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Mobile Entertainment

Juniper Research is a market leader in the Mobile Entertainment research area, having built an unrivalled source of market intelligence and forecast data over the past 11 years.

This highly regarded research suite provides the reader with influential insights into the key sectors of the mobile entertainment market, in addition to the new business models which will shape the way content is distributed and monetised.

Key Features

  • Provides detailed analysis on the continuing growth of the Smartphone and Tablet entertainment market.
  • Examines the development and future potential of the Multiscreen Environment.
  • Explores the challenges of Content Billing, and the prospects for different Monetisation Strategies.
  • Interviews with leading players across the value chain including Amazon, Bango, Getjar & Mozilla.
  • Benchmark industry forecasts for size and growth of the mobile entertainment market.

Key Questions

  • 1.Which mobile entertainment sectors will generate most revenues by 2018?
  • 2.What are the primary business models for mobile entertainment services?
  • 3.How has consumer tablet adoption impacted upon the mobile entertainment space?
  • 4.What are the key challenges facing network operators as a result of the entertainment revolution?
  • 5.How can players best tailor their products for emerging markets?

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.

Data & Interactive Forecast

Juniper Research's highly granular interactive Excels enable clients to manipulate Juniper's forecast data and charts to test their own assumptions, perform what-if analysis; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Forecast suite includes:

  • Country level data splits for the Canada, UK and US as well as 8 key regions.
  • Sector split by Leisure & eReader Apps, TV & Video, Music, Games, Adult and Gambling.
  • Sector Analysis and Regional Analysis tools allowing clients to compare select markets side by side in customised charts and tables.
  • Access to the full set of forecast data of more than 700 datapoints.

Table of Contents

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. The Question of Mobile Entertainment Monetisation

  • 2.1 The Opportunity for Mobile Entertainment Monetisation
    • 2.1.1 The Rise of the Smartphone
    • Figure 2.1: Smartphone Shipments (m) Spilt by Vendor, 2007-2012
    • 2.1.2 Emergence of the Smarter Featurephone
    • 2.1.3 The Rise of the Tablet
    • Figure 2.2: Quarterly Sales and Cumulative Sales of the iPad (m) 2010-2013
    • 2.1.4 The Multi-screen Environment
    • Figure 2.3: The Multi-screen Solution
    • 2.1.5 The Growth of Mobile Internet Usage
    • 2.1.6 mCommerce Escalates
  • 2.2 Mobile Content Business Models
    • Figure 2.4: Mobile Content Monetisation Models
    • 2.2.1 Pay-Per-Download
      • i. Hitting the Top 100
    • 2.2.2 Free-to-Download
    • Table 2.5: Top Grossing Apps in Apple's App Store 2012
      • i. Freemium
    • 2.2.3 Combining Business Models
  • 2.3 The Challenges of Content Billing
    • 2.3.1 Encouraging Users to Pay
      • i. A/B Testing
  • 2.4 Advertising Apps
  • 2.5 Beyond the App Store: An Alternative to Content Distribution 26
    • 2.5.1 HTML5: An Introduction
    • 2.5.2 The Drawbacks and Challenges of HTML5
      • i. Payment Mechanisms are Less Streamlined
      • ii. Tools to Assist Development are Scarce
      • iii. HTML5 Requires Connectivity
      • iv. Apps can be Slow
    • 2.5.3 The Best of Both Worlds: Hybrid Apps
    • Figure 2.6: Key Advantages to Writing HTML5, Native and Hybrid Apps

3. Hurdles Across the Mobile Entertainment Value Chain

  • 3.1 Challenges for MNOs
    • 3.1.1 The Bitpipe Scenario
    • 3.1.2 Carrier Billing
    • Figure 3.1: Operator Billing Availability across OTT Storefronts, December 2013
      • i. Beyond the App Store: Further Opportunities for Carrier Billing
    • 3.1.3 The Content and Data Bundle
  • 3.2 Challenges for Storefront Vendors
    • Figure 3.2: Leading App Store by Downloads and App Catalogue - December 2013
    • 3.2.1 App Discovery
    • Figure 3.3: The Guardian App for iPhone
    • 3.2.2 Web-based Apps
    • Figure 3.4: The Routes from Developer to End-User
  • 3.3 Challenges for Content Providers
    • 3.3.1 Fragmentation
      • i. Android: Built for Fragmentation
  • 3.4 The Developing Market Opportunity & Associated Challenges 42
    • Figure 3.5: App Store Availability by Country and Language, December 2013
    • 3.4.1 Localisation

4. Mobile Ticketing for Entertainment & Events

  • 4.1 Introduction
    • 4.1.1 Entertainment & Events Mobile Ticketing Market Challenges
      • i. Intensive Ticketing Validation Demands
      • ii. Handheld Reader Advantage
      • iii. Regional Differences
      • iv. End-to-End Ticketing Rare
    • Figure 4.1: Fandango Mobile Ticketing

5. Regulation of Mobile Entertainment

  • 5.1 Introduction
  • 5.2 Regulatory Environments
    • 5.2.1 International Privacy Regulations
      • 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)
    • 5.2.2 Mobile Content Regulation
      • i. Pan-European Activities
      • Table 5.1: Key EU Operator Codes of Conduct Concerning Child Protection, Selected Countries
      • ii. National Legislation Pertaining to Mobile Services
      • iii. National Self-Regulation
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