Skip to main content

Mobile Entertainment Services will Reach $75B by 2017

The market for mobile entertainment could follow a number of paths, where rapid growth is a likely outcome. Today, the mobile ecosystem includes a combination of other very closely related components -- all interacting with each other, based on the operating system, software applications, and device type.

Juniper Research has found that by 2017, annual revenues from mobile entertainment services will reach almost $75 billion. This upside growth, from an estimated $39 billion in 2013, is primarily driven by the emergence of more sophisticated strategies to increase overall revenues.

Some new growth will be allied to a nascent ecosystem of app-centric mobile devices, such as smart watches and other wearable mobile devices.

Juniper has observed that video games will continue to generate the largest share of revenue throughout the forecast period. Those revenues are now primarily derived through a freemium business model, where mobile content is upsold after an app is downloaded by the user.


The in-app purchase mechanism thus enables the creation of an ongoing revenue stream for the software developer and other players in the mobile ecosystem.

Meanwhile, Juniper believes that leisure and eReader apps -- a market segment which includes a multitude of app categories such as News, Navigation and Shopping -- are also expected to exhibit strong growth over the forecast period.

Juniper says there were significant longer term revenue opportunities in this sector from apps which connect to wearable devices -- such as a navigation app showing directions on a smart watch -- as wearable technology assumes a more integral role in the mobile ecosystem.

Juniper Research also expects to see a bump in mobile entertainment revenues during the 2013 holiday period.

"Christmas provides the biggest opportunity for mobile entertainment providers in terms of exposure. Storefronts and D2C entertainment brands see a surge in activity on and immediately after Christmas Day as consumers browse and download apps for their new devices," said Sian Rowlands, research analyst at Juniper Research.

Other findings from the market study include:
  • The Far East & China will account for the largest share of mobile entertainment revenues throughout the forecast period.
  • Relatively low growth is anticipated in the adult sector, where revenues continue to be diluted by free and pirated content.
  • App discovery remains a key challenge for all those in the mobile entertainment ecosystem to overcome.

Popular posts from this blog

Digital Identity Verification Market to Reach $16.7B

As more enterprise organizations embrace the ongoing transition to digital business transformation, CIOs and CTOs are adopting new technologies that enable the secure identification of individuals within their key stakeholder communities. A "digital identity" is a unique representation of a person. It enables individuals to prove their physical identity during transactions. Moreover, a digital identity is a set of validated digital attributes and credentials for online interactions -- similar to a person's identity within the physical world. Individuals can use a 'digital ID' to be verified through an authorized digital channel. Usually issued or regulated by a national ID scheme, a digital identity serves to identify a unique person online or offline. Digital Identity Systems Market Development Complementary to more traditional forms of identification, digital identity verification systems can enhance the authenticity, security, confidentiality, and efficiency of

Software-Defined Infrastructure: The Platform of Choice

As more organizations adapt to a hybrid working model for their distributed workforce, enterprise CIOs and CTOs are tasked with delivering new productivity-enabling applications, while also seeking ways to effectively reduce IT cost, complexity, and risk. Traditional IT hardware infrastructure is evolving to more software-based solutions. The worldwide software-defined infrastructure (SDI) combined software market reached $12.17 billion during 2020 -- that's an increase of 5 percent over 2019, according to the latest market study by International Data Corporation (IDC). The market grew faster than other core IT technologies. The three technology pillars within the SDI market are: software-defined compute (53 percent of market value), software-defined storage controller (36 percent), and software-defined networking (11 percent). "Software-defined infrastructure solutions have long been popular for companies looking to eliminate cost, complexity, and risk within their data cente

Global Pandemic Accelerates the Evolution of Transportation

Given the current trends across the globe, organizations that depend upon the continued growth of personal vehicle ownership will need to consider a plan-B scenario. While some companies will be able to adapt, others may find that their traditional business model has been totally disrupted. According to the latest worldwide market study by Juniper Research, Mobility-as-a-Service (MaaS) will displace over 2.2 billion private car journeys by 2025 -- that's rising from 471 million in 2021. Juniper believes that for MaaS to enjoy widespread adoption, subscription or on-the-go packages need to offer a strong combination of transport modes along with feasible infrastructure changes, high potential for data collection and low barriers to MaaS deployments. Mobility-as-a-Service Market Development The concept of MaaS involves the provision of multi-modal end-to-end travel services through a single platform by which users can determine the best route and price according to real-time traffic