1. RESEARCH SCOPE & METHODOLOGY
1.1. STUDY OBJECTIVES
1.2. SCOPE OF STUDY
1.3. METHODOLOGY
1.4. ASSUMPTIONS & LIMITATIONS

2. EXECUTIVE SUMMARY
2.1. MARKET SIZE & ESTIMATES
2.2. MARKET OVERVIEW

3. MARKET DYNAMICS
3.1. MARKET DEFINITION
3.2. KEY DRIVERS
3.2.1. SURGE IN DEMAND FOR OVER-THE-TOP (OTT) CONTENT
3.2.2. GROWING POPULARITY OF MOBILE GAMING
3.2.3. RISE IN SMARTPHONE PENETRATION
3.2.4. ADOPTION OF SUBSCRIPTION-BASED DIGITAL CONTENTS
3.3. KEY RESTRAINTS
3.3.1. COMPLICATION IN DIRECT CARRIER BILLING PLATFORM ECOSYSTEM

4. KEY ANALYTICS
4.1. KEY INVESTMENT INSIGHTS
4.2. PORTER’S FIVE FORCE ANALYSIS
4.2.1. BUYER POWER
4.2.2. SUPPLIER POWER
4.2.3. SUBSTITUTION
4.2.4. NEW ENTRANTS
4.2.5. INDUSTRY RIVALRY
4.3. OPPORTUNITY MATRIX
4.4. VENDOR LANDSCAPE

5. MARKET BY CONTENT
5.1. APPLICATION & GAMES
5.2. VIDEOS & AUDIO
5.3. OTHERS

6. MARKET BY OPERATING SYSTEM
6.1. ANDROID
6.2. IOS
6.3. OTHERS

7. GEOGRAPHICAL ANALYSIS
7.1. NORTH AMERICA
7.1.1. UNITED STATES
7.1.2. CANADA
7.2. EUROPE
7.2.1. UNITED KINGDOM
7.2.2. GERMANY
7.2.3. FRANCE
7.2.4. ITALY
7.2.5. RUSSIA
7.2.6. BELGIUM
7.2.7. POLAND
7.2.8. REST OF EUROPE
7.3. ASIA PACIFIC
7.3.1. CHINA
7.3.2. JAPAN
7.3.3. INDIA
7.3.4. SOUTH KOREA
7.3.5. INDONESIA
7.3.6. THAILAND
7.3.7. VIETNAM
7.3.8. AUSTRALIA & NEW ZEALAND
7.3.9. REST OF ASIA PACIFIC
7.4. REST OF WORLD
7.4.1. LATIN AMERICA
7.4.2. MIDDLE EAST & AFRICA

8. COMPANY PROFILES
8.1. BOKU INC
8.2. BANGO PLC
8.3. DIMOCO
8.4. FORTUMO OU
8.5. CENTILI
8.6. COMVIVA
8.7. NTT DOCOMO
8.8. SINGTEL
8.9. MOBIYO
8.10. DIGITAL TURBINE INC
8.11. ORANGE S.A
8.12. IMPELUS
8.13. SWISSCOM AG
8.14. T-MOBILE US