Monday 29 June 2015, Amsterdam
The report recognizes the following companies as the key players in the Global Mobile Entertainment Market: Activision Blizzard Inc., Apple Inc., Electronic Arts Inc., freenet digital GmbH, Google Inc., QuickPlay Media Inc., Rovio International Ltd. and Spotify Ltd.
Other Prominent Vendors in the market are: 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 and WeMade Entertainment.
Commenting on the report, an analyst said: “The global mobile entertainment market is witnessing a change in user demographics. For instance, in the mobile games market there has been an increase in the number of women and child gamers. This has resulted in a shift in the focus of vendors from traditional sales to sales of virtual goods, subscription-based games, ad-based games, and games as a service.”
According to the report, virtual goods and the micro-transactions revenue model are expected to grow in the coming years. This is because of the growing number of in-app purchases, which require users to pay to buy virtual goods, which are non-existent objects within the game. For instance, Apple, which previously charged for downloading any application, welcomed the free-to-play model so that it could charge for premium games through in-app purchases while maintaining sustainability.
Further, the report states that competition among mobile entertainment vendors is very intense as the market is highly fragmented with the presence of both global and local players. Further, the presence of leading mediums of mobile entertainment services such as games, mobile TV, and music poses a high challenge among the vendors to bring creativity to the products and services for higher traction with the customers.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.