Mobile Entertainment Market Size, Share, By Applications (Mobile Music, Mobile Gaming, Mobile TV, Mobile Personalization, and Others), By Advertisement (Social Media Advertising, Online Video Advertising, Online Search Advertising, Mobile Location Based Advertising, and In-Game Advertising), and By Region - Trends, Analysis and Forecast till 2034

Report Code: PMI96719 | Publish Date: December 2023 | No. of Pages: 167

Global Mobile Entertainment Market By Overview

  • In 2023, mobile entertainment market was estimated to be worth USD 130.9 billion.
  • By 2034, the target market is expected to grow to USD 872.1 billion.
  • Target market is expanding at a CAGR of 17.6%

Market Overview:

Global mobile entertainment market is driven by growing number of smartphone and tablet users across the globe. In addition, growing number of free-to-use and pay-per-use applications, coupled with fastest-speed network providers are other major factors fuelling growth of the global mobile entertainment market. In the recent years, photo editing applications such as snapchat, Instagram, PicsArt etc. and popularity of photo sharing has increased rapidly among all age-group consumers. This factor is propelling growth of the global mobile entertainment market. Free services such as mobile TV, video-on-demand and online music are further fueling growth of the global market. Furthermore, use of high specifications games, e-commerce and social networking websites, applications, blogs, etc. by consumers are expected to drive growth of the global market over the forecast period.

Key Takeaways:

  • North America held the largest share of the market in 2024.
  • Asia Pacific is projected to be the fastest-growing market in the coming years.
  • By application, mobile gaming dominate the target market growth.

Global Mobile Entertainment Market By Drivers & Restraints

Key Drivers of Target Market:

Independent Platform for Artists

  • Mobile entertainment apps provides great opportunity for designation of an independent platform for a lot entertainment activities i.e. music, movies, live streaming, sports, etc. which is best thing for many artists to create content for consumption to increase substantial followers. In past days, only professionals with good resources could able to create all kinds of content. But, today the process of application development is too effortless so that people experiments freely without any restriction with their talent.
  • For Instance, in June 2024, Artists have finally had enough with Meta’s predatory AI policies, but Meta’s loss is Cara’s gain. An artist-run, anti-AI social platform, Cara has grown from 40,000 to 650,000 users within the last week, catapulting it to the top of the App Store charts.

Higher range of users and their engagement

  • Mobile entertainment apps are best source of entertainment which engages a lots of users. These apps has a lots of features and properties with a variety of content and thus good to create interest as well as curiosity among the users. Individuals who have influence mobile entertainment apps have a lot of followers and their fans also use these apps to connect and interact with them which is best way of engagement of users with mobile entertainment apps.
  • For Instance, in September 2024, according to the Statista, China had more smartphone users than any country in the world at more than 974 million. India had the second most smartphone users, amounting to around 659. 

Restrains:

Workplace Distractions

  • Mobile entertainment are major reasons for distractions, pulling attention away from the tasks and activities. According to the academic research, having and attending a cell phone or any entertainment devices during the completion of tasks reduces the productivity as well as thinking capacity. Many job needs continuous focus such as cutting tools, working at heights, construction engineering, daycare workers, nurses, doctors, lifeguards, and among others in which mobile entertainment apps as well as devices are negative reasons for distractions. In July 2024, according to the AXIOS News, many schools are banning the use of cellphones in classrooms and school premises to get kids to pay attention during the classes.
  • Counterbalance Statements: One of the major solutions to this problem are set boundaries, decreases notification, set time limitations, mediation, etc.

Security Concern

  • The mobile entertainment industry faces the problem of cyber threats such as ransomware, phishing, DDoS attacks, Man-in-the-Middle (MitM) attacks, advanced jailbreaking and rooting techniques, device and OS exploits, and among others which lead to the compromise sensitive data, disrupt operations, damage reputations, etc.
  • Counterbalance Statements: One of the major solutions to this problem are using strong password, regularly up gradation, built-in feature for security, use two-factor authentication, etc.

Opportunities:

Economies of Growth in Infancy

  • Emerging markets in Asia Pacific, and North America, which consider higher users, and increasing range of video game players as growing factors and it creates major opportunities for the market's growth.
  • For instance, in April 2024, Infinix is now recognized as the sixth most innovative company in the Asia-Pacific region by Fast Company. Their ability to combine cutting-edge technologies with affordable pricing has apparently struck gold for itself.  

Emerging Trends

  • The future of mobile entertainment is being greatly influence by a convergence of trends which are creating content more immersive, charming, personalized, reachable, obtainable, and socially driven. Because these trends are continuous to develop it is essential to stay informed and adaptable for the consumers, creators as well as businesses

Mobile Entertainment Market Share

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Global Mobile Entertainment Market By Segmentations & Regional Insights

The market is segmented based on Application, and Advertisement.  

By Application

By Advertisement 

  • Mobile Music
  • Mobile Gaming
  • Mobile TV
  • Mobile Personalization
  • Others
  • Social Media Advertising
  • Online Video Advertising
  • Online Search Advertising
  • Mobile Location Based Advertising,
  • In-Game Advertising

Application Insights:

On the basis of Application Mobile Entertainment Market is segmented into Mobile Music, Mobile Gaming, Mobile TV, Mobile Personalization, and Others. Mobile gaming dominate the target market growth due to increasing number of players as well as gaming apps.

  • For Instance, in April 2024, The International Olympic Committee (IOC) and nWay have announced the launch of Olympics Go! Paris 2024- the official mobile game for the Olympics Games Paris 2024. This innovative game is a hybrid causal sports and simulation title that merges city-building elements with the sports events of the Games in Paris to provide a truly unique Olympic gaming experience. 

Advertisement Insights:

The mobile entertainment market by advertisement is segmented into Social Media Advertising, Online Video Advertising, Online Search Advertising, Mobile Location Based Advertising, and In-Game Advertising.

Regional Insights

  • North America: North America dominates the global mobile entertainment market and is expected to maintain its dominance over the forecast period. This growth is attributed to increasing number of smartphone and tablet users coupled, with increasing disposable income especially in countries in this region.
  • Asia Pacific: Asia Pacific market is expected to witness significant growth over the forecast period owing to high purchasing power and technological awareness in users.

Mobile Entertainment Market Report Scope:

Attribute

Details

Market Size 2024

USD 199.36 Billion 

Projected Market Size 2034

USD 872.1 Billion

CAGR Growth Rate

17.6% (2024-2034)

Base year for estimation

2023

Forecast period

2024 – 2034

Market representation

Revenue in USD Billion & CAGR from 2024 to 2034

Regional scope

North America - U.S., Canada

Europe - UK, Germany, Spain, France, Italy, Russia, Rest of Europe

Asia Pacific - Japan, India, China, South Korea, Australia, Rest of Asia-Pacific

Latin America - Brazil, Mexico, Argentina, Rest of Latin America

Middle East & Africa - South Africa, Saudi Arabia, UAE, Rest of Middle East & Africa

Report coverage

Revenue forecast, company share, competitive landscape, growth factors, and trends

Segments Covered in the Report:

This report forecasts revenue growth at global, regional, and country levels, analyzing industry trends and opportunities across sub-segments from 2024 to 2034. It segments the market by Application, Advertisement, and Region.

Segmentation:

By Application:

  • Mobile Music
  • Mobile Gaming
  • Mobile TV
  • Mobile Personalization
  • Others

By Advertisements:

  • Social Media Advertising
  • Online Video Advertising
  • Online Search Advertising
  • Mobile Location Based Advertising
  • In-Game Advertising

By Region:

  • North America
    • U.S.
    • Canada
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • Israel
    • South Africa
    • Rest of Middle East & Africa

Global Mobile Entertainment Market By Competitive Landscape & Key Players

The key players operating in the Mobile Entertainment Market include Activision Blizzard Inc., Apple Inc., AT&T Inc., Electronic Arts Inc., Facebook, Google LLC, Netflix Inc., OnMobile Global Limited, Rovio Entertainment Corporation, Amazon Inc., Nokia Corporation, HTC Corporation, and Snap Inc.

Mobile Entertainment Market Key Players

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Global Mobile Entertainment Market By Recent News

  • In August 2024, Mix on Wheels, the leading provider of mobile entertainment solutions announce the launch of Electric DJ Vehicle, which is combination of cutting-edge technology, sustainability and unparalleled entertainment for future of events.
  • In September 2024, Infinix, a pioneer in cutting-edge technology solutions, launches Infinix XPAD tablet which blends powerful performance, advanced connectivity, and immersive multimedia capabilities to serve the evolving needs of professionals, students, and entertainment.

Analyst View:

The industry for mobile entertainment market is placed for substantial growth due growing number of smartphone, tablet users across the globe, growing number of free-to-use and pay-per-use applications. New innovations and development, advance technologies as well as many collaborations and partnerships helps to boost the growth of the market in upcoming years.

Global Mobile Entertainment Market By Company Profile

o   Activision Blizzard Inc.

o   Apple Inc.

o   AT&T Inc.

o   Electronic Arts Inc.

o   Facebook

o   Google LLC

o   Netflix Inc.

o   OnMobile Global Limited

o   Rovio Entertainment Corporation

o   Amazon Inc.

o   Nokia Corporation

o   HTC Corporation

o   Snap Inc

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FAQs

Mobile Entertainment Market Size was valued at USD 199.36 Billion in 2024 and is expected to reach USD 872.1 Billion by 2034 growing at a CAGR of 17.6%.

The Market is segmented into Applications, Advertisements, and Region.

The Market is segmented by region North America, Asia Pacific, Europe, Latin America, the Middle East, and Africa. North America is expected to dominate the Market.

The key players operating in the Mobile Entertainment Market include Activision Blizzard Inc., Apple Inc., AT&T Inc., Electronic Arts Inc., Facebook, Google LLC, Netflix Inc., OnMobile Global Limited, Rovio Entertainment Corporation, Amazon Inc., Nokia Corporation, HTC Corporation, and Snap Inc.