Global Mobile Entertainment Industry

  • August 2012
  • -
  • Global Industry Analysts
  • -
  • 854 pages

This report analyzes the worldwide markets for Mobile Entertainment in US$ Million by Product Segments: Music, Gaming, Infotainment, Mobile TV, Adult Content, User Generated Content, and Gambling. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Rest of World. Annual estimates and forecasts are provided for the period 2009 through 2018. The report profiles 148 companies including many key and niche players such as AT&T, Inc., Betfair, Cherry Media, EA Mobile, Inc., Facebook, Inc., Gameloft SA, GLU Mobile, Inc., MobiTV, Inc., Manwin Holding S.ar.l, Match.com, Omnifone Limited, Paddy Power PLC, Pink Visual, Probability plc, Rovio Entertainment Ltd., Shazam Entertainment Ltd., Spin3 Ltd., Spotify AB, and Twitter, Inc. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based upon search engine sources in the public domain.

Table Of Contents




I. INTRODUCTION, METHODOLOGY and PRODUCT DEFINITIONS
Study Reliability and Reporting Limitations I-1
Disclaimers I-2
Data Interpretation and Reporting Level I-2
Quantitative Techniques and Analytics I-3
Product Definitions and Scope of Study I-3
Mobile Entertainment I-3
Music I-3
Gaming I-3
Infotainment I-3
Mobile TV I-4
Adult Content I-4
Adult Content I-4
User Generated Content I-4
Mobile Gambling I-4


II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW II-1
Mobile Entertainment: Moving Beyond Plain Vanilla Offerings II-1
Mobile Communications Sector - Focus Shifting Towards Data
Services II-1
Table 1: Mobile Cellular Subscriptions Per 100 Inhabitants
for the Year 2011: Percentage Market Penetration Breakdown by
Geographic Region/ Country (includes corresponding
Graph/Chart) II-2

Table 2: Global Mobile Communication Industry: Percentages
Share Breakdown for Revenue by Data and Voice Based Services
for the Years 2010, 2011, 2012 and 2015 (includes
corresponding Graph/Chart) II-3
Recession and Beyond II-3
Outlook II-4
App Stores Revolutionize Mobile Distribution II-4
High-Speed Networks Determine Success of Mobile Entertainment
Services II-5
Table 3: World Market for Mobile Handsets by Geographic
Region: Breakdown of Volume Sales in Million Units for US,
Canada, Europe, Asia-Pacific, Latin America and Rest of World
Markets for Years 2011, 2013 and 2015 (includes corresponding
Graph/Chart) II-6

Table 4: World Market for Mobile Handsets by Technology -
Percentage Breakdown of Annual Sales Volume for 2G, 2.5G, 3G,
3.5G, and 3.9G Enabled Handsets for Years 2008, 2011 and 2014
(includes corresponding Graph/Chart) II-7

Table 5: Global Percentage Share Breakdown of Number of
Mobile Subscriptions by Region for the year 2011 (includes
corresponding Graph/Chart) II-7

Table 6: World Market for 3G/3.5G Enabled Handsets (2011) -
Percentage Share Breakdown of Volume Sales by Region
(includes corresponding Graph/Chart) II-8
Continued Rise in Mobile Users: A Key Opportunity II-8
Table 7: World Market for Mobile Handsets: Breakdown of
Volume Sales in Million Units for Years 2011, 2013 and 2015
(includes corresponding Graph/Chart) II-8
Smartphones Penetration - Key to the Future II-9
Table 8: Global Market for Smartphones (2012E): Breakdown of
Sales in Thousand Units by Geographic Region/Country
(includes corresponding Graph/Chart) II-9

Table 9: Worldwide Market for Smartphones (2009 and 2011):
Percentage Market Share Breakdown of Unit Shipments by
Operating Systems (includes corresponding Graph/Chart) II-10
Piracy Stunts Growth of Digital Mobile Music II-10

2. KEY TRENDS AND ISSUES II-12
Rising Mobile Internet Penetration Bodes well for Mobile
Entertainment Industry II-12
Table 10: World Market for Mobile Internet (2010): Breakdown
of Number of Mobile Internet Users in Million by Geographic
Region (includes corresponding Graph/Chart) II-12
‘Designed for Mobile’: A Lucrative Market for Content Developers II-12
Handset Design, a Major Factor Determining User Experience II-13
Emerging Markets - Hotspots for Growth II-13
Social Media Fast Gaining Popularity II-13
Young People Drive Mobile Content Usage II-14
The Freemium Revenue Model is Here to Stay II-14

3. MOBILE ENTERTAINMENT: SEGMENT ANALYSIS II-15
Music II-15
All Ears for Mobile Music II-15
Table 11: Global Mobile Music Industry (2011): Percentage
Share Breakdown of Revenues by Segments-Ringtones, Ringback
tones, Full Track Downloads, Music Streaming (includes
corresponding Graph/Chart) II-15
DRM Free Industry to Promote Growth II-15
Cloud-The New Paradigm for Mobile Music II-16
Games II-16
Mobile Games all Set to Roll II-16
Table 12: Worldwide Gaming Market (2011): Percentage
Breakdown of Traditional and Mobile Gamers by Age Brackets-
Under 18, 18-49, and Above 50 (includes corresponding
Graph/Chart) II-17
Lure of Mobile Games Tough To Resist II-18
Wireless Gaming Offers Opportunities On a Platter II-18
Small Screen Games Send Cash Registers Ringing II-19
3G Mobile Communications Offer a Business Case for Mobile
Gaming II-19
Women: Major Revenue Spinners in the Mobile Games Market II-19
Table 13: Worldwide Gaming Market (2011): Percentage
Breakdown of Traditional and Mobile Gamers by Gender
Segments - Male and Female (includes corresponding
Graph/Chart) II-20
Mobile Games Rival Game Stations and Consoles II-20
Table 14: Percentage Breakdown of Time Spent by Users on
Mobile Games by Location (includes corresponding
Graph/Chart) II-20
Social Gaming Carves out Independent Niche Market II-21
Table 15: Comparison of Penetration of Social Gaming Among
Various Age Groups in US and UK (includes corresponding
Graph/Chart) II-21

Table 16: Worldwide Digital Games Market (2009 and 2010):
Percentage Breakdown of Revenues by Segments - Console
Games, Online Games, Social Games, Mobile Games and PC Games
(includes corresponding Graph/Chart) II-22
Mobile TV II-23
Mobile Satellite TV: New Era in TV Broadcasting Service II-23
Table 17: World Recent Past, Current and Future Analysis for
Mobile Satellite Television Analyzed with Number of End-Use
Terminals in Service in Thousand Units for the Years 2006
through 2015 (includes corresponding Graph/Chart) II-23
Mobile TV Generates Additional Revenues for Participants II-24
Mass Adoption - Focus Area for Operators II-24
Mobile TV Holds Bright Prospects in Mobile Advertising II-24
Adult Content II-25
Video Chats Pushing the Adult Content Market Forward II-25
Constraints to Mobile Adult Content Market II-25
Gambling II-25
Mobile Gambling Market on Roll Worldwide II-25
User Confidence Plays Key Role in Adoption of Mobile Gambling II-26
Various Factors Thwart Growth Prospects of Mobile Gambling II-26

4. MOBILE ENTERTAINMENT - AN OVERVIEW II-27
Mobile Entertainment II-27
Categories of Mobile Entertainment Services II-27
Music II-27
Available Mobile Music Business Models II-27
Gaming II-28
Types of Mobile Games II-28
Stand-Alone Games II-28
Peer-to-Peer Games II-28
Networked Game II-28
Target Markets for Mobile Games II-29
Youth Segment II-29
Boredom Fighters II-29
Infotainment II-29
Mobile TV II-29
Delivery Methods II-29
Standards for Mobile TV II-30
A Glance at Global Mobile TV Standards II-30
Adult Content II-31
Images II-31
Test-based Adult Services II-31
Erotic Games II-31
Video-based Services II-31
User Generated Content II-31
Mobile Gambling II-31
Lotteries II-32
Sports Betting II-32
Casino Games II-32

5. SERVICE LAUNCHES/ INTRODUCTIONS II-33
Glu Mobile Launches Two Xbox LIVE Games, Contract Killer and
Gun Bros II-33
Zoo Entertainment Launches indiePub Mobile II-33
Gameloft® to Introduce Game Based on The Adventures of Tintin
Movie II-33
Ozura Mobile to Introduce Gaming Applications for Use in iPhone II-33
Aspiro Unveils Personalized iPad Application II-33
Appache Mobile Launches Chess Crusades for iPad® II-34
Telenor and Aspiro Introduce WiMP Music Streaming Service II-34
Motorola Mobility Launches SocialTV Companion Service for
Mobile Devices and Tablets II-34
Clear Channel Radio Launches iHeartRadio App For iPad II-35
Bharti Airtel Rolls Out 3G Services in Coimbatore and Chennai II-35
TDC Play Launches 24-7 Entertainment's Smartphone Application II-35
Jesta Digital Launches Bitbop on Windows Phone 7 II-36
DeviceAnywhere and Vivo Introduce Vivo Virtual Developer Lab II-36
Versaly Entertainment Rolls Out Multi-Channel B2B Video
Syndication Platform II-36
Gameloft® Unveils Five Games for Windows Phone 7 Smartphones II-37
PlayPhone Unveils PlayPhone Social II-37
Booyah Introduces InCrowd Game II-37
Namco Networks America Introduces Tekken Resolute for Mobile
Phones II-37
NBC Universal Digital Entertainment and Dove Introduce Mobile
Entertainment Portal for Women II-38
Claro Paraguay and Rok Roll Out Mobile TV Service in Paraguay II-38
Namco Networks Launches Learn to Fly for Mobile Phones II-38
Nazara Technologies to Introduce 3G Gaming for Mobile Phones II-38
NTT Communications Introduces Mane-1GP Mobile Entertainment
Service in Japan II-38
THQ Wireless Introduces Video Game Franchise for iPhone II-39
IUGO Mobile Entertainment Introduces First OpenFeint
Facilitated Game II-39
Zoo Entertainment Unveils indiePub Games II-39
Booyah Launches MyTown 3.0 II-40
Booyah Introduces Product Check-In Feature in MyTown II-40
DeviceAnywhere to Launch Test Automation for Smartphonesâ„¢ II-40
BuzzCity Unveils Beta Edition of JAMsked II-40
PressOK Entertainment to Release Flipstones 2 II-41
PressOK Entertainment to Release Feed Al: A Finger Physics
Odyssey Game for iPod Touch and iPhone II-41
Sony Music Entertainment Unveils Beta Version of Ariama.com II-41
Rubberduck Media Lab Unveils iPad Application for On Demand
and Live TV II-42

6. RECENT INDUSTRY ACTIVITY II-43
Glu Mobile Takes Over GameSpy Technology II-43
Probability Acquires Playyoo SA II-43
Glu Mobile Takes Over Atari’s Deer Hunter® Gaming Brand II-43
MTPCS Selects Mobile Entertainment Package of ClearSky Mobile
Media II-43
Mobeep and Mobgold Enter into Partnership II-44
Sogeti High Tech and Device Anywhere Enter into Partnership to
Develop Mobile Application Testing Solutions II-44
AirG Enters into Partnership with Aepona to Create Business
Opportunities for Mobile Operators II-45
Multi-Screen Media Enters into Partnership with Apalya
Technologies for Mobile TV II-45
Jesta Group Takes Over Fox Mobile Group II-45
DeviceAnywhere Expands Support for HP QTP and QC II-46
VODone Sets Up China Mobile Games and Entertainment Group II-46
Aspiro TV Collaborates with Telenor to Deliver Video and TV
Services II-46
Aspiro Mobile Solutions and Redcats Ink Agreement for SMS
Services in Nordic Region II-47
KIT Digital Acquires Kyte, Kewego and KickApps II-47
IMImobile Inks Agreement with krishcricket.com II-48
Clear Channel Radio Acquires Cloud-Based Music Business of
Thumbplay II-48
DeNA Partners with NTT DOCOMO for Mobile Social Gaming II-48
Sony Music Entertainment to Enter into Collaboration with
Mobile Roadie II-49
Google Acquires PushLife II-49
Spin3TM and Neomobile Gaming Sign Agreement II-49
VODone Acquires Majority Interest in 3GUU Mobile Entertainment
Industrial II-50
DNA Dynamics Takes Over Appache Mobile II-50
Buongiorno Takes Over Dada.net II-50
PT MelOn Indonesia Collaborates with Dolby Laboratories II-50
ADPublishing.org and XtremeSignPost Enter Strategic Alliance II-51
OnMobile Global Partners with Starfish Mobile for VAS in Africa II-51
Kyte and Sony Music Sign Agreement for Online Mobile Video
Platform II-51
Myxer and Sony Music Entertainment Ink Agreement II-52
Neomobile Group to Introduce D2C-Services in India II-52
Aspiro Mobile Solutions and mBlox Enter into Strategic
Partnership II-52
Aspiro Mobile Solutions Takes over Apparat II-52
Appache Mobile Receives Approval from Apple for iLegacy II-53
AirG and Vdopia Enter into Partnership II-53
Apalya Technologies Signs Deal with Tata Docomo for Mobile TV II-53
Binbit Inks Agreement with Sony Music Entertainment for
Mobile TV Content II-53
Orange Outsources Java Mobile Games Portal Management to
Player X II-53
Madison World and OnMobile Global Form Joint Venture II-53
Tata Teleservices Signs Agreement with Apalya Technologies for
Asia Cup Live Streaming II-54
Apalya Technologies Enters into Partnership with Global
Cricket Ventures to Cover IPL Matches II-54
Boost Worldwide Enters into Marketing Partnership with MSG
Network and New York Knickerbockers II-54
Boost Worldwide Enters into Partnership with UFC® II-55
Bitstream Enters into Partnership with BuzzCity for Mobile
Advertising II-55
Reliance Communications Collaborates with Apalya Technologies
to Launch Mobile TV Services II-55
Zee Entertainment Enterprises Enters into Joint Venture with
Mail.com II-55
Movile Launches Mozca m-payments Platform in Latin America II-55
Motorola Mobility Acquires 4Home II-56
OnMobile Global Acquires 3G Video Technology of Dilithium
Networks II-56
Playtech Inks Agreement with Buongiorno II-56
Exsol Oy Acquires Outstanding Mobile Entertainment Business of
Aspiro Mobile Solutions II-56
NTT DOCOMO Takes Over PacketVideo II-56
ClearSky Mobile Media and Locus Telecommunications Sign Contract II-57
Neomobile Gaming Takes Over Zero9 II-57
The Walt Disney Company Acquires Tapulous II-57
Aspiro Mobile Solutions Divests Mobile Entertainment Business
to Lobus Mobil II-57
Fox Mobile Group Enters into Partnership with Post Foods II-57
MobileActive Enters into Licensing and Partnership Agreement
with Mobile Interactive Group II-58
MBmobile Partners with TRUSTe and Playlist.com II-58
Warner Music Group Partners Myxer II-58
RealNetworks Takes Over Backstage Technologies II-58

7. FOCUS ON SELECT PLAYERS II-60
ATandT, Inc. (USA) II-60
Betfair (UK) II-60
Cherry Media (Spain) II-60
EA Mobile, Inc. (USA) II-60
Facebook, Inc. (USA) II-61
Gameloft SA (France) II-61
GLU Mobile, Inc. (USA) II-61
MobiTV, Inc. (USA) II-62
Manwin Holding S.ar.l (Luxembourg) II-62
Match.com (US) II-62
Omnifone Limited (UK) II-62
Paddy Power PLC (Ireland) II-63
Pink Visual (USA) II-63
Probability plc (UK) II-63
Rovio Entertainment Ltd (Finland) II-64
Shazam Entertainment Ltd (UK) II-64
Spin3 Ltd (UK) II-64
Spotify AB (Sweden) II-64
Twitter, Inc. (USA) II-65

8. GLOBAL MARKET PERSPECTIVE II-66
Table 18: World Recent Past, Current and Future Analysis for
Mobile Entertainment by Geographic Region/Country - US,
Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin
America, and Rest of World Markets Independently Analyzed with
Annual Sales Figures in US$ Million for Years 2009 through
2018 (includes corresponding Graph/Chart) II-66

Table 19: World 10-Year Perspective for Mobile Entertainment
by Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Latin America, and Rest of World Markets for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) II-67

Table 20: World Recent Past, Current and Future Analysis for
Mobile Music by Geographic Region/ Country - US, Canada,
Japan, Europe, Asia-Pacific (excluding Japan), Latin America,
and Rest of World Markets Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) II-68

Table 21: World 10-Year Perspective for Mobile Music by
Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Latin America, and Rest of World Markets for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) II-69

Table 22: World Recent Past, Current and Future Analysis for
Mobile Gaming by Geographic Region/ Country - US, Canada,
Japan, Europe, Asia-Pacific (excluding Japan), Latin America,
and Rest of World Markets Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) II-70

Table 23: World 10-Year Perspective for Mobile Gaming by
Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Latin America, and Rest of World Markets for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) II-71

Table 24: World Recent Past, Current and Future Analysis for
Mobile Infotainment by Geographic Region/Country - US, Canada,
Japan, Europe, Asia-Pacific (excluding Japan), Latin America,
and Rest of World Markets Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) II-72

Table 25: World 10-Year Perspective for Mobile Infotainment by
Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Latin America, and Rest of World Markets for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) II-73

Table 26: World Recent Past, Current and Future Analysis for
Mobile TV by Geographic Region/ Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Latin America, and
Rest of World Markets Independently Analyzed with Annual Sales
Figures in US$ Million for Years 2009 through 2018 (includes
corresponding Graph/Chart) II-74

Table 27: World 10-Year Perspective for Mobile TV by
Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Latin America, and Rest of World Markets for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) II-75

Table 28: World Recent Past, Current and Future Analysis for
Mobile Adult Content by Geographic Region/Country - US,
Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin
America, and Rest of World Markets Independently Analyzed with
Annual Sales Figures in US$ Million for Years 2009 through
2018 (includes corresponding Graph/Chart) II-76

Table 29: World 10-Year Perspective for Mobile Adult Content
by Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Latin America, and Rest of World Markets for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) II-77

Table 30: World Recent Past, Current and Future Analysis for
Mobile User Generated Content by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Latin America, and Rest of World Markets Independently
Analyzed with Annual Sales Figures in US$ Million for Years
2009 through 2018 (includes corresponding Graph/Chart) II-78

Table 31: World 10-Year Perspective for Mobile User Generated
Content by Geographic Region/Country - Percentage Breakdown of
Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Latin America, and Rest of World Markets
for Years 2009, 2012 and 2018 (includes corresponding
Graph/Chart) II-79

Table 32: World Recent Past, Current and Future Analysis for
Mobile Gambling by Geographic Region/Country - US, Canada,
Japan, Europe, Asia-Pacific (excluding Japan), Latin America,
and Rest of World Markets Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) II-80

Table 33: World 10-Year Perspective for Mobile Gambling by
Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Latin America, and Rest of World Markets for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) II-81


III. MARKET

1. THE UNITED STATES III-1
A.Market Analysis III-1
Current and Future Analysis III-1
Mobile TV Market to Display Rapid Growth in the US III-1
Mobile Gaming - ‘All Set’ to Grow III-1
Ringtones On a Declining Growth Trajectory III-2
Competitive Scenario III-2
Key Statistics III-2
Table 34: US Market for Mobile Video Service (2011):
Percentage Share Breakdown of Revenue by Application
(includes corresponding Graph/Chart) III-2

Table 35: US Market for Mobile Music (2010): Percentage
Share Breakdown of Revenue by Application (includes
corresponding Graph/Chart) III-2
Strategic Corporate Developments III-3
Service Launches/Introductions III-9
Key Players III-14
B.Market Analytics III-17
Table 36: US Recent Past, Current and Future Analysis for
Mobile Entertainment by Segment - Music, Gaming,
Infotainment, Mobile TV, Adult Content, User Generated
Content, and Gambling Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-17

Table 37: US 10-Year Perspective for Mobile Entertainment by
Segment - Percentage Breakdown of Dollar Sales for Music,
Gaming, Infotainment, Mobile TV, Adult Content, User
Generated Content, and Gambling for Years 2009, 2012 and
2018 (includes corresponding Graph/Chart) III-18

2. CANADA III-19
A.Market Analysis III-19
Current and Future Analysis III-19
B.Market Analytics III-20
Table 38: Canadian Recent Past, Current and Future Analysis
for Mobile Entertainment by Segment - Music, Gaming,
Infotainment, Mobile TV, Adult Content, User Generated
Content, and Gambling Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-20

Table 39: Canadian 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-21

3. JAPAN III-22
A.Market Analysis III-22
Current and Future Analysis III-22
Key Statistic III-22
Table 40: Japanese Digital Games Market (2010 and 2011):
Percentage Breakdown of Revenues by Segments-Console Games,
Online and PC Games, Social Games and Mobile Games (includes
corresponding Graph/Chart) III-22
Strategic Corporate Developments III-23
Service Launches/Introductions III-23
Key Player III-24
B.Market Analytics III-25
Table 41: Japanese Recent Past, Current and Future Analysis
for Mobile Entertainment by Segment - Music, Gaming,
Infotainment, Mobile TV, Adult Content, User Generated
Content, and Gambling Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-25

Table 42: Japanese 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-26

4. EUROPE III-27
A.Market Analysis III-27
Current and Future Analysis III-27
Analysis by Geographic Region III-27
Analysis by Product Segment III-27
Overview III-27
Mobile Gaming to Witness an Upsurge in Near Future III-28
Changing Regulatory Scenario to Spearhead Demand for Online
Gambling in EU III-28
Mobile Music and Gaming Fail to Pick Up in Finland III-28
Inferior Visual Quality Inhibit Growth of Mobile TV III-28
Strategic Corporate Developments III-29
Service Launches/Introductions III-33
B.Market Analytics III-36
Table 43: European Recent Past, Current and Future Analysis
for Mobile Entertainment by Geographic Region/Country
-France, Germany, Italy, UK, Spain, Russia and Rest of
Europe Markets Independently Analyzed with Annual Sales
Figures in US$ Million for Years 2009 through 2018 (includes
corresponding Graph/Chart) III-36

Table 44: European 10-Year Perspective for Mobile
Entertainment by Geographic Region/ Country - Percentage
Breakdown of Dollar Sales for France, Germany, Italy, UK,
Spain, Russia and Rest of Europe Markets for Years 2009,
2012 and 2018 (includes corresponding Graph/Chart) III-37

Table 45: European Recent Past, Current and Future Analysis
for Mobile Entertainment by Segment - Music, Gaming,
Infotainment, Mobile TV, Adult Content, User Generated
Content, and Gambling Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-38

Table 46: European 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 (includes corresponding Graph/Chart) III-39

4a. FRANCE III-40
A.Market Analysis III-40
Current and Future Analysis III-40
Key Player III-40
B.Market Analytics III-41
Table 47: French Recent Past, Current and Future Analysis for
Mobile Entertainment by Segment - Music, Gaming,
Infotainment, Mobile TV, Adult Content, User Generated
Content, and Gambling Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-41

Table 48: French 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-42

4b. GERMANY III-43
A.Market Analysis III-43
Current and Future Analysis III-43
B.Market Analytics III-43
Table 49: German Recent Past, Current and Future Analysis for
Mobile Entertainment by Segment - Music, Gaming,
Infotainment, Mobile TV, Adult Content, User Generated
Content, and Gambling Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-43

Table 50: French 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-44

4c. ITALY III-45
A.Market Analysis III-45
Current and Future Analysis III-45
B.Market Analytics III-46
Table 51: Italian Recent Past, Current and Future Analysis
for Mobile Entertainment by Segment - Music, Gaming,
Infotainment, Mobile TV, Adult Content, User Generated
Content, and Gambling Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-46

Table 52: Italian 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-47

4d. THE UNITED KINGDOM III-48
A.Market Analysis III-48
Current and Future Analysis III-48
Strategic Corporate Development III-48
Key Players III-48
B.Market Analytics III-51
Table 53: UK Recent Past, Current and Future Analysis for
Mobile Entertainment by Segment - Music, Gaming,
Infotainment, Mobile TV, Adult Content, User Generated
Content, and Gambling Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-51

Table 54: UK 10-Year Perspective for Mobile Entertainment by
Segment - Percentage Breakdown of Dollar Sales for Music,
Gaming, Infotainment, Mobile TV, Adult Content, User
Generated Content, and Gambling for Years 2009, 2012 and
2018 (includes corresponding Graph/Chart) III-52

4e. SPAIN III-53
A.Market Analysis III-53
Current and Future Analysis III-53
Key Player III-53
B.Market Analytics III-54
Table 55: Spanish Recent Past, Current and Future Analysis for
Mobile Entertainment by Segment - Music, Gaming,
Infotainment, Mobile TV, Adult Content, User Generated
Content, and Gambling Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-54

Table 56: Spanish 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-55

4f. RUSSIA III-56
A.Market Analysis III-56
Current and Future Analysis III-56
B.Market Analytics III-57
Table 57: Russian Recent Past, Current and Future Analysis for
Mobile Entertainment by Segment - Music, Gaming,
Infotainment, Mobile TV, Adult Content, User Generated
Content, and Gambling Independently Analyzed with Annual
Sales Figures in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-57

Table 58: Russian 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-58

4g. REST OF EUROPE III-59
A.Market Analysis III-59
Current and Future Analysis III-59
Key Players III-59
B.Market Analytics III-61
Table 59: Rest of Europe Recent Past, Current and Future
Analysis for Mobile Entertainment by Segment - Music,
Gaming, Infotainment, Mobile TV, Adult Content, User
Generated Content, and Gambling Independently Analyzed with
Annual Sales Figures in US$ Million for Years 2009 through
2018 (includes corresponding Graph/Chart) III-61

Table 60: Rest of Europe 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-62

5. ASIA-PACIFIC III-63
A.Market Analysis III-63
Current and Future Analysis III-63
Content Applications Market on an Upswing III-63
Video Services Market on a Roll III-63
Asian Mobile TV Market III-63
Asia-Pacific Continues to Lead Mobile Gaming Market Worldwide III-64
Asia-Pacific to be Global Hub for Mobile Gambling III-64
Functionality and Affordability Drive Mobile Market in
Asia-Pacific III-64
iPhone Faces Growth Challenge in Asia-Pacific III-65
Notable Regional Markets for Mobile Entertainment III-65
India III-65
Indian Mobile Gaming Industry to Surge III-65
Mobile Music Drives Mobile Entertainment Market in India III-65
Mobile Video Content Market to Gain Traction in Future III-65
China III-65
Overview III-65
Table 61: Chinese Mobile Applications Market (2010):
Penetration of Mobile Applications as Percentage of
Total Chinese Population in Year 2010 (includes
corresponding Graph/Chart) III-66
Huge Demand for Mobile Internet Services in China III-67
Mobile Gaming Market III-67
China Propels Demand for Mobile Games from Korea III-67
Strategic Corporate Developments III-67
Service Launches/Introductions III-72
Select Regional Players III-72
B.Market Analytics III-73
Table 62: Asia-Pacific Recent Past, Current and Future
Analysis for Mobile Entertainment by Segment - Music,
Gaming, Infotainment, Mobile TV, Adult Content, User
Generated Content, and Gambling Independently Analyzed with
Annual Sales Figures in US$ Million for Years 2009 through
2018 (includes corresponding Graph/Chart) III-73

Table 63: Asia-Pacific 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-74

6. LATIN AMERICA III-75
A.Market Analysis III-75
Current and Future Analysis III-75
Market Overview III-75
Adult Mobile Content to Witness Growth III-75
Strategic Corporate Developments III-75
Service Launches/Introductions III-76
Binbit Group - A Leading Regional Player III-76
B.Market Analytics III-77
Table 64: Latin America Recent Past, Current and Future
Analysis for Mobile Entertainment by Segment - Music,
Gaming, Infotainment, Mobile TV, Adult Content, User
Generated Content, and Gambling Independently Analyzed with
Annual Sales Figures in US$ Million for Years 2009 through
2018 (includes corresponding Graph/Chart) III-77

Table 65: Latin America 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-78

7. REST OF WORLD III-79
A.Market Analysis III-79
Current and Future Analysis III-79
Strategic Corporate Developments III-79
Service Launches/Introductions III-80
Key Player III-80
B.Market Analytics III-81
Table 66: Rest of World Recent Past, Current and Future
Analysis for Mobile Entertainment by Segment - Music,
Gaming, Infotainment, Mobile TV, Adult Content, User
Generated Content, and Gambling Independently Analyzed with
Annual Sales Figures in US$ Million for Years 2009 through
2018 (includes corresponding Graph/Chart) III-81

Table 67: Rest of World 10-Year Perspective for Mobile
Entertainment by Segment - Percentage Breakdown of Dollar
Sales for Music, Gaming, Infotainment, Mobile TV, Adult
Content, User Generated Content, and Gambling for Years
2009, 2012 and 2018 (includes corresponding Graph/Chart) III-82


IV. COMPETITIVE LANDSCAPE

Total Companies Profiled: 148 (including Divisions/Subsidiaries - 151)

The United States (62)
Canada (3)
Japan (6)
Europe (49)
- France (5)
- Germany (4)
- The United Kingdom (21)
- Italy (3)
- Spain (1)
- Rest of Europe (15)
Asia-Pacific (Excluding Japan) (26)
Latin America (1)
Africa (1)
MiddleEast (2)
Mediterranean (1)

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