시장보고서
상품코드
1555964

세계의 모바일 컨텐츠 시장 규모, 점유율, 동향 분석 : 컨텐츠 유형별, 플랫폼별, 매출 모델별, 지역별 전망, 예측(2024-2031년)

Global Mobile Content Market Size, Share & Trends Analysis Report By Content Type (Games, Mobile Apps, Music, and Other Content Type), By Platform, By Revenue Model, By Regional Outlook and Forecast, 2024 - 2031

발행일: | 리서치사: KBV Research | 페이지 정보: 영문 286 Pages | 배송안내 : 즉시배송

    
    
    



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세계의 모바일 컨텐츠 시장 규모는 예측 기간 중 CAGR 22.2%로 성장하며, 2031년까지 1조 4,000억 달러에 달할 것으로 예측됩니다.

시장 성장 요인

가격 하락과 기술 향상으로 스마트폰이 더욱 친숙해지면서 더 많은 사람들이 디지털 컨텐츠를 이용할 수 있게 되었습니다. 국제전기통신연합(ITU)에 따르면 2022년 전 세계 스마트폰 보급률은 약 73%를 나타낼 것으로 예상되며, 이는 전년 대비 큰 폭으로 증가한 수치입니다. 따라서 선진국과 개발도상국 모두에서 스마트폰 보급률이 증가하는 것은 이러한 컨텐츠 소비의 성장에 중요한 요소입니다.

또한 틱톡, 유튜브, 넷플릭스 등 동영상 스트리밍 플랫폼의 확산으로 개인이 모바일 기기에서 컨텐츠를 소비하는 방식도 변화하고 있습니다. 이러한 플랫폼은 모바일 사용자에 맞게 컨텐츠 전송을 조정하여 시청자가 언제 어디서나 엔터테인먼트에 접근할 수 있는 원활한 경험을 제공합니다. 따라서 모바일 기기에서 비디오 컨텐츠를 소비, 제작, 공유할 수 있는 능력이 이 같은 성장을 가속하고, 시장 성장을 더욱 촉진하고 있습니다.

시장 성장 억제요인

이 컨텐츠는 종종 사용자의 위치 정보, 연락처 정보, 브라우징 습관, 결제 정보 등 민감한 데이터를 수집하는 경우가 많습니다. 제대로 보호되지 않으면 이 데이터는 사이버 공격의 표적이 되어 침입을 초래할 수 있으며, 수백만 명의 사용자가 개인정보 도난, 사기 및 기타 악의적인 활동에 노출될 수 있습니다. 따라서 이러한 우려는 시장 성장을 저해할 수 있습니다.

컨텐츠 유형 전망

컨텐츠 유형에 따라 시장은 모바일 앱, 게임, 음악, 기타로 분류됩니다. 모바일 앱 부문은 2023년 이 컨텐츠 시장에서 37%의 매출 점유율을 차지할 것으로 예상됩니다. 여기에는 소셜미디어, 생산성, 스트리밍, E-Commerce 등 다양한 카테고리의 앱이 포함됩니다. 사용자가 커뮤니케이션에서 엔터테인먼트에 이르기까지 다양한 일상 활동에 모바일 장비에 대한 의존도가 높아짐에 따라 모바일 앱은 디지털 생태계의 중요한 부분이되어이 부문의 상당한 성장과 매출을 촉진했습니다.

플랫폼 전망

플랫폼별로 보면 시장은 iOS, Android, 기타로 분류되며, iOS 부문은 2023년 컨텐츠 시장에서 36%의 매출 점유율을 차지할 것으로 예상됩니다. 컨텐츠 프로바이더들은 애플 소비자들이 앱, 게임, 구독에 더 많은 돈을 쓰는 경향이 있으므로 이 플랫폼이 매우 수익성이 높다고 보고 있으며, 애플 제품이 주류인 북미와 유럽과 같은 첨단 시장에서 iOS의 호조는 이 컨텐츠 시장의 매출 기여도를 더욱 높였습니다. 컨텐츠 시장의 매출 기여도가 더욱 높아졌습니다.

매출모델 전망

매출 모델에 따라 시장은 인앱 구매, 광고, 구독, 유료 다운로드, 기타로 나뉩니다. 광고 부문은 2023년 모바일 컨텐츠 시장 매출의 27%를 차지할 것으로 예상됩니다. 배너 광고, 동영상 광고, 네이티브 광고와 같은 모바일 광고는 무료 플랫폼의 주요 수입원이며, 구독료를 부과하지 않고도 대규모 사용자 기반에서 매출을 창출할 수 있습니다. 소셜미디어 플랫폼, 뉴스 앱, 캐주얼 게임은 운영을 지원하기 위해 광고에 크게 의존하고 있습니다.

지역 전망

지역별로 보면 시장은 북미, 유럽, 아시아태평양, 라틴아메리카, 중동 및 아프리카에 걸쳐 분석되었습니다. 아시아태평양은 2023년 이 컨텐츠 시장에서 30%의 매출 점유율을 차지할 것으로 예상됩니다. 이 지역은 인구 증가, 인터넷 보급률 증가, 모바일 기술의 급속한 채택으로 인해 폭발적인 성장세를 보이고 있습니다. 중국, 인도, 일본, 한국 등의 국가는 컨텐츠 소비의 주요 허브로 부상하고 있습니다. 특히 중국의 활기찬 모바일 게임 산업과 WeChat, TikTok 등 앱의 광범위한 사용은 매출 창출에 크게 기여하고 있습니다.

목차

제1장 시장 범위와 조사 방법

  • 시장의 정의
  • 목적
  • 시장 범위
  • 세분화
  • 조사 방법

제2장 시장 개관

  • 주요 하이라이트

제3장 시장 개요

  • 서론
    • 개요
      • 시장 구성과 시나리오
  • 시장에 영향을 미치는 주요 요인
    • 시장 성장 촉진요인
    • 시장 성장 억제요인
    • 시장 기회
    • 시장이 해결해야 할 과제

제4장 경쟁 분석 - 세계

  • KBV Cardinal Matrix
  • 최근 산업 전체의 전략적 개발
    • 파트너십, 협업 및 계약
    • 제품의 발매와 제품의 확대
    • 인수와 합병
  • 시장 점유율 분석, 2023년
  • 주요 성공 전략
    • 주요 전략
    • 주요 전략적 움직임
  • Porter's Five Forces 분석

제5장 세계 시장 : 컨텐츠 유형별

  • 세계의 게임 시장 : 지역별
  • 세계의 모바일 앱 시장 : 지역별
  • 세계의 음악 시장 : 지역별
  • 세계의 기타 컨텐츠 유형 시장 : 지역별

제6장 세계 시장 : 플랫폼별

  • 세계의 Android 마켓 : 지역별
  • 세계의 iOS 시장 : 지역별
  • 세계의 기타 플랫폼 시장 : 지역별

제7장 세계 시장 : 매출 모델별

  • 세계의 인앱 구매 시장 : 지역별
  • 세계의 광고 시장 : 지역별
  • 세계의 서브스크립션 시장 : 지역별
  • 세계의 페이 퍼 다운로드 시장 : 지역별
  • 세계의 기타 매출 모델 시장 : 지역별

제8장 세계 시장 : 지역별

  • 북미
    • 북미 시장 : 국가별
      • 미국
      • 캐나다
      • 멕시코
      • 기타 북미
  • 유럽
    • 유럽 시장 : 국가별
      • 독일
      • 영국
      • 프랑스
      • 러시아
      • 스페인
      • 이탈리아
      • 기타 유럽
  • 아시아태평양
    • 아시아태평양 시장 : 국가별
      • 중국
      • 일본
      • 인도
      • 한국
      • 싱가포르
      • 말레이시아
      • 기타 아시아태평양
  • 라틴아메리카·중동 및 아프리카
    • 라틴아메리카·중동 및 아프리카 시장 : 국가별
      • 브라질
      • 아르헨티나
      • 아랍에미리트
      • 사우디아라비아
      • 남아프리카공화국
      • 나이지리아
      • 기타 라틴아메리카·중동 및 아프리카

제9장 기업 개요

  • Google LLC(Alphabet Inc)
  • Microsoft Corporation
  • Meta Platforms, Inc
  • Sony Corporation
  • Apple, Inc
  • Huawei Technologies Co, Ltd.(Huawei Investment & Holding Co., Ltd.)
  • Nintendo Co, Ltd.
  • Amazoncom, Inc.
  • ByteDance Ltd
  • Samsung Electronics Co, Ltd.(Samsung Group)

제10장 모바일 컨텐츠 시장의 성공 필수 조건

KSA 24.09.27

The Global Mobile Content Market size is expected to reach $1.4 Trillion by 2031, rising at a market growth of 22.2% CAGR during the forecast period.

Mobile gaming has emerged as a key driver of growth in the mobile content market, propelled by the availability of powerful smartphones that support high-quality graphics and immersive gameplay. Games like PUBG Mobile and Call of Duty Mobile offer console-level experiences on handheld devices, attracting millions of players globally. Thus, the Games Segment captured $120 Billion revenue in 2023.

The major strategies followed by the market participants are Partnerships as the key developmental strategy to keep pace with the changing demands of end users. For instance, In September, 2024, Huawei partnered with Avow, a company specializing in digital solutions and content delivery, to enhance this content and digital services. This collaboration aims to leverage Avow's expertise to improve content delivery and user experiences on Huawei's platforms and devices. Moreover, In June, 2024, Apple partnered with Bharti Airtel to enhance content distribution in India. This collaboration focuses on integrating Apple's content services with Airtel's network, aiming to improve content delivery and access for Airtel's customers. This partnership positions Apple to leverage Airtel's widespread telecom infrastructure to expand its reach in this market.

Market Growth Factors

With smartphones becoming more accessible due to lower prices and improved technology, a broader demographic can now engage with digital content. According to the International Telecommunication Union (ITU), global smartphone penetration reached around 73% in 2022, a substantial increase from previous years. Hence, the increasing smartphone penetration across both developed and developing nations is a critical factor in the growth of this content consumption.

Additionally, The manner in which individuals consume content on mobile devices has been transformed by the widespread use of video streaming platforms, including TikTok, YouTube, and Netflix. These platforms have tailored their content delivery to suit mobile users, offering seamless experiences that allow viewers to access entertainment anytime, anywhere. Thus, the ability to consume, create, and share video content on mobile devices has fueled this massive growth, further driving the growth of the market.

Market Restraining Factors

This content often involves collecting sensitive data, such as users' location, contact details, browsing habits, and payment information. If not properly protected, this data can become a target for cyberattacks, leading to breaches that expose millions of users to identity theft, fraud, and other malicious activities. Hence, such concerns may hamper the growth of the market.

Content Type Outlook

Based on content type, the market is classified into mobile apps, games, music, and others. The mobile apps segment procured 37% revenue share in this content market in 2023. This includes various apps spanning categories such as social media, productivity, streaming, and e-commerce. As users increasingly relied on their mobile devices for various daily activities, from communication to entertainment, mobile apps became an essential part of the digital ecosystem, driving considerable growth and revenue for the segment.

Platform Outlook

By platform, the market is segmented into iOS, Android, and others. The iOS segment garnered 36% revenue share in this content market in 2023. Content providers find the platform to be highly profitable due to the fact that Apple consumers tend to spend more on apps, games, and subscriptions. iOS's strong performance in developed markets, such as North America and Europe, where Apple products dominate, further enhanced its contribution to this content market's revenue.

Revenue Model Outlook

On the basis of revenue model, the market is divided into in-app purchases, advertising, subscription, pay-per-downloads, and others. The advertising segment recorded 27% revenue share in the mobile content market in 2023. Mobile ads, including banner ads, video ads, and native ads, are a primary source of income for free-to-use platforms, allowing them to monetize large user bases without charging subscription fees. Social media platforms, news apps, and casual games heavily rely on advertising to support their operations.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific segment acquired 30% revenue share in this content market in 2023. This region has seen explosive growth due to its vast population, increasing internet penetration, and rapid adoption of mobile technologies. Countries like China, India, Japan, and South Korea have emerged as major hubs for the content consumption. In particular, China's thriving mobile gaming industry and the widespread use of apps like WeChat and TikTok have significantly contributed to revenue generation.

Recent Strategies Deployed in the Market

  • Sep-2024: Nintendo completed the acquisition of Dynamo Pictures, a firm known for its expertise in visual content production. This acquisition aims to enhance Nintendo's capabilities in creating and managing high-quality visual content for its gaming platforms.
  • Jun-2024: Meta launched new AI-driven tools on WhatsApp, enabling businesses to deliver more personalized messages and automate customer interactions. This move aims to streamline customer engagement on one of the world's leading mobile messaging platforms.
  • May-2024: Google revealed a new Android feature aimed at driving user engagement by encouraging users to return to their installed apps. This initiative reflects Google's ongoing focus on improving mobile content consumption and app retention for Android users.
  • Feb-2024: Meta partnered with Vodafone, a leading telecommunications company based in the UK, to improve video streaming quality for users on mobile networks. This partnership aims to enhance video content delivery on mobile devices, enriching the user experience on Meta's platforms.
  • Jan-2024: Microsoft launched mobile game store, taking on Apple and Google in the mobile game distribution space. This initiative is aimed at providing developers with an alternative platform for distributing mobile games and giving consumers more choices in accessing mobile content.

List of Key Companies Profiled

  • Google LLC
  • Microsoft Corporation
  • Meta Platforms, Inc.
  • Sony Corporation
  • Apple, Inc.
  • Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
  • Nintendo Co., Ltd.
  • Amazon.com, Inc.
  • ByteDance Ltd.
  • Samsung Electronics Co., Ltd. (Samsung Group)

Global Mobile Content Market Report Segmentation

By Content Type

  • Games
  • Mobile Apps
  • Music
  • Other Content Type

By Platform

  • Android
  • iOS
  • Other Platform

By Revenue Model

  • In-App Purchases
  • Advertising
  • Subscription
  • Pay-per-Downloads
  • Other Revenue Model

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
  • Rest of LAMEA

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Global Mobile Content Market, by Content Type
    • 1.4.2 Global Mobile Content Market, by Platform
    • 1.4.3 Global Mobile Content Market, by Revenue Model
    • 1.4.4 Global Mobile Content Market, by Geography
  • 1.5 Methodology for the research

Chapter 2. Market at a Glance

  • 2.1 Key Highlights

Chapter 3. Market Overview

  • 3.1 Introduction
    • 3.1.1 Overview
      • 3.1.1.1 Market Composition and Scenario
  • 3.2 Key Factors Impacting the Market
    • 3.2.1 Market Drivers
    • 3.2.2 Market Restraints
    • 3.2.3 Market Opportunities
    • 3.2.4 Market Challenges

Chapter 4. Competition Analysis - Global

  • 4.1 KBV Cardinal Matrix
  • 4.2 Recent Industry Wide Strategic Developments
    • 4.2.1 Partnerships, Collaborations and Agreements
    • 4.2.2 Product Launches and Product Expansions
    • 4.2.3 Acquisition and Mergers
  • 4.3 Market Share Analysis, 2023
  • 4.4 Top Winning Strategies
    • 4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
    • 4.4.2 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2023, Apr - 2024, Sep) Leading Players
  • 4.5 Porter Five Forces Analysis

Chapter 5. Global Mobile Content Market by Content Type

  • 5.1 Global Games Market by Region
  • 5.2 Global Mobile Apps Market by Region
  • 5.3 Global Music Market by Region
  • 5.4 Global Other Content Type Market by Region

Chapter 6. Global Mobile Content Market by Platform

  • 6.1 Global Android Market by Region
  • 6.2 Global iOS Market by Region
  • 6.3 Global Other Platform Market by Region

Chapter 7. Global Mobile Content Market by Revenue Model

  • 7.1 Global In-App Purchases Market by Region
  • 7.2 Global Advertising Market by Region
  • 7.3 Global Subscription Market by Region
  • 7.4 Global Pay-per-Downloads Market by Region
  • 7.5 Global Other Revenue Model Market by Region

Chapter 8. Global Mobile Content Market by Region

  • 8.1 North America Mobile Content Market
    • 8.1.1 North America Mobile Content Market by Content Type
      • 8.1.1.1 North America Games Market by Country
      • 8.1.1.2 North America Mobile Apps Market by Country
      • 8.1.1.3 North America Music Market by Country
      • 8.1.1.4 North America Other Content Type Market by Country
    • 8.1.2 North America Mobile Content Market by Platform
      • 8.1.2.1 North America Android Market by Country
      • 8.1.2.2 North America iOS Market by Country
      • 8.1.2.3 North America Other Platform Market by Country
    • 8.1.3 North America Mobile Content Market by Revenue Model
      • 8.1.3.1 North America In-App Purchases Market by Country
      • 8.1.3.2 North America Advertising Market by Country
      • 8.1.3.3 North America Subscription Market by Country
      • 8.1.3.4 North America Pay-per-Downloads Market by Country
      • 8.1.3.5 North America Other Revenue Model Market by Country
    • 8.1.4 North America Mobile Content Market by Country
      • 8.1.4.1 US Mobile Content Market
        • 8.1.4.1.1 US Mobile Content Market by Content Type
        • 8.1.4.1.2 US Mobile Content Market by Platform
        • 8.1.4.1.3 US Mobile Content Market by Revenue Model
      • 8.1.4.2 Canada Mobile Content Market
        • 8.1.4.2.1 Canada Mobile Content Market by Content Type
        • 8.1.4.2.2 Canada Mobile Content Market by Platform
        • 8.1.4.2.3 Canada Mobile Content Market by Revenue Model
      • 8.1.4.3 Mexico Mobile Content Market
        • 8.1.4.3.1 Mexico Mobile Content Market by Content Type
        • 8.1.4.3.2 Mexico Mobile Content Market by Platform
        • 8.1.4.3.3 Mexico Mobile Content Market by Revenue Model
      • 8.1.4.4 Rest of North America Mobile Content Market
        • 8.1.4.4.1 Rest of North America Mobile Content Market by Content Type
        • 8.1.4.4.2 Rest of North America Mobile Content Market by Platform
        • 8.1.4.4.3 Rest of North America Mobile Content Market by Revenue Model
  • 8.2 Europe Mobile Content Market
    • 8.2.1 Europe Mobile Content Market by Content Type
      • 8.2.1.1 Europe Games Market by Country
      • 8.2.1.2 Europe Mobile Apps Market by Country
      • 8.2.1.3 Europe Music Market by Country
      • 8.2.1.4 Europe Other Content Type Market by Country
    • 8.2.2 Europe Mobile Content Market by Platform
      • 8.2.2.1 Europe Android Market by Country
      • 8.2.2.2 Europe iOS Market by Country
      • 8.2.2.3 Europe Other Platform Market by Country
    • 8.2.3 Europe Mobile Content Market by Revenue Model
      • 8.2.3.1 Europe In-App Purchases Market by Country
      • 8.2.3.2 Europe Advertising Market by Country
      • 8.2.3.3 Europe Subscription Market by Country
      • 8.2.3.4 Europe Pay-per-Downloads Market by Country
      • 8.2.3.5 Europe Other Revenue Model Market by Country
    • 8.2.4 Europe Mobile Content Market by Country
      • 8.2.4.1 Germany Mobile Content Market
        • 8.2.4.1.1 Germany Mobile Content Market by Content Type
        • 8.2.4.1.2 Germany Mobile Content Market by Platform
        • 8.2.4.1.3 Germany Mobile Content Market by Revenue Model
      • 8.2.4.2 UK Mobile Content Market
        • 8.2.4.2.1 UK Mobile Content Market by Content Type
        • 8.2.4.2.2 UK Mobile Content Market by Platform
        • 8.2.4.2.3 UK Mobile Content Market by Revenue Model
      • 8.2.4.3 France Mobile Content Market
        • 8.2.4.3.1 France Mobile Content Market by Content Type
        • 8.2.4.3.2 France Mobile Content Market by Platform
        • 8.2.4.3.3 France Mobile Content Market by Revenue Model
      • 8.2.4.4 Russia Mobile Content Market
        • 8.2.4.4.1 Russia Mobile Content Market by Content Type
        • 8.2.4.4.2 Russia Mobile Content Market by Platform
        • 8.2.4.4.3 Russia Mobile Content Market by Revenue Model
      • 8.2.4.5 Spain Mobile Content Market
        • 8.2.4.5.1 Spain Mobile Content Market by Content Type
        • 8.2.4.5.2 Spain Mobile Content Market by Platform
        • 8.2.4.5.3 Spain Mobile Content Market by Revenue Model
      • 8.2.4.6 Italy Mobile Content Market
        • 8.2.4.6.1 Italy Mobile Content Market by Content Type
        • 8.2.4.6.2 Italy Mobile Content Market by Platform
        • 8.2.4.6.3 Italy Mobile Content Market by Revenue Model
      • 8.2.4.7 Rest of Europe Mobile Content Market
        • 8.2.4.7.1 Rest of Europe Mobile Content Market by Content Type
        • 8.2.4.7.2 Rest of Europe Mobile Content Market by Platform
        • 8.2.4.7.3 Rest of Europe Mobile Content Market by Revenue Model
  • 8.3 Asia Pacific Mobile Content Market
    • 8.3.1 Asia Pacific Mobile Content Market by Content Type
      • 8.3.1.1 Asia Pacific Games Market by Country
      • 8.3.1.2 Asia Pacific Mobile Apps Market by Country
      • 8.3.1.3 Asia Pacific Music Market by Country
      • 8.3.1.4 Asia Pacific Other Content Type Market by Country
    • 8.3.2 Asia Pacific Mobile Content Market by Platform
      • 8.3.2.1 Asia Pacific Android Market by Country
      • 8.3.2.2 Asia Pacific iOS Market by Country
      • 8.3.2.3 Asia Pacific Other Platform Market by Country
    • 8.3.3 Asia Pacific Mobile Content Market by Revenue Model
        • 8.3.3.1.1 Asia Pacific In-App Purchases Market by Country
        • 8.3.3.1.2 Asia Pacific Advertising Market by Country
        • 8.3.3.1.3 Asia Pacific Subscription Market by Country
        • 8.3.3.1.4 Asia Pacific Pay-per-Downloads Market by Country
        • 8.3.3.1.5 Asia Pacific Other Revenue Model Market by Country
    • 8.3.4 Asia Pacific Mobile Content Market by Country
      • 8.3.4.1 China Mobile Content Market
        • 8.3.4.1.1 China Mobile Content Market by Content Type
        • 8.3.4.1.2 China Mobile Content Market by Platform
        • 8.3.4.1.3 China Mobile Content Market by Revenue Model
      • 8.3.4.2 Japan Mobile Content Market
        • 8.3.4.2.1 Japan Mobile Content Market by Content Type
        • 8.3.4.2.2 Japan Mobile Content Market by Platform
        • 8.3.4.2.3 Japan Mobile Content Market by Revenue Model
      • 8.3.4.3 India Mobile Content Market
        • 8.3.4.3.1 India Mobile Content Market by Content Type
        • 8.3.4.3.2 India Mobile Content Market by Platform
        • 8.3.4.3.3 India Mobile Content Market by Revenue Model
      • 8.3.4.4 South Korea Mobile Content Market
        • 8.3.4.4.1 South Korea Mobile Content Market by Content Type
        • 8.3.4.4.2 South Korea Mobile Content Market by Platform
        • 8.3.4.4.3 South Korea Mobile Content Market by Revenue Model
      • 8.3.4.5 Singapore Mobile Content Market
        • 8.3.4.5.1 Singapore Mobile Content Market by Content Type
        • 8.3.4.5.2 Singapore Mobile Content Market by Platform
        • 8.3.4.5.3 Singapore Mobile Content Market by Revenue Model
      • 8.3.4.6 Malaysia Mobile Content Market
        • 8.3.4.6.1 Malaysia Mobile Content Market by Content Type
        • 8.3.4.6.2 Malaysia Mobile Content Market by Platform
        • 8.3.4.6.3 Malaysia Mobile Content Market by Revenue Model
      • 8.3.4.7 Rest of Asia Pacific Mobile Content Market
        • 8.3.4.7.1 Rest of Asia Pacific Mobile Content Market by Content Type
        • 8.3.4.7.2 Rest of Asia Pacific Mobile Content Market by Platform
        • 8.3.4.7.3 Rest of Asia Pacific Mobile Content Market by Revenue Model
  • 8.4 LAMEA Mobile Content Market
    • 8.4.1 LAMEA Mobile Content Market by Content Type
      • 8.4.1.1 LAMEA Games Market by Country
      • 8.4.1.2 LAMEA Mobile Apps Market by Country
      • 8.4.1.3 LAMEA Music Market by Country
      • 8.4.1.4 LAMEA Other Content Type Market by Country
    • 8.4.2 LAMEA Mobile Content Market by Platform
      • 8.4.2.1 LAMEA Android Market by Country
      • 8.4.2.2 LAMEA iOS Market by Country
      • 8.4.2.3 LAMEA Other Platform Market by Country
    • 8.4.3 LAMEA Mobile Content Market by Revenue Model
      • 8.4.3.1 LAMEA In-App Purchases Market by Country
      • 8.4.3.2 LAMEA Advertising Market by Country
      • 8.4.3.3 LAMEA Subscription Market by Country
      • 8.4.3.4 LAMEA Pay-per-Downloads Market by Country
      • 8.4.3.5 LAMEA Other Revenue Model Market by Country
    • 8.4.4 LAMEA Mobile Content Market by Country
      • 8.4.4.1 Brazil Mobile Content Market
        • 8.4.4.1.1 Brazil Mobile Content Market by Content Type
        • 8.4.4.1.2 Brazil Mobile Content Market by Platform
        • 8.4.4.1.3 Brazil Mobile Content Market by Revenue Model
      • 8.4.4.2 Argentina Mobile Content Market
        • 8.4.4.2.1 Argentina Mobile Content Market by Content Type
        • 8.4.4.2.2 Argentina Mobile Content Market by Platform
        • 8.4.4.2.3 Argentina Mobile Content Market by Revenue Model
      • 8.4.4.3 UAE Mobile Content Market
        • 8.4.4.3.1 UAE Mobile Content Market by Content Type
        • 8.4.4.3.2 UAE Mobile Content Market by Platform
        • 8.4.4.3.3 UAE Mobile Content Market by Revenue Model
      • 8.4.4.4 Saudi Arabia Mobile Content Market
        • 8.4.4.4.1 Saudi Arabia Mobile Content Market by Content Type
        • 8.4.4.4.2 Saudi Arabia Mobile Content Market by Platform
        • 8.4.4.4.3 Saudi Arabia Mobile Content Market by Revenue Model
      • 8.4.4.5 South Africa Mobile Content Market
        • 8.4.4.5.1 South Africa Mobile Content Market by Content Type
        • 8.4.4.5.2 South Africa Mobile Content Market by Platform
        • 8.4.4.5.3 South Africa Mobile Content Market by Revenue Model
      • 8.4.4.6 Nigeria Mobile Content Market
        • 8.4.4.6.1 Nigeria Mobile Content Market by Content Type
        • 8.4.4.6.2 Nigeria Mobile Content Market by Platform
        • 8.4.4.6.3 Nigeria Mobile Content Market by Revenue Model
      • 8.4.4.7 Rest of LAMEA Mobile Content Market
        • 8.4.4.7.1 Rest of LAMEA Mobile Content Market by Content Type
        • 8.4.4.7.2 Rest of LAMEA Mobile Content Market by Platform
        • 8.4.4.7.3 Rest of LAMEA Mobile Content Market by Revenue Model

Chapter 9. Company Profiles

  • 9.1 Google LLC (Alphabet Inc.)
    • 9.1.1 Company Overview
    • 9.1.2 Financial Analysis
    • 9.1.3 Segmental and Regional Analysis
    • 9.1.4 Research & Development Expense
    • 9.1.5 Recent strategies and developments:
      • 9.1.5.1 Partnerships, Collaborations, and Agreements:
      • 9.1.5.2 Product Launches and Product Expansions:
    • 9.1.6 SWOT Analysis
  • 9.2 Microsoft Corporation
    • 9.2.1 Company Overview
    • 9.2.2 Financial Analysis
    • 9.2.3 Segmental and Regional Analysis
    • 9.2.4 Research & Development Expenses
    • 9.2.5 Recent strategies and developments:
      • 9.2.5.1 Product Launches and Product Expansions:
      • 9.2.5.2 Acquisition and Mergers:
    • 9.2.6 SWOT Analysis
  • 9.3 Meta Platforms, Inc.
    • 9.3.1 Company Overview
    • 9.3.2 Financial Analysis
    • 9.3.3 Segment and Regional Analysis
    • 9.3.4 Research & Development Expense
    • 9.3.5 Recent strategies and developments:
      • 9.3.5.1 Partnerships, Collaborations, and Agreements:
      • 9.3.5.2 Product Launches and Product Expansions:
    • 9.3.6 SWOT Analysis
  • 9.4 Sony Corporation
    • 9.4.1 Company Overview
    • 9.4.2 Financial Analysis
    • 9.4.3 Segmental and Regional Analysis
    • 9.4.4 Research & Development Expenses
    • 9.4.5 Recent strategies and developments:
      • 9.4.5.1 Partnerships, Collaborations, and Agreements:
    • 9.4.6 SWOT Analysis
  • 9.5 Apple, Inc.
    • 9.5.1 Company Overview
    • 9.5.2 Financial Analysis
    • 9.5.3 Regional Analysis
    • 9.5.4 Research & Development Expense
    • 9.5.5 Recent strategies and developments:
      • 9.5.5.1 Partnerships, Collaborations, and Agreements:
    • 9.5.6 SWOT Analysis
  • 9.6 Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
    • 9.6.1 Company Overview
    • 9.6.2 Financial Analysis
    • 9.6.3 Segmental and Regional Analysis
    • 9.6.4 Research & Development Expenses
    • 9.6.5 Recent strategies and developments:
      • 9.6.5.1 Partnerships, Collaborations, and Agreements:
    • 9.6.6 SWOT Analysis
  • 9.7 Nintendo Co., Ltd.
    • 9.7.1 Company Overview
    • 9.7.2 Financial Analysis
    • 9.7.3 Regional Analysis
    • 9.7.4 Research & Development Expenses
    • 9.7.5 Recent strategies and developments:
      • 9.7.5.1 Partnerships, Collaborations, and Agreements:
      • 9.7.5.2 Acquisition and Mergers:
    • 9.7.6 SWOT Analysis
  • 9.8 Amazon.com, Inc.
    • 9.8.1 Company Overview
    • 9.8.2 Financial Analysis
    • 9.8.3 Segmental Analysis
    • 9.8.4 Recent strategies and developments:
      • 9.8.4.1 Product Launches and Product Expansions:
      • 9.8.4.2 Acquisition and Mergers:
    • 9.8.5 SWOT Analysis
  • 9.9 ByteDance Ltd.
    • 9.9.1 Company Overview
    • 9.9.2 Recent strategies and developments:
      • 9.9.2.1 Partnerships, Collaborations, and Agreements:
      • 9.9.2.2 Acquisition and Mergers:
    • 9.9.3 SWOT Analysis
  • 9.10. Samsung Electronics Co., Ltd. (Samsung Group)
    • 9.10.1 Company Overview
    • 9.10.2 Financial Analysis
    • 9.10.3 Segmental and Regional Analysis
    • 9.10.4 Research & Development Expenses
    • 9.10.5 SWOT Analysis

Chapter 10. Winning Imperatives of Mobile Content Market

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