobile Mobile Entertainment Introduction
    • 10.16.4 OnMobile Revenue in Mobile Entertainment Business (2015-2020)
    • 10.16.5 OnMobile Recent Development
  • 13.17 Locojoy
    • 10.17.1 Locojoy Company Details
    • 10.17.2 Locojoy Business Overview and Its Total Revenue
    • 10.17.3 Locojoy Mobile Entertainment Introduction
    • 10.17.4 Locojoy Revenue in Mobile Entertainment Business (2015-2020)
    • 10.17.5 Locojoy Recent Development
  • 13.18 JB Hi-Fi Pty
    • 10.18.1 JB Hi-Fi Pty Company Details
    • 10.18.2 JB Hi-Fi Pty Business Overview and Its Total Revenue
    • 10.18.3 JB Hi-Fi Pty Mobile Entertainment Introduction
    • 10.18.4 JB Hi-Fi Pty Revenue in Mobile Entertainment Business (2015-2020)
    • 10.18.5 JB Hi-Fi Pty Recent Development
  • 13.19 Tencent
    • 10.19.1 Tencent Company Details
    • 10.19.2 Tencent Business Overview and Its Total Revenue
    • 10.19.3 Tencent Mobile Entertainment Introduction
    • 10.19.4 Tencent Revenue in Mobile Entertainment Business (2015-2020)
    • 10.19.5 Tencent Recent Development
  • 13.20 Alibaba
    • 10.20.1 Alibaba Company Details
    • 10.20.2 Alibaba Business Overview and Its Total Revenue
    • 10.20.3 Alibaba Mobile Entertainment Introduction
    • 10.20.4 Alibaba Revenue in Mobile Entertainment Business (2015-2020)
    • 10.20.5 Alibaba Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    Summary:
    Get latest Market Research Reports on COVID-19 Impact on Global Mobile Entertainment. Industry analysis & Market Report on COVID-19 Impact on Global Mobile Entertainment is a syndicated market report, published as COVID-19 Impact on Global Mobile Entertainment Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of COVID-19 Impact on Global Mobile Entertainment market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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