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(EMAILWIRE.COM, January 26, 2019 ) This report studies the global Digital Content market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Digital Content market by companies, region, type and end-use industry.
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.
This report focuses on the global top players, covered 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.
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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)
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The study objectives of this report are:
To study and forecast the market size of Digital Content in global market.
To analyze the global key players, SWOT analysis, value and global market share for top players.
To define, describe and forecast the market by type, end use and region.
To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.
To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends and factors driving or inhibiting the market growth.
To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
To strategically profile the key players and comprehensively analyze their growth strategies.
Table of Contents
Global Digital Content Market Size, Status and Forecast 2025
1 Industry Overview of Digital Content
2 Global Digital Content Competition Analysis by Players
3 Company (Top Players) Profiles
3.1 Tencent
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Digital Content Revenue (Million USD) (2013-2018)
3.2 Microsoft
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Digital Content Revenue (Million USD) (2013-2018)
3.3 Sony
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Digital Content Revenue (Million USD) (2013-2018)
4 Global Digital Content Market Size by Type and Application (2013-2018)
5 United States Digital Content Development Status and Outlook
6 Europe Digital Content Development Status and Outlook
7 China Digital Content Development Status and Outlook
8 Japan Digital Content Development Status and Outlook
9 Southeast Asia Digital Content Development Status and Outlook
10 India Digital Content Development Status and Outlook
11 Market Forecast by Regions, Type and Application (2018-2025)
12 Digital Content Market Dynamics
13 Market Effect Factors Analysis
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Source: EmailWire.com
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