Digital Content 2018 Global Opportunity Analysis And Industry Forecasts To 2023
Description
Wiseguyreports.Com Adds “Digital Content -Market Demand, Growth, Opportunities and Analysis Of Top Key Player Forecast To 2023” To Its Research Database
This report focuses on the global Digital Content status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Digital Content development in United States, Europe and China.
Digital content industry is an important component of the digital economy. The so-called digital content industry is the use of digital high-tech tools and information technology to integrate the image, text, images, audio and other content into products and services. Digital content is stored on either digital or analog storage in specific formats. Forms of digital content include information that is digitally broadcast, streamed, or contained in computer files. Viewed narrowly, types of digital content include popular media types, while a broader approach considers any type of digital information (e. g. digitally updated weather forecasts, GPS maps, and so on) as digital content. Digital content has seen an increase as more households now have access to the Internet. Therefore, it is easier for people to receive their news and watch TV online, rather than from traditional platforms. Because of this increased access to the Internet, digital content is commonly published through individuals in the form of eBooks, blog posts, and even Facebook posts.
Large gains in game app spend in Japan and South Korea, with 4.4x and 5.8x growth year-over-year, respectively, were a key driver of the growth in mobile apps. China are high-growth markets, due to increasing device adoption and skyrocketing game app spend. South Korea comes out on top in various measures when looking at its mobile and digital content market. South Korea leads for 4G penetration and is the first country to reach over 50% for LTE subscribers. In Japan, apps have disrupted the mobile-first market. Always a strong mobile content country, the shift to smartphone and tablet apps is disrupting established players in the Japanese market.
The UK is the leading European country for total digital content spend and spend per capita. Like the US, UK consumers spend on a broad range of digital content, with the UK having a particularly strong online music market. Strong growth in game apps was not enough to overtake online music in 2014, but continued growth will see spend on game apps leapfrog online music in 2015.
US leads digital content spend, The US has the widest range of content spend and the highest devices per capita across the broadest range of devices. Spend on games apps grew the most between 2014 and 2015, but online games held the lead. Game apps’ growth will likely challenge online movies in the coming years.
In 2017, the global Digital Content market size was 129600 million US$ and it is expected to reach 343800 million US$ by the end of 2025, with a CAGR of 13.0% during 2018-2025.
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The key players covered in this study
Tencent
Microsoft
Sony
Activision Blizzard
Apple
Google
Amazon
Facebook
EA
NetEase
Nexon
Mixi
Warner Bros
Square Enix.
DeNA
Zynga
NCSoft
Baidu
Deezer
Dish Network
Giant Interactive Group
Hulu
Nintendo
Reed Elsevier
Schibsted
Spotify
Wolters Kluwer
KONAMI
Ubisoft
Bandai Namco
Market segment by Type, the product can be split into
Movie and Music
Game
Education
Digital Publication
Others
Market segment by Application, split into
Smartphones
Computes
Tablets
Smart TV
STB& Analogue TV
Non-network Consumption Device(CD-Player,game console,etc)
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Digital Content status, future forecast, growth opportunity, key market and key players.
To present the Digital Content development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
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Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Digital Content Market Size Growth Rate by Type (2013-2025)
1.4.2 Movie and Music
1.4.3 Game
1.4.4 Education
1.4.5 Digital Publication
1.4.6 Others
1.5 Market by Application
1.5.1 Global Digital Content Market Share by Application (2013-2025)
1.5.2 Smartphones
1.5.3 Computes
1.5.4 Tablets
1.5.5 Smart TV
1.5.6 STB& Analogue TV
1.5.7 Non-network Consumption Device(CD-Player,game console,etc)
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 Digital Content Market Size
2.2 Digital Content Growth Trends by Regions
2.2.1 Digital Content Market Size by Regions (2013-2025)
2.2.2 Digital Content Market Share by Regions (2013-2018)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities
...
12 International Players Profiles
12.1 Tencent
12.1.1 Tencent Company Details
12.1.2 Company Description and Business Overview
12.1.3 Digital Content Introduction
12.1.4 Tencent Revenue in Digital Content Business (2013-2018)
12.1.5 Tencent Recent Development
12.2 Microsoft
12.2.1 Microsoft Company Details
12.2.2 Company Description and Business Overview
12.2.3 Digital Content Introduction
12.2.4 Microsoft Revenue in Digital Content Business (2013-2018)
12.2.5 Microsoft Recent Development
12.3 Sony
12.3.1 Sony Company Details
12.3.2 Company Description and Business Overview
12.3.3 Digital Content Introduction
12.3.4 Sony Revenue in Digital Content Business (2013-2018)
12.3.5 Sony Recent Development
12.4 Activision Blizzard
12.4.1 Activision Blizzard Company Details
12.4.2 Company Description and Business Overview
12.4.3 Digital Content Introduction
12.4.4 Activision Blizzard Revenue in Digital Content Business (2013-2018)
12.4.5 Activision Blizzard Recent Development
12.5 Apple
12.5.1 Apple Company Details
12.5.2 Company Description and Business Overview
12.5.3 Digital Content Introduction
12.5.4 Apple Revenue in Digital Content Business (2013-2018)
12.5.5 Apple Recent Development
12.6 Google
12.6.1 Google Company Details
12.6.2 Company Description and Business Overview
12.6.3 Digital Content Introduction
12.6.4 Google Revenue in Digital Content Business (2013-2018)
12.6.5 Google Recent Development
12.7 Amazon
12.7.1 Amazon Company Details
12.7.2 Company Description and Business Overview
12.7.3 Digital Content Introduction
12.7.4 Amazon Revenue in Digital Content Business (2013-2018)
12.7.5 Amazon Recent Development
12.8 Facebook
12.8.1 Facebook Company Details
12.8.2 Company Description and Business Overview
12.8.3 Digital Content Introduction
12.8.4 Facebook Revenue in Digital Content Business (2013-2018)
12.8.5 Facebook Recent Development
12.9 EA
12.9.1 EA Company Details
12.9.2 Company Description and Business Overview
12.9.3 Digital Content Introduction
12.9.4 EA Revenue in Digital Content Business (2013-2018)
12.9.5 EA Recent Development
12.10 NetEase
12.10.1 NetEase Company Details
12.10.2 Company Description and Business Overview
12.10.3 Digital Content Introduction
12.10.4 NetEase Revenue in Digital Content Business (2013-2018)
12.10.5 NetEase Recent Development
12.11 Nexon
12.12 Mixi
12.13 Warner Bros
12.14 Square Enix.
12.15 DeNA
12.16 Zynga
12.17 NCSoft
12.18 Baidu
12.19 Deezer
12.20 Dish Network
12.21 Giant Interactive Group
12.22 Hulu
12.23 Nintendo
12.24 Reed Elsevier
12.25 Schibsted
12.26 Spotify
12.27 Wolters Kluwer
12.28 KONAMI
12.29 Ubisoft
12.30 Bandai Namco
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