
Mobile Entertainment
4th edition
Published: December 2006
The value of the total entertainment market is estimated to be worth US$38.1billion in 2011
Key Coverage
Mobile Entertainment 4th edition offers an in-depth analysis of major player strategy, as well as full forecasts by market segment and region.
Report coverage includes:
- Games
- Music
- TV and Video
- Mobile Communities and User Generated Content
- Personalisation and images
- Gambling
- Adult Content
The strategic report includes case studies, business strategy, pricing models, key issues and recommendations for all players in the Mobile Entertainment value chain.
Market Data
- Market overview: Gain an insight into the market for mobile data and the state of play for the mobile industry as a whole, as well as analysis of the convergence of different digital mediums.
- Technology: Examine underlying network technologies, the growth of high speed data networks, the range of billing and payment mechanisms available, the impact of handset and device design as well as non-cellular delivery of mobile content.
- Business Models and Strategic Issues: Highlights pricing models, the content discovery process, revenue sharing trends and the role of each player in the Mobile Entertainment value chain, as well giving analysis of the unique industry survey findings.
Forecasts
Mobile Entertainment 4th edition includes comprehensive forecasts of all the key mobile content segments, based around user traffic and revenues, as well as regional splits.
Country by country breakdowns are also included, covering strategically important markets such as
- Brazil
- China
- France
- Germany
- India
- Japan
- South Korea
- UK
- USA
The forecasts cover
- Monophonic ringtones
- Polyphonic ringtones
- Realtones
- Ringback tones
- Full track downloads
- Streaming music
- TV and video by technology
- Photo and video sharing
- Chat
- Dating
- Games: Datacards
- Connected gaming
- Downloads
- Embedded games
- Adult services
- Gambling services
- Images and personalisation
Key Issues Addressed
- Music
- Learn about regional differences in relation to take up of mobile music services; what impact do cultural preferences have on the provision of regional business models?
- Adult
- How are operators addressing the issue of preventing minors from accessing adult content and which regions have guidelines in place to ensure legal access of adult content?
- Games
- Why are media companies and console-games publishers stepping up their involvement in mobile games?
- TV and Video
- Analysing mobile video formats: from original made-for-mobile series to repurposing existing film and TV content
- Personalisation
- What are the new services and applications driving mobile personalisation?
- Communities and User Generated Content
- Financial benefits of launching mobile community services
- Gambling
- What are the key growth areas for gambling and which have failed to deliver?
Countries / Sectors / Companies covered
Country by country breakdowns are also included, covering strategically important markets such as
- Brazil
- China
- France
- Germany
- India
- Japan
- South Korea
- UK
- USA
Who should read this report
- Mobile Network Operators
- Games Developers & Publishers
- Multimedia Service Providers
- Device Designers & Manufacturers
- Content Aggregators
- Record Labels & Artist Managers
- Media Rights Legal Executives
- Mobile & Digital Content Business Development executives
- Media Brands and Content Owners
- Investment banks
- Consultants





