Global Mobile Entertainment Market Status and Prospect, Forecast 2018 to 2026

Global Mobile Entertainment Market Status and Prospect, Forecast 2018 to 2026

Major factor driving growth of the global mobile entrainment market are increasing number of smartphone and tablet users across the world. In addition, high speed network providers coupled with increasing number of free-to-use and pay-per-use applications are other major factors driving growth of the global mobile entertainment market. Free services such as video-on demand, mobile TV, and online music are further fueling growth of the global mobile entertainment market. In the recent past, popularity of photo sharing and photo editing applications such as snapchat, Instagram, PicsArt etc. has increased rapidly among all age-group consumers. This has propelled growth of the global mobile entertainment market. Furthermore, use of social networking and e-Commerce websites and applications, blogs, etc. by consumers. High specifications games.

Major factor hampering growth of the global mobile entertainment market is privacy and security concern of personal data, as mobile entertainment applications have access to your contacts, location, camera etc. In addition, low network connectivity in some regions and high price of some services is further hampering growth of the global mobile entertainment market.

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The global mobile entertainment market is segmented on the basis of application, advertisement, and region.

North America dominates the global mobile entertainment market and is expected to maintain its dominance during the forecast period. North America accounts for highest CAGR of XX.X%. This growth is attributed to increasing number of smartphone and tablet users and increasing disposable income especially in countries in this region. The market Asia Pacific is expected to witness significant growth during the forecast period owing to high purchasing power and technological awareness in users.

Key players in the global mobile entertainment market are Activision Blizzard, Apple Inc., Electronic Arts, Google LLC, QuickPlay Media, Rovio International, Spotify, Nokia Corporation, Blackberry, and Samsung Corporation.

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