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Mobile Entertainment

Mobile Entertainment

Leisure, Video, Music, Games, Adult & Gambling 2013-2018

Publisher: Juniper Research
Date Published: 10/12/2013
Category: Mobile Content & Applications
No of Pages: 86
Coverage: Global ~ 8 key regions
 

Overview

•    Sector-by-sector analysis
•    Revenue breakdown by product and region
•    Challenges assessed across the value chain

The greatly anticipated 8th edition of this industry leading Report provides a definitive top level view of the rapidly growing mobile entertainment market. This highly regarded
Report provides the reader with valuable insights into the key sectors of the mobile entertainment market, in addition to the new business models which will shape the way content is monetised.  The Report’s associated Excel contains all regional and sector forecasts from this report, plus country level forecasts for US, Canada and UK.

This Report Covers

Challenges Across The Value Chain – This Report explores the monetisation issues involved in the mobile entertainment market and outlines the key trends, challenges and potential strategies for all stakeholders across the sector. These include:
•    The rise of Smartphones & Tablets.
•    The trend for multi-screen usage.
•    The growing challenges of content billing.
•    The advantages and challenges of HTML5.

Key Drivers – The Report also analyses the key drivers behind the growth in this space, and evaluates the change in mobile content business models that are reinventing the mobile entertainment ecosystem.

Interviews – This Report is supported with interviews from industry leaders; Amazon, Bango, Getjar & Mozilla.
 
Market Sizing & Forecasts - This Report brings together in a single volume the key five-year revenue forecasts from across Juniper’s latest sector-specific reports:

•    Leisure & eReader Apps (NEW 2013)
•    Mobile TV & Video
•    Music
•    Games
•    Adult
•    Gambling

Table of Contents

Executive Summary
1. Mobile Entertainment: A Market In Perpetual Growth

1.1 Introduction
1.2 Types of Mobile Entertainment Service
1.2.1 Mobile Gambling
1.2.2 Mobile Adult Content
1.2.3 Mobile Games
1.2.4 Mobile Music
1.2.5 Mobile TV & Video
1.2.6 Mobile Leisure & eReader Apps

2. Mobile Entertainment Market Forecasts

2.1 Forecast Definitions & Methodology
2.1.1 Forecast Methodology
Figure 2.1: Mobile Entertainment Forecast Methodology
2.2 The Global Market for Mobile Entertainment
2.2.1 Global Market Product Breakdown
Figure 2.2 & Table 2.1: Total Revenues from Mobile Entertainment ($m) Split by 6 Products 2013‑2018
Figure 2.3: Total Revenues from Mobile Entertainment (%) Split by 6 Products, 2013
Figure 2.4: Total Revenues from Mobile Entertainment (%) Split by 6 Products, 2018
2.2.2 Global Market Regional Breakdown
Figure 2.5 & Table 2.2: Total Revenues from Mobile Entertainment ($m) Split by 8 Key Regions 2013‑2018
Figure 2.6: Total Revenues from Mobile Entertainment (%) Split by 8 Key Regions, 2013
Figure 2.7: Total Revenues from Mobile Entertainment (%) Split by 8 Key Regions, 2018
2.3 Mobile Entertainment Product Sector Forecasts
2.3.1 Mobile Gambling
i. Quantifying Mobile Gambling: Wagers & Gross Win
ii. Methodology
iii. Total Mobile Gambling Wagers
Figure 2.8 & Table 2.3: Total Annual Wager on Mobile Gambling Services ($m) Split by 8 Key Regions 2013-2018
iv. Total Mobile Gambling Gross Win
Figure 2.9 & Table 2.4: Total Gross Win from Mobile Gambling Services ($m) Split by 8 Key Regions 2013-2018
2.3.2 Mobile Adult Content
Figure 2.10 & Table 2.5: Total End-User Revenues from Mobile Adult Content ($m) Split by 8 Key Regions 2013‑2018
2.3.3 Mobile Games
Figure 2.11 & Table 2.6: Total Consumer Spend on Mobile Games ($m) Split by 8 Key Regions 2013‑2018
2.3.4 Mobile Music
Figure 2.12 & Table 2.7: Total Revenues from Mobile Music ($m) Split by 8 Key Regions 2013‑2018
2.3.5 Mobile TV & Video Services
Figure 2.13 & Table 2.8: Total Revenues from Mobile TV & Video Services ($m) Split by 8 Key Regions 2013-2018
2.3.6 Mobile Leisure & eReader Apps
Figure 2.14 & Table 2.9: Total Revenues from Mobile Leisure & eReader Apps ($m) Split by 8 Key Regions 2013-2018
2.4 Mobile Entertainment Regional Forecasts
2.4.1 North America
Figure 2.15 & Table 2.10: Revenues from Mobile Entertainment Services in North America ($m) Split by 6 Products 2013-2018
2.4.2 Latin America
Figure 2.16 & Table 2.11: Revenues from Mobile Entertainment Services in Latin America ($m) Split by 6 Products 2013-2018
2.4.3 Western Europe
Figure 2.17 & Table 2.12: Revenues from Mobile Entertainment Services in Western Europe ($m) Split by 6 Products 2013-2018
2.4.4 Central & Eastern Europe
Figure 2.18 & Table 2.13: Revenues from Mobile Entertainment Services in Central & Eastern Europe ($m) Split by 6 Products 2013-2018
2.4.5 Far East & China
Figure 2.19 & Table 2.14: Revenues from Mobile Entertainment Services in Far East & China ($m) Split by 6 Products 2013-2018
2.4.6 Indian Subcontinent
Figure 2.20 & Table 2.15: Revenues from Mobile Entertainment Services in the Indian Subcontinent ($m) Split by 6 Products 2013-2018
2.4.7 Rest of Asia Pacific
Figure 2.21 & Table 2.16: Revenues from Mobile Entertainment Services in Rest of Asia Pacific ($m) Split by 6 Products 2013-2018
2.4.8 Africa & Middle East
Figure 2.22 & Table 2.17: Revenues from Mobile Entertainment Services in Africa & the Middle East ($m) Split by 6 Products 2013-2018

3. The Question of Mobile Entertainment Monetisation

3.1 The Opportunity for Mobile Entertainment
3.1.1 The Rise of the Smartphone
Figure 3.1: Smartphone Shipments (m) Split by Vendor, 2007‑2012
3.1.2 Emergence of the Smarter Featurephone
3.1.3 The Rise of the Tablet
Figure 3.2: Quarterly Sales and Cumulative Sales of the iPad (m) 2010–2013
3.1.4 The Multi-screen Environment
Figure 3.3: The Multi-screen Solution
3.1.5 The Growth of Mobile Internet Usage
3.1.6 mCommerce Escalates
3.2 Mobile Content Business Models
Figure 3.4: Mobile Content Monetisation Models
3.2.1 Pay-Per-Download
i. Hitting the Top 100
3.2.2 Free-to-Download
Table 3.1: Top Grossing Apps in Apple’s App Store 2012
i. Freemium
a. The In-App Purchase
b. Virtual Currency
c. ‘Lite’ Apps
3.2.3 Combining Business Models
3.3 The Challenges of Content Billing
3.3.1 Encouraging Users to Pay
i. A/B Testing
3.4 Advertising in Apps
3.5 Beyond the App Store: An Alternative to Content Distribution
3.5.1: HTML5: An Introduction
i. Case Study: The Financial Times Web App
a. Company
b. Products and Services
3.5.2 The Drawbacks and Challenges of HTML5
3.5.3: The Best of Both Worlds: Hybrid Apps
Figure 3.5: Key Advantages to Writing HTML5, Native and Hybrid Apps

4. Hurdles Across the Mobile Entertainment Value Chain

4.1 Challenges for MNOs
4.1.1 The Bitpipe Scenario
4.1.2 Carrier Billing
Table 4.1: Operator Billing Availability across OTT Storefronts, December 2013
i. Beyond the App Store: Further Opportunities for Carrier Billing
ii. Case Study: Bango
a. Company
b. Products & Services
4.1.3 The Content and Data Bundle
4.2 Challenges for Storefront Vendors
Figure 4.1: Leading App Store by Downloads and App Catalogue - December 2013
4.2.1 App Discovery
Figure 4.2: The Guardian App for iPhone
4.2.2 Web-Based Apps
Figure 4.3: The Routes from Developer to End-User
4.3 Challenges for Content Providers
4.3.1 Fragmentation
i. Android: Built for Fragmentation?
4.4 The Developing Market Opportunity, & Associated Challenges
Figure 4.4: App Store Availability by Country and Language, December 2013
4.4.1 Localisation

5. Mobile Ticketing for Entertainment & Events

5.1 Introduction
5.1.1 Entertainment & Events Mobile Ticketing Market Challenges
Figure 5.1: Fandango Mobile Ticketing
5.2 Market Forecast
5.2.1 Entertainment & Events Mobile Ticketing Landscape
5.2.2 Entertainment Events Mobile Ticketing Transaction Value
Figure 5.2 & Table 5.1: Total Entertainment Events Mobile Ticketing Transaction Value ($m) Split by 8 Key Regions 2013-2018

6. The Regulation of Mobile Entertainment

6.1 Introduction
6.2 Regulatory Environments
6.2.1 International Privacy Regulation
i. Directive 95/46/EC: Processing Personal Data and the Protection of Privacy
ii. The Electronic Communications Sector Data Protection Directive (2002/58/EC)
iii. The Data Retention Directive (2006/24/EC)
iv. The Distance Selling Directive (97/7/EC)
v. The E-money Directive (2009/110/EC)
6.2.2 Mobile Content Regulation
i. Pan-European Activities
a. European Framework on Safer Mobile use by Younger Teenagers and Children
Table 6.1: Key EU Operator Codes of Conduct Concerning Child Protection, Selected Countries
ii. National Legislation Pertaining to Mobile Services
a. ISPs (Internet Service Providers) in the UK
b. Case Study: PhonepayPlus
c. Case Study: Australian Communication and Media Authority (ACMA)
iii. National Self-Regulation
a. Case Study: US
b. Case Study: South Africa

Companies Referenced

3, ACMA (Australian Communications and Media Authority), Adobe, Amazon, Amdocs, Apple, Appy Entertainment, Assanka, AT&T, Backflip Studios, Bango, BBFC (British Board of Film Classification,  Bharti Airtel, BlackBerry, Bouygues Telecom, China Mobile, Cosmote, CTIA (Cellular Telecommunications and Internet Association), Debitel, Deutsche Telekom, DiGi, Disney, Distimo, EA, EC (European Commission), Facebook, Fandango, FEDMA (Federation of European Direct and Interactive Marketing). Financial Times, GetGlue, GetJar, Go Mobile, Google, GSMA, Hutchison Whampoa, Imangi Studios, Inneractive, Instagram, IWF (Internet Watch Foundation), Jamba!, Japan Racing Association, Kabam, King, LG, LinkedIn, Live Nation Entertainment, LSE (London School of Economics), Microsoft, MiKandi, Mobage, Mobile Entertainment Forum, Movistar, Mozilla, NaturalMotion, NBC Universal, Netflix, Nintendo, Nokia, O2 UK, OFCOM, Open Rights Group, Opera, Orange, Pandora Media, PayPal, PhonepayPlus, Pinterest, Playtika, Popcap, Probability PLC, Regal Cinemas, Rovio, Royal KPN, Sencha, SFR, Sling Media, Smartling, Sony, Sprint, Supercell, Tapjoy, Telecom Italia, Telefónica, Telenor, TeliaSonera, Telstra, The Wireless Association, Ticketscript, T-Mobile, TomTom, Tracfone, Twitter, Verizon, Vodafone, VODone, WASPA (Wireless Application Service Providers’ Association) of South Africa, YouTube, zeebox, Zynga.

Extra Info

‡8 Key Regions include: North America; Latin America; Western Europe; Central & Eastern Europe; Far East & China; Indian Subcontinent; Rest of Asia Pacific and Africa & the Middle East.

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Key Questions

•    Which mobile entertainment sectors will generate most revenues by 2018?
•    What are the key drivers behind mobile entertainment growth?
•    What are the primary business models for mobile entertainment services?
•    Which regions will see the highest levels of growth from mobile entertainment?
•    What are the primary constraints on utilising browser-based applications?
•    How has consumer tablet adoption impacted upon the mobile entertainment space?
•    How can players best tailor their products for emerging markets?
•    What are the key challenges facing network operators as a result of the entertainment revolution?

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Related Reports:

Mobile Entertainment Excel 2013-2018

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