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Mobile Entertainment: Leisure, Video, Music, Games, Adult & Gambling 2013-2018

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

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?

Table of Contents

Executive Summary

1. Mobile Entertainment: A Market In Perpetual Growth

  • 1.1 Introduction
  • 1.2 Types of Mobile Entertainment Service

2. Mobile Entertainment Market Forecasts

  • 2.1 Forecast Definitions & Methodology
  • 2.2 The Global Market for Mobile Entertainment
  • 2.3 Mobile Entertainment Product Sector Forecasts
  • 2.4 Mobile Entertainment Regional Forecasts

3. The Question of Mobile Entertainment Monetisation

  • 3.1 The Opportunity for Mobile Entertainment
  • 3.2 Mobile Content Business Models
  • 3.3 The Challenges of Content Billing
  • 3.4 Advertising in Apps
  • 3.5 Beyond the App Store: An Alternative to Content Distribution

4. Hurdles Across the Mobile Entertainment Value Chain

  • 4.1 Challenges for MNOs
  • 4.2 Challenges for Storefront Vendors
  • 4.3 Challenges for Content Providers
  • 4.4 The Developing Market Opportunity, & Associated Challenges

5. Mobile Ticketing for Entertainment & Events

  • 5.1 Introduction
  • 5.2 Market Forecast

6. The Regulation of Mobile Entertainment

  • 6.1 Introduction
  • 6.2 Regulatory Environments
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