Report Detail

Service & Software Global Digital Content Market 2019 by Company, Regions, Type and Application, Forecast to 2024

  • RnM3066509
  • |
  • 07 March, 2019
  • |
  • Global
  • |
  • 138 Pages
  • |
  • GIR (Global Info Research)
  • |
  • Service & Software

Digital content industry is an important component of the digital economy. The so-called digital content industry is the use of digital high-tech tools and information technology to integrate the image, text, images, audio and other content into products and services. Digital content is stored on either digital or analog storage in specific formats. Forms of digital content include information that is digitally broadcast, streamed, or contained in computer files. Viewed narrowly, types of digital content include popular media types, while a broader approach considers any type of digital information (e. g. digitally updated weather forecasts, GPS maps, and so on) as digital content. Digital content has seen an increase as more households now have access to the Internet. Therefore, it is easier for people to receive their news and watch TV online, rather than from traditional platforms. Because of this increased access to the Internet, digital content is commonly published through individuals in the form of eBooks, blog posts, and even Facebook posts.

Scope of the Report:
Large gains in game app spend in Japan and South Korea, with 4.4x and 5.8x growth year-over-year, respectively, were a key driver of the growth in mobile apps. China are high-growth markets, due to increasing device adoption and skyrocketing game app spend. South Korea comes out on top in various measures when looking at its mobile and digital content market. South Korea leads for 4G penetration and is the first country to reach over 50% for LTE subscribers. In Japan, apps have disrupted the mobile-first market. Always a strong mobile content country, the shift to smartphone and tablet apps is disrupting established players in the Japanese market.
The UK is the leading European country for total digital content spend and spend per capita. Like the US, UK consumers spend on a broad range of digital content, with the UK having a particularly strong online music market. Strong growth in game apps was not enough to overtake online music in 2014, but continued growth will see spend on game apps leapfrog online music in 2015.
US leads digital content spend, The US has the widest range of content spend and the highest devices per capita across the broadest range of devices. Spend on games apps grew the most between 2014 and 2015, but online games held the lead. Game apps’ growth will likely challenge online movies in the coming years.
The global Digital Content market is valued at 129600 million USD in 2018 and is expected to reach 271300 million USD by the end of 2024, growing at a CAGR of 13.1% between 2019 and 2024.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Digital Content.
Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%.
This report studies the Digital Content market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Digital Content market by product type and applications/end industries.

Market Segment by Companies, this report covers
Tencent
Microsoft
Sony
Activision Blizzard
Apple
Google
Amazon
Facebook
EA
NetEase
Nexon
Mixi
Warner Bros
Square Enix.
DeNA
Zynga
NCSoft
Baidu
Deezer
Dish Network
Giant Interactive Group
Hulu
Nintendo
Reed Elsevier
Schibsted
Spotify
Wolters Kluwer
KONAMI
Ubisoft
Bandai Namco

Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers
Movie and Music
Game
Education
Digital Publication
Others

Market Segment by Applications, can be divided into
Smartphones
Computes
Tablets
Smart TV
STB& Analogue TV
Non-network Consumption Device(CD-Player,game console,etc)


Table of Contents

    1 Digital Content Market Overview

    • 1.1 Product Overview and Scope of Digital Content
    • 1.2 Classification of Digital Content by Types
      • 1.2.1 Global Digital Content Revenue Comparison by Types (2019-2024)
      • 1.2.2 Global Digital Content Revenue Market Share by Types in 2018
      • 1.2.3 Movie and Music
      • 1.2.4 Game
      • 1.2.5 Education
      • 1.2.6 Digital Publication
      • 1.2.7 Others
    • 1.3 Global Digital Content Market by Application
      • 1.3.1 Global Digital Content Market Size and Market Share Comparison by Applications (2014-2024)
      • 1.3.2 Smartphones
      • 1.3.3 Computes
      • 1.3.4 Tablets
      • 1.3.5 Smart TV
      • 1.3.6 STB& Analogue TV
      • 1.3.7 Non-network Consumption Device(CD-Player,game console,etc)
    • 1.4 Global Digital Content Market by Regions
      • 1.4.1 Global Digital Content Market Size (Million USD) Comparison by Regions (2014-2024)
      • 1.4.1 North America (USA, Canada and Mexico) Digital Content Status and Prospect (2014-2024)
      • 1.4.2 Europe (Germany, France, UK, Russia and Italy) Digital Content Status and Prospect (2014-2024)
      • 1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Digital Content Status and Prospect (2014-2024)
      • 1.4.4 South America (Brazil, Argentina, Colombia) Digital Content Status and Prospect (2014-2024)
      • 1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Digital Content Status and Prospect (2014-2024)
    • 1.5 Global Market Size of Digital Content (2014-2024)

    2 Manufacturers Profiles

    • 2.1 Tencent
      • 2.1.1 Business Overview
      • 2.1.2 Digital Content Type and Applications
        • 2.1.2.1 Product A
        • 2.1.2.2 Product B
      • 2.1.3 Tencent Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.2 Microsoft
      • 2.2.1 Business Overview
      • 2.2.2 Digital Content Type and Applications
        • 2.2.2.1 Product A
        • 2.2.2.2 Product B
      • 2.2.3 Microsoft Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.3 Sony
      • 2.3.1 Business Overview
      • 2.3.2 Digital Content Type and Applications
        • 2.3.2.1 Product A
        • 2.3.2.2 Product B
      • 2.3.3 Sony Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.4 Activision Blizzard
      • 2.4.1 Business Overview
      • 2.4.2 Digital Content Type and Applications
        • 2.4.2.1 Product A
        • 2.4.2.2 Product B
      • 2.4.3 Activision Blizzard Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.5 Apple
      • 2.5.1 Business Overview
      • 2.5.2 Digital Content Type and Applications
        • 2.5.2.1 Product A
        • 2.5.2.2 Product B
      • 2.5.3 Apple Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.6 Google
      • 2.6.1 Business Overview
      • 2.6.2 Digital Content Type and Applications
        • 2.6.2.1 Product A
        • 2.6.2.2 Product B
      • 2.6.3 Google Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.7 Amazon
      • 2.7.1 Business Overview
      • 2.7.2 Digital Content Type and Applications
        • 2.7.2.1 Product A
        • 2.7.2.2 Product B
      • 2.7.3 Amazon Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.8 Facebook
      • 2.8.1 Business Overview
      • 2.8.2 Digital Content Type and Applications
        • 2.8.2.1 Product A
        • 2.8.2.2 Product B
      • 2.8.3 Facebook Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.9 EA
      • 2.9.1 Business Overview
      • 2.9.2 Digital Content Type and Applications
        • 2.9.2.1 Product A
        • 2.9.2.2 Product B
      • 2.9.3 EA Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.10 NetEase
      • 2.10.1 Business Overview
      • 2.10.2 Digital Content Type and Applications
        • 2.10.2.1 Product A
        • 2.10.2.2 Product B
      • 2.10.3 NetEase Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.11 Nexon
      • 2.11.1 Business Overview
      • 2.11.2 Digital Content Type and Applications
        • 2.11.2.1 Product A
        • 2.11.2.2 Product B
      • 2.11.3 Nexon Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.12 Mixi
      • 2.12.1 Business Overview
      • 2.12.2 Digital Content Type and Applications
        • 2.12.2.1 Product A
        • 2.12.2.2 Product B
      • 2.12.3 Mixi Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.13 Warner Bros
      • 2.13.1 Business Overview
      • 2.13.2 Digital Content Type and Applications
        • 2.13.2.1 Product A
        • 2.13.2.2 Product B
      • 2.13.3 Warner Bros Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.14 Square Enix.
      • 2.14.1 Business Overview
      • 2.14.2 Digital Content Type and Applications
        • 2.14.2.1 Product A
        • 2.14.2.2 Product B
      • 2.14.3 Square Enix. Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.15 DeNA
      • 2.15.1 Business Overview
      • 2.15.2 Digital Content Type and Applications
        • 2.15.2.1 Product A
        • 2.15.2.2 Product B
      • 2.15.3 DeNA Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.16 Zynga
      • 2.16.1 Business Overview
      • 2.16.2 Digital Content Type and Applications
        • 2.16.2.1 Product A
        • 2.16.2.2 Product B
      • 2.16.3 Zynga Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.17 NCSoft
      • 2.17.1 Business Overview
      • 2.17.2 Digital Content Type and Applications
        • 2.17.2.1 Product A
        • 2.17.2.2 Product B
      • 2.17.3 NCSoft Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.18 Baidu
      • 2.18.1 Business Overview
      • 2.18.2 Digital Content Type and Applications
        • 2.18.2.1 Product A
        • 2.18.2.2 Product B
      • 2.18.3 Baidu Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.19 Deezer
      • 2.19.1 Business Overview
      • 2.19.2 Digital Content Type and Applications
        • 2.19.2.1 Product A
        • 2.19.2.2 Product B
      • 2.19.3 Deezer Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.20 Dish Network
      • 2.20.1 Business Overview
      • 2.20.2 Digital Content Type and Applications
        • 2.20.2.1 Product A
        • 2.20.2.2 Product B
      • 2.20.3 Dish Network Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.21 Giant Interactive Group
      • 2.21.1 Business Overview
      • 2.2.2 Digital Content Type and Applications
        • 2.21.2.1 Product A
        • 2.21.2.2 Product B
      • 2.21.3 Giant Interactive Group Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.22 Hulu
      • 2.22.1 Business Overview
      • 2.22.2 Digital Content Type and Applications
        • 2.22.2.1 Product A
        • 2.22.2.2 Product B
      • 2.22.3 Hulu Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.23 Nintendo
      • 2.23.1 Business Overview
      • 2.23.2 Digital Content Type and Applications
        • 2.23.2.1 Product A
        • 2.23.2.2 Product B
      • 2.23.3 Nintendo Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.24 Reed Elsevier
      • 2.24.1 Business Overview
      • 2.24.2 Digital Content Type and Applications
        • 2.24.2.1 Product A
        • 2.24.2.2 Product B
      • 2.24.3 Reed Elsevier Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.25 Schibsted
      • 2.25.1 Business Overview
      • 2.25.2 Digital Content Type and Applications
        • 2.25.2.1 Product A
        • 2.25.2.2 Product B
      • 2.25.3 Schibsted Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.26 Spotify
      • 2.26.1 Business Overview
      • 2.26.2 Digital Content Type and Applications
        • 2.26.2.1 Product A
        • 2.26.2.2 Product B
      • 2.26.3 Spotify Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.27 Wolters Kluwer
      • 2.27.1 Business Overview
      • 2.27.2 Digital Content Type and Applications
        • 2.27.2.1 Product A
        • 2.27.2.2 Product B
      • 2.27.3 Wolters Kluwer Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.28 KONAMI
      • 2.28.1 Business Overview
      • 2.28.2 Digital Content Type and Applications
        • 2.28.2.1 Product A
        • 2.28.2.2 Product B
      • 2.28.3 KONAMI Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.29 Ubisoft
      • 2.29.1 Business Overview
      • 2.29.2 Digital Content Type and Applications
        • 2.29.2.1 Product A
        • 2.29.2.2 Product B
      • 2.29.3 Ubisoft Digital Content Revenue, Gross Margin and Market Share (2017-2018)
    • 2.30 Bandai Namco
      • 2.30.1 Business Overview
      • 2.30.2 Digital Content Type and Applications
        • 2.30.2.1 Product A
        • 2.30.2.2 Product B
      • 2.30.3 Bandai Namco Digital Content Revenue, Gross Margin and Market Share (2017-2018)

    3 Global Digital Content Market Competition, by Players

    • 3.1 Global Digital Content Revenue and Share by Players (2014-2019)
    • 3.2 Market Concentration Rate
      • 3.2.1 Top 5 Digital Content Players Market Share
      • 3.2.2 Top 10 Digital Content Players Market Share
    • 3.3 Market Competition Trend

    4 Global Digital Content Market Size by Regions

    • 4.1 Global Digital Content Revenue and Market Share by Regions
    • 4.2 North America Digital Content Revenue and Growth Rate (2014-2019)
    • 4.3 Europe Digital Content Revenue and Growth Rate (2014-2019)
    • 4.4 Asia-Pacific Digital Content Revenue and Growth Rate (2014-2019)
    • 4.5 South America Digital Content Revenue and Growth Rate (2014-2019)
    • 4.6 Middle East and Africa Digital Content Revenue and Growth Rate (2014-2019)

    5 North America Digital Content Revenue by Countries

    • 5.1 North America Digital Content Revenue by Countries (2014-2019)
    • 5.2 USA Digital Content Revenue and Growth Rate (2014-2019)
    • 5.3 Canada Digital Content Revenue and Growth Rate (2014-2019)
    • 5.4 Mexico Digital Content Revenue and Growth Rate (2014-2019)

    6 Europe Digital Content Revenue by Countries

    • 6.1 Europe Digital Content Revenue by Countries (2014-2019)
    • 6.2 Germany Digital Content Revenue and Growth Rate (2014-2019)
    • 6.3 UK Digital Content Revenue and Growth Rate (2014-2019)
    • 6.4 France Digital Content Revenue and Growth Rate (2014-2019)
    • 6.5 Russia Digital Content Revenue and Growth Rate (2014-2019)
    • 6.6 Italy Digital Content Revenue and Growth Rate (2014-2019)

    7 Asia-Pacific Digital Content Revenue by Countries

    • 7.1 Asia-Pacific Digital Content Revenue by Countries (2014-2019)
    • 7.2 China Digital Content Revenue and Growth Rate (2014-2019)
    • 7.3 Japan Digital Content Revenue and Growth Rate (2014-2019)
    • 7.4 Korea Digital Content Revenue and Growth Rate (2014-2019)
    • 7.5 India Digital Content Revenue and Growth Rate (2014-2019)
    • 7.6 Southeast Asia Digital Content Revenue and Growth Rate (2014-2019)

    8 South America Digital Content Revenue by Countries

    • 8.1 South America Digital Content Revenue by Countries (2014-2019)
    • 8.2 Brazil Digital Content Revenue and Growth Rate (2014-2019)
    • 8.3 Argentina Digital Content Revenue and Growth Rate (2014-2019)
    • 8.4 Colombia Digital Content Revenue and Growth Rate (2014-2019)

    9 Middle East and Africa Revenue Digital Content by Countries

    • 9.1 Middle East and Africa Digital Content Revenue by Countries (2014-2019)
    • 9.2 Saudi Arabia Digital Content Revenue and Growth Rate (2014-2019)
    • 9.3 UAE Digital Content Revenue and Growth Rate (2014-2019)
    • 9.4 Egypt Digital Content Revenue and Growth Rate (2014-2019)
    • 9.5 Nigeria Digital Content Revenue and Growth Rate (2014-2019)
    • 9.6 South Africa Digital Content Revenue and Growth Rate (2014-2019)

    10 Global Digital Content Market Segment by Type

    • 10.1 Global Digital Content Revenue and Market Share by Type (2014-2019)
    • 10.2 Global Digital Content Market Forecast by Type (2019-2024)
    • 10.3 Movie and Music Revenue Growth Rate (2014-2024)
    • 10.4 Game Revenue Growth Rate (2014-2024)
    • 10.5 Education Revenue Growth Rate (2014-2024)
    • 10.6 Digital Publication Revenue Growth Rate (2014-2024)
    • 10.7 Others Revenue Growth Rate (2014-2024)

    11 Global Digital Content Market Segment by Application

    • 11.1 Global Digital Content Revenue Market Share by Application (2014-2019)
    • 11.2 Digital Content Market Forecast by Application (2019-2024)
    • 11.3 Smartphones Revenue Growth (2014-2019)
    • 11.4 Computes Revenue Growth (2014-2019)
    • 11.5 Tablets Revenue Growth (2014-2019)
    • 11.6 Smart TV Revenue Growth (2014-2019)
    • 11.7 STB& Analogue TV Revenue Growth (2014-2019)
    • 11.8 Non-network Consumption Device(CD-Player,game console,etc) Revenue Growth (2014-2019)

    12 Global Digital Content Market Size Forecast (2019-2024)

    • 12.1 Global Digital Content Market Size Forecast (2019-2024)
    • 12.2 Global Digital Content Market Forecast by Regions (2019-2024)
    • 12.3 North America Digital Content Revenue Market Forecast (2019-2024)
    • 12.4 Europe Digital Content Revenue Market Forecast (2019-2024)
    • 12.5 Asia-Pacific Digital Content Revenue Market Forecast (2019-2024)
    • 12.6 South America Digital Content Revenue Market Forecast (2019-2024)
    • 12.7 Middle East and Africa Digital Content Revenue Market Forecast (2019-2024)

    13 Research Findings and Conclusion

      14 Appendix

      • 14.1 Methodology

      Summary:
      Get latest Market Research Reports on Digital Content. Industry analysis & Market Report on Digital Content is a syndicated market report, published as Global Digital Content Market 2019 by Company, Regions, Type and Application, Forecast to 2024. It is complete Research Study and Industry Analysis of Digital Content market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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