The global mobile entertainment market size was valued at USD 199.36 billion in 2023 and is projected to reach a value of USD 709.67 billion by 2032, registering a CAGR of 17.2% during the forecast period (2024-2032). The increase in mobile entertainment market share during the forecast period is related to various factors, including the increasing prevalence of smartphones and mobile devices and the accessibility of a wide range of entertainment content via applications.
Mobile entertainment refers to various activities involving mobile electronics, including music, games, social media, instant messaging, and shopping. Some examples of mobile entertainment services are Social networking: Apps like Instagram, Facebook, WhatsApp, and Twitter allow users to communicate with others across the globe; Spotify, iTunes, YouTube Music, and Amazon Prime Music offer music to users. Streaming: Apps like Netflix offer a selection of popular episodes, movies, and documentaries—live streaming: An app that offers live streaming And enables video calls. Gaming apps offer immersive games with exciting gameplay.
Mobile entertainment has numerous potential for the music, television, and film industries. For example, the movie business has discovered mobile as a terrific tool to create hype before a film's debut. The proliferation of smartphones and the introduction of tablets has significantly shifted mobile entertainment and user behavior. Streaming media and video services, mobile TV and gaming, and other innovations have reshaped digital entertainment, bringing a new experience to mobile consumers. The end consequence is an unparalleled increase in mobile content availability and consumption. The constant increase in game and app downloads, average TV viewing durations on mobile, and a rising base in the mobile entertainment audience indicate a significant need for such services now and predict stable growth in the future.
Highlights
The main things growing in the market are the number of people who own smartphones and those who use mobile internet. In 2023, the number of mobile device users worldwide was 7.5 billion. By 2025, it is predicted that 72% of internet users will exclusively use mobile devices to access the internet, driven by the growing smartphone ownership. More and more people worldwide have smartphones, tablets, and other smart devices, so more mobile entertainment material is available. Since more people have cell phones, there is more demand for entertainment services like live video, mobile TV, online games, and different entertainment apps. Mobile devices' portability and ease of use have changed how people enjoy entertainment, shifting tastes toward personalized content experiences on the go. This trend has changed the entertainment industry, making mobile devices, which are easy to access and have a lot of entertainment choices, the primary way people consume content.
The growing global number of smartphone and tablet users is the primary driver of the global mobile entertainment business. India's share of 5G phones grew by 66% year-on-year in 2023. As the average selling price of 5G hardware continues to drop, demand is expected to surge as consumers seek unique experiences that capitalize on the capabilities of these high-speed networks. Furthermore, network providers supplying high-speed internet services contribute substantially to industry growth. Video-on-demand, mobile TV, and online music are among the free services driving industry growth. Snapchat, Instagram, and PicsArt are famous photo-sharing and editing apps that appeal to people of all ages. The widespread usage of social networking sites, e-commerce websites, blogs, and sophisticated games has further transformed the global mobile entertainment sector. However, privacy, security, and hacking issues impede market growth because these applications have complete access to personal information such as contacts, location, etc.
Mobile devices come in various shapes, sizes, and functions, so there needs to be a content style and delivery system that works with all of them. In many parts of the world, 4G LTE provides faster bandwidth. However, there is still a big area where internet coverage could be much quicker. Also, the material made and shared should work on internet speeds that vary without losing quality. Mobile entertainment uses a lot of data, which makes it pricey for users to enjoy on their phones. The high cost of data services is a big reason why more people don't use mobile entertainment services. Also, security issues with mobile payments for paid content services must be fixed so that users trust and use them.
There is a lot of competition in the mobile entertainment business, with many companies offering a wide range of entertainment experiences and apps. There is a lot of competition in the market, which makes it hard for both new companies that want to get into the market and current companies that want to make their products stand out. Many companies are competing in the mobile entertainment market, making it very crowded. Companies are fighting for customer interest and market share. Because the market is complete, it can be challenging for new companies to stand out and get a foothold. Since there are so many entertainment choices, it gets harder for new players to stand out and get people to stick with them. To stand out in a market that is already full, companies need to come up with new ideas, change their content to fit changing customer tastes and spend money on unique features or experiences.
Subscription services have proven effective in other entertainment industries, such as streaming media, and are now gaining traction in mobile gaming. Subscription-based gaming systems provide customers access to a library of games for a set monthly cost, removing the need to purchase individual games. The share of mobile games using a subscription model has almost tripled in the past year, going from 11% to 29%. This shows a significant increase in adoption. This concept offers gamers greater flexibility and cost while encouraging them to try a variety of titles. For developers and publishers, subscription services provide regular revenue streams and the opportunity to reach a larger audience than traditional pay-per-game purchases.
Furthermore, subscription-based gaming platforms can increase engagement and retention by providing exclusive content, early access to games, and additional benefits like in-game bonuses or ad-free experiences. These systems also allow constant game upgrades and improvements, guaranteeing members an ever-richer gaming experience. As mobile devices become more powerful and widespread, and consumer attitudes shift toward access rather than ownership, subscription-based mobile gaming presents a tempting prospect for growth in the worldwide entertainment sector
Study Period | 2020-2032 | CAGR | 17.2% |
Historical Period | 2020-2022 | Forecast Period | 2024-2032 |
Base Year | 2023 | Base Year Market Size | USD 199.36 billion |
Forecast Year | 2032 | Forecast Year Market Size | USD 709.67 billion |
Largest Market | Asia-Pacific | Fastest Growing Market | North America |
The global mobile entertainment market analysis is conducted in North America, Europe, Asia-Pacific, the Middle East and Africa, and Latin America.
Asia-Pacific is the most significant market shareholder and is estimated to grow at a CAGR of 16.75% over the forecast period. Asia-Pacific continues to dominate the worldwide mobile entertainment business, with China, India, and Japan as key drivers. According to the China Audio-Video and Digital Publishing Association, mobile gaming revenue in China will reach USD 32 billion in 2024, accounting for 72% of the country's overall gaming revenue. The Internet and Mobile Association of India reports that the number of mobile video streaming users in India is expected to hit 480 million in 2024, reflecting a 25% increase from 2023. In Japan, the Ministry of Internal Affairs and Communications indicates that mobile-based digital content consumption is set to grow by 17% in 2024. Reinforcing the region's supremacy, the GSMA estimates that unique mobile customers in Asia-Pacific will reach 3 billion in 2024.
Furthermore, South Korea's Ministry of Science and ICT projects that 5G subscribers will reach 30 million by 2024, enhancing mobile entertainment experiences. The Southeast Asian Games Market Report predicts mobile esports viewership will surge by 35% by 2024. Mobile music streaming is also on the rise, with the Recording Industry Association of Japan forecasting that mobile platforms will account for 88% of digital music revenue by 2024. According to the Asia-Pacific Smartphone Entertainment Forum, augmented reality (AR) smartphone apps are expected to grow by 45% in 2024, driven by increased gaming and social media usage.
North America is estimated to grow at a CAGR of 17.3% over the forecast period, with the United States at the forefront. The Entertainment Software Association estimates that mobile games will account for 48% of the US gaming market in 2024, up from 45% in 2023. The Canadian Radio-television and Telecommunications Commission reports that 75% of Canadians will use mobile devices to stream video content in 2024, an increase of 5% from the previous year. According to GSMA Intelligence's Mobile Economy North America research, 450 million 5G connections are anticipated by 2024, expanding mobile entertainment capabilities.
Additionally, in the music sector, the Recording Industry Association of America estimates that mobile streaming will account for 88% of total music streaming revenue by 2024. The U.S. Digital Media Association's 2024 survey indicates that 65% of podcast listeners will primarily consume their content on mobile devices, up from 60% in 2023. The Motion Picture Association of America notes that mobile video-on-demand subscriptions are set to increase by 18% in 2024 due to the launch of new streaming services tailored for mobile viewing. According to the Interactive Advertising Bureau, mobile ad spending in the entertainment industry is expected to climb by 22% in 2024, highlighting the growing importance of mobile platforms for audience engagement and monetization.
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The global mobile entertainment market is segmented based on services and advertisements.
The Mobile entertainment market is further segmented by services into mobile games, mobile music, and mobile TV.
Mobile games are the most popular and in high demand among consumers. Mobile gaming has grown significantly, owing to an increase in smartphone users and the availability of a wide range of gaming alternatives. Mobile games' immersive and interactive nature appeals to a wide range of audiences, making this segment a signif source of revenue and engagement in the mobile entertainment business.
Mobile Music is second in the segmentation hierarchy. Mobile music services have also grown significantly, with platforms such as Spotify and Apple Music providing easy access to a massive library of songs and personalized playlists. The proliferation of music streaming apps and the integration of music services into mobile devices have made music consumption more convenient and enjoyable for users. While Mobile Music may generate less cash than Mobile Games, it remains an essential player in the mobile entertainment business, catering to music fans all over the world.
The mobile entertainment market is further segmented by advertisement into social media advertising, online video advertising, and in-app advertising.
The mobile entertainment market is further divided into three segments based on advertising: social media advertising, online video advertising, and in-app advertising. Social Media Advertising ranks first among these segments due to its broad reach, targeting capabilities, and interaction opportunities. Social media platforms have a large user base and sophisticated ad targeting tools, making them a popular alternative for advertisers wishing to promote mobile entertainment content successfully.
Online Video Advertising is second in the segmentation hierarchy. Online video advertising have grown in popularity because of its visual appeal, storytelling capabilities, and ability to efficiently attract viewers' attention. With the proliferation of video streaming platforms and the consumption of video content on mobile devices, online video advertising offers an appealing opportunity to engage audiences and promote mobile entertainment services.
Various vendors in the market have used the pandemic situation to offer their solutions to the healthcare industry users to expand their positions in the market. For instance, in October 2020, Medialogix started working with the Royal Preston Hospital to reduce patient contact while still delivering media imagery across all departments. The company's focus is to be the leader in offering DAM solutions in law enforcement and healthcare.
Similarly, in October 2020, FotoWare's DAM software was used to increase the impact of infection control measures without compromising patient care and safety at Royal Preston Hospital. Such trends were observed worldwide, where DAM solutions were used to tackle the pandemic effectively.
During the pandemic, the closing of businesses induced by the lockdown had led to a significant slump in the market; however, digital consumption businesses are shifting to digital-first strategies, owing to which the demand for DAM solutions is expected to have a positive outlook.