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(EMAILWIRE.COM, February 19, 2019 ) 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.
Request a Sample at www.reportsweb.com/inquiry&RW00012113491/sample
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.
Browse Complete Report at www.reportsweb.com/global-digital-content-market-size-sta...
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
Key Point from Table of Contents:
1 Industry Overview of Digital Content
2 Global Digital Content Competition Analysis by Players
3 Company-Top Players Profiles
4 Global Digital Content Market Size by Application-2013-2018)
5 United States Digital Content Development Status and Outlook
6 EU Digital Content Development Status and Outlook
7 Japan Digital Content Development Status and Outlook
8 China Digital Content Development Status and Outlook
9 India Digital Content Development Status and Outlook
10 Southeast Asia Digital Content Development Status and Outlook
11 Market Forecast by Regions and Application-2018-2025)
12 Digital Content Market Dynamics
13 Market Effect Factors Analysis
14 Research Finding/Conclusion
Purchase Complete Report at www.reportsweb.com/buy&RW00012113491/buy/3300
ReportsWeb.com
Rajat Sahni
+1-646-491-9876
sales@reportsweb.com
Source: EmailWire.com
(EMAILWIRE.COM, February 19, 2019 ) 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.
Request a Sample at www.reportsweb.com/inquiry&RW00012113491/sample
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.
Browse Complete Report at www.reportsweb.com/global-digital-content-market-size-sta...
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
Key Point from Table of Contents:
1 Industry Overview of Digital Content
2 Global Digital Content Competition Analysis by Players
3 Company-Top Players Profiles
4 Global Digital Content Market Size by Application-2013-2018)
5 United States Digital Content Development Status and Outlook
6 EU Digital Content Development Status and Outlook
7 Japan Digital Content Development Status and Outlook
8 China Digital Content Development Status and Outlook
9 India Digital Content Development Status and Outlook
10 Southeast Asia Digital Content Development Status and Outlook
11 Market Forecast by Regions and Application-2018-2025)
12 Digital Content Market Dynamics
13 Market Effect Factors Analysis
14 Research Finding/Conclusion
Purchase Complete Report at www.reportsweb.com/buy&RW00012113491/buy/3300
ReportsWeb.com
Rajat Sahni
+1-646-491-9876
sales@reportsweb.com
Source: EmailWire.com
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