

The global Mobile Entertainment market size is predicted to grow from US$ 136860 million in 2025 to US$ 307260 million in 2031; it is expected to grow at a CAGR of 14.4% from 2025 to 2031.
United States market for Mobile Entertainment is estimated to increase from US$ million in 2024 to US$ million by 2031, at a CAGR of % from 2025 through 2031.
China market for Mobile Entertainment is estimated to increase from US$ million in 2024 to US$ million by 2031, at a CAGR of % from 2025 through 2031.
Europe market for Mobile Entertainment is estimated to increase from US$ million in 2024 to US$ million by 2031, at a CAGR of % from 2025 through 2031.
Global key Mobile Entertainment players cover Activision Blizzard, Apple, Electronic Arts, Freenet Digital, Google, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2024.
The 鈥淢obile Entertainment Industry Forecast鈥 looks at past sales and reviews total world Mobile Entertainment sales in 2024, providing a comprehensive analysis by region and market sector of projected Mobile Entertainment sales for 2025 through 2031. With Mobile Entertainment sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Mobile Entertainment industry.
This Insight Report provides a comprehensive analysis of the global Mobile Entertainment landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyses the strategies of leading global companies with a focus on Mobile Entertainment portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms鈥 unique position in an accelerating global Mobile Entertainment market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Mobile Entertainment and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Mobile Entertainment.
This report presents a comprehensive overview, market shares, and growth opportunities of Mobile Entertainment market by product type, application, key players and key regions and countries.
Segmentation by Type:
Leisure Activities (Singing,Game)
Social Activity
Shopping
Segmentation by Application:
Mobile Phone
Tablet PC
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Activision Blizzard
Apple
Electronic Arts
Freenet Digital
Google
QuickPlay Media
Rovio International
Spotify
CBS
CJ E&M Netmarble
Clear Channel Radio
Colopl
CyberAgent
DeNa
Samsung Music Hub
OnMobile
Locojoy
JB Hi-Fi Pty
Tencent
Alibaba
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Scope of the Report
1.1 麻豆原创 Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 麻豆原创 Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
1.8 麻豆原创 Estimation Caveats
2 Executive Summary
2.1 World 麻豆原创 Overview
2.1.1 Global Mobile Entertainment 麻豆原创 Size (2020-2031)
2.1.2 Mobile Entertainment 麻豆原创 Size CAGR by Region (2020 VS 2024 VS 2031)
2.1.3 World Current & Future Analysis for Mobile Entertainment by Country/Region (2020, 2024 & 2031)
2.2 Mobile Entertainment Segment by Type
2.2.1 Leisure Activities (Singing,Game)
2.2.2 Social Activity
2.2.3 Shopping
2.3 Mobile Entertainment 麻豆原创 Size by Type
2.3.1 Mobile Entertainment 麻豆原创 Size CAGR by Type (2020 VS 2024 VS 2031)
2.3.2 Global Mobile Entertainment 麻豆原创 Size 麻豆原创 Share by Type (2020-2025)
2.4 Mobile Entertainment Segment by Application
2.4.1 Mobile Phone
2.4.2 Tablet PC
2.4.3 Others
2.5 Mobile Entertainment 麻豆原创 Size by Application
2.5.1 Mobile Entertainment 麻豆原创 Size CAGR by Application (2020 VS 2024 VS 2031)
2.5.2 Global Mobile Entertainment 麻豆原创 Size 麻豆原创 Share by Application (2020-2025)
3 Mobile Entertainment 麻豆原创 Size by Player
3.1 Mobile Entertainment 麻豆原创 Size 麻豆原创 Share by Player
3.1.1 Global Mobile Entertainment Revenue by Player (2020-2025)
3.1.2 Global Mobile Entertainment Revenue 麻豆原创 Share by Player (2020-2025)
3.2 Global Mobile Entertainment Key Players Head office and Products Offered
3.3 麻豆原创 Concentration Rate Analysis
3.3.1 Competition Landscape Analysis
3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2023-2025)
3.4 New Products and Potential Entrants
3.5 Mergers & Acquisitions, Expansion
4 Mobile Entertainment by Region
4.1 Mobile Entertainment 麻豆原创 Size by Region (2020-2025)
4.2 Global Mobile Entertainment Annual Revenue by Country/Region (2020-2025)
4.3 Americas Mobile Entertainment 麻豆原创 Size Growth (2020-2025)
4.4 APAC Mobile Entertainment 麻豆原创 Size Growth (2020-2025)
4.5 Europe Mobile Entertainment 麻豆原创 Size Growth (2020-2025)
4.6 Middle East & Africa Mobile Entertainment 麻豆原创 Size Growth (2020-2025)
5 Americas
5.1 Americas Mobile Entertainment 麻豆原创 Size by Country (2020-2025)
5.2 Americas Mobile Entertainment 麻豆原创 Size by Type (2020-2025)
5.3 Americas Mobile Entertainment 麻豆原创 Size by Application (2020-2025)
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Brazil
6 APAC
6.1 APAC Mobile Entertainment 麻豆原创 Size by Region (2020-2025)
6.2 APAC Mobile Entertainment 麻豆原创 Size by Type (2020-2025)
6.3 APAC Mobile Entertainment 麻豆原创 Size by Application (2020-2025)
6.4 China
6.5 Japan
6.6 South Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
7 Europe
7.1 Europe Mobile Entertainment 麻豆原创 Size by Country (2020-2025)
7.2 Europe Mobile Entertainment 麻豆原创 Size by Type (2020-2025)
7.3 Europe Mobile Entertainment 麻豆原创 Size by Application (2020-2025)
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
8 Middle East & Africa
8.1 Middle East & Africa Mobile Entertainment by Region (2020-2025)
8.2 Middle East & Africa Mobile Entertainment 麻豆原创 Size by Type (2020-2025)
8.3 Middle East & Africa Mobile Entertainment 麻豆原创 Size by Application (2020-2025)
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries
9 麻豆原创 Drivers, Challenges and Trends
9.1 麻豆原创 Drivers & Growth Opportunities
9.2 麻豆原创 Challenges & Risks
9.3 Industry Trends
10 Global Mobile Entertainment 麻豆原创 Forecast
10.1 Global Mobile Entertainment Forecast by Region (2026-2031)
10.1.1 Global Mobile Entertainment Forecast by Region (2026-2031)
10.1.2 Americas Mobile Entertainment Forecast
10.1.3 APAC Mobile Entertainment Forecast
10.1.4 Europe Mobile Entertainment Forecast
10.1.5 Middle East & Africa Mobile Entertainment Forecast
10.2 Americas Mobile Entertainment Forecast by Country (2026-2031)
10.2.1 United States 麻豆原创 Mobile Entertainment Forecast
10.2.2 Canada 麻豆原创 Mobile Entertainment Forecast
10.2.3 Mexico 麻豆原创 Mobile Entertainment Forecast
10.2.4 Brazil 麻豆原创 Mobile Entertainment Forecast
10.3 APAC Mobile Entertainment Forecast by Region (2026-2031)
10.3.1 China Mobile Entertainment 麻豆原创 Forecast
10.3.2 Japan 麻豆原创 Mobile Entertainment Forecast
10.3.3 Korea 麻豆原创 Mobile Entertainment Forecast
10.3.4 Southeast Asia 麻豆原创 Mobile Entertainment Forecast
10.3.5 India 麻豆原创 Mobile Entertainment Forecast
10.3.6 Australia 麻豆原创 Mobile Entertainment Forecast
10.4 Europe Mobile Entertainment Forecast by Country (2026-2031)
10.4.1 Germany 麻豆原创 Mobile Entertainment Forecast
10.4.2 France 麻豆原创 Mobile Entertainment Forecast
10.4.3 UK 麻豆原创 Mobile Entertainment Forecast
10.4.4 Italy 麻豆原创 Mobile Entertainment Forecast
10.4.5 Russia 麻豆原创 Mobile Entertainment Forecast
10.5 Middle East & Africa Mobile Entertainment Forecast by Region (2026-2031)
10.5.1 Egypt 麻豆原创 Mobile Entertainment Forecast
10.5.2 South Africa 麻豆原创 Mobile Entertainment Forecast
10.5.3 Israel 麻豆原创 Mobile Entertainment Forecast
10.5.4 Turkey 麻豆原创 Mobile Entertainment Forecast
10.6 Global Mobile Entertainment Forecast by Type (2026-2031)
10.7 Global Mobile Entertainment Forecast by Application (2026-2031)
10.7.1 GCC Countries 麻豆原创 Mobile Entertainment Forecast
11 Key Players Analysis
11.1 Activision Blizzard
11.1.1 Activision Blizzard Company Information
11.1.2 Activision Blizzard Mobile Entertainment Product Offered
11.1.3 Activision Blizzard Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.1.4 Activision Blizzard Main Business Overview
11.1.5 Activision Blizzard Latest Developments
11.2 Apple
11.2.1 Apple Company Information
11.2.2 Apple Mobile Entertainment Product Offered
11.2.3 Apple Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.2.4 Apple Main Business Overview
11.2.5 Apple Latest Developments
11.3 Electronic Arts
11.3.1 Electronic Arts Company Information
11.3.2 Electronic Arts Mobile Entertainment Product Offered
11.3.3 Electronic Arts Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.3.4 Electronic Arts Main Business Overview
11.3.5 Electronic Arts Latest Developments
11.4 Freenet Digital
11.4.1 Freenet Digital Company Information
11.4.2 Freenet Digital Mobile Entertainment Product Offered
11.4.3 Freenet Digital Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.4.4 Freenet Digital Main Business Overview
11.4.5 Freenet Digital Latest Developments
11.5 Google
11.5.1 Google Company Information
11.5.2 Google Mobile Entertainment Product Offered
11.5.3 Google Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.5.4 Google Main Business Overview
11.5.5 Google Latest Developments
11.6 QuickPlay Media
11.6.1 QuickPlay Media Company Information
11.6.2 QuickPlay Media Mobile Entertainment Product Offered
11.6.3 QuickPlay Media Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.6.4 QuickPlay Media Main Business Overview
11.6.5 QuickPlay Media Latest Developments
11.7 Rovio International
11.7.1 Rovio International Company Information
11.7.2 Rovio International Mobile Entertainment Product Offered
11.7.3 Rovio International Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.7.4 Rovio International Main Business Overview
11.7.5 Rovio International Latest Developments
11.8 Spotify
11.8.1 Spotify Company Information
11.8.2 Spotify Mobile Entertainment Product Offered
11.8.3 Spotify Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.8.4 Spotify Main Business Overview
11.8.5 Spotify Latest Developments
11.9 CBS
11.9.1 CBS Company Information
11.9.2 CBS Mobile Entertainment Product Offered
11.9.3 CBS Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.9.4 CBS Main Business Overview
11.9.5 CBS Latest Developments
11.10 CJ E&M Netmarble
11.10.1 CJ E&M Netmarble Company Information
11.10.2 CJ E&M Netmarble Mobile Entertainment Product Offered
11.10.3 CJ E&M Netmarble Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.10.4 CJ E&M Netmarble Main Business Overview
11.10.5 CJ E&M Netmarble Latest Developments
11.11 Clear Channel Radio
11.11.1 Clear Channel Radio Company Information
11.11.2 Clear Channel Radio Mobile Entertainment Product Offered
11.11.3 Clear Channel Radio Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.11.4 Clear Channel Radio Main Business Overview
11.11.5 Clear Channel Radio Latest Developments
11.12 Colopl
11.12.1 Colopl Company Information
11.12.2 Colopl Mobile Entertainment Product Offered
11.12.3 Colopl Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.12.4 Colopl Main Business Overview
11.12.5 Colopl Latest Developments
11.13 CyberAgent
11.13.1 CyberAgent Company Information
11.13.2 CyberAgent Mobile Entertainment Product Offered
11.13.3 CyberAgent Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.13.4 CyberAgent Main Business Overview
11.13.5 CyberAgent Latest Developments
11.14 DeNa
11.14.1 DeNa Company Information
11.14.2 DeNa Mobile Entertainment Product Offered
11.14.3 DeNa Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.14.4 DeNa Main Business Overview
11.14.5 DeNa Latest Developments
11.15 Samsung Music Hub
11.15.1 Samsung Music Hub Company Information
11.15.2 Samsung Music Hub Mobile Entertainment Product Offered
11.15.3 Samsung Music Hub Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.15.4 Samsung Music Hub Main Business Overview
11.15.5 Samsung Music Hub Latest Developments
11.16 OnMobile
11.16.1 OnMobile Company Information
11.16.2 OnMobile Mobile Entertainment Product Offered
11.16.3 OnMobile Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.16.4 OnMobile Main Business Overview
11.16.5 OnMobile Latest Developments
11.17 Locojoy
11.17.1 Locojoy Company Information
11.17.2 Locojoy Mobile Entertainment Product Offered
11.17.3 Locojoy Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.17.4 Locojoy Main Business Overview
11.17.5 Locojoy Latest Developments
11.18 JB Hi-Fi Pty
11.18.1 JB Hi-Fi Pty Company Information
11.18.2 JB Hi-Fi Pty Mobile Entertainment Product Offered
11.18.3 JB Hi-Fi Pty Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.18.4 JB Hi-Fi Pty Main Business Overview
11.18.5 JB Hi-Fi Pty Latest Developments
11.19 Tencent
11.19.1 Tencent Company Information
11.19.2 Tencent Mobile Entertainment Product Offered
11.19.3 Tencent Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.19.4 Tencent Main Business Overview
11.19.5 Tencent Latest Developments
11.20 Alibaba
11.20.1 Alibaba Company Information
11.20.2 Alibaba Mobile Entertainment Product Offered
11.20.3 Alibaba Mobile Entertainment Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
11.20.4 Alibaba Main Business Overview
11.20.5 Alibaba Latest Developments
12 Research Findings and Conclusion
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*If Applicable.