Digital and Mobile Media - Apps, Music, Entertainment, Social Networks and Gaming

Synopsis

The global digital media entertainment market continues to go from strength to strength in 2016. This highly competitive industry sector is flourishing on the back of improved mobile and broadband infrastructure and consumers continuing to embrace entertainment services such as gaming, social media, video streaming and music. The gaming sector in particular has become very competitive with some consolidation occurring and previously successful game developers such as Zynga beginning to struggle. Mobile gaming has become the key growth area and Nintendo is currently leading the charge with the launch of its Pokemon Go game, based on augmented reality. In terms of social media, Facebook continues to dominate on a global level and video streaming continues to grow and place pressure on bandwidth around the world. The digital music sector is witnessing the rise of streaming music and it now accounts for around half of all digital music revenues.

This BuddeComm report provides a global overview of the key areas for entertainment on mobile and fixed Internet. It includes information and statistics on social networks, app stores, photo messaging, online and mobile gambling and gaming and digital music. Please note: Mobile TV is covered in a separate report.

Latest developments:

Global mobile app revenues in 2016 are expected to reach over $50 billion; By early 2015 digital music distribution accounted for more than 70% of music revenue in the US, compared to about 21% for CDs; Games are by far the most popular genre of app downloaded; By 2020 the mobile app industry may be worth as much as $100 billion; Social networks are subject to the fickle nature of consumer preferences and in recent years Twitter has felt the impact of slowing popularity. With Japan’s Nintendo entering the mobile device gaming market, this industry is seeing a see a shakeup.

Companies mentioned in this report:

Amazon; Apple; Blackberry; Facebook; Foursquare; Google; Instagram; Nintendo; Spotify; Twitter; King; Zynga.

Table of Contents

  • 1. Synopsis
  • 2. Entertainment driving digital and mobile services
  • 3. Mobile entertainment
    • 3.1 Mobile app insights
    • 3.2 Global mobile app store statistics
    • 3.3 Machine learning and apps
  • 4. Video streaming
  • 5. Social networks
    • 5.1 The fickle nature of social networks – Twitter feeling the heat
  • 6. Adult services
  • 7. Online and mobile dating
  • 8. Mobile photo-messaging
    • 8.1 Instagram
  • 9. Online and mobile gaming
    • 9.1 The Middle East is a target market for mobile gaming
    • 9.2 Gamification
  • 10. Online and mobile gambling
  • 11. Online and mobile music
  • 12. Advertising – a key revenue source
    • 12.1 Social network advertising
    • 12.2 Online video advertising
  • 13. Related reports
  • Table 1 – Global - mobile entertainment revenues – 2011 - 2017
  • Table 2 – Global - leading app store competitors by number of apps – 2011 – Mid 2015
  • Table 3 – Examples of social networks by user numbers
  • Table 4 – Global – subscribers to digital music services – 2010 - 2015
  • Table 5 – Global - digital music revenue – 2007 - 2014
  • Table 6 – Social network advertising revenue by region – 2013 - 2015
  • Exhibit 1 – Popular mobile app examples - 2016
  • Exhibit 2 – Examples of key IPTV vendors worldwide
  • Exhibit 3 – Mobile video chat and conferencing – a key growth area

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Number of pages 16

Status Current

Last updated 18 Jul 2016
Update History

Analyst: Kylie Wansink

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