Global Digital Content Market Report, History and Forecast 2013-2025, Breakdown Data by Companies, Key Regions, Types and Application

Summary

The Global Digital Content Industry 2018 Market Research Report is a professional and in-depth study on the current state of the Digital Content industry.

Firstly, the report provides a basic overview of the industry including definitions, classifications, applications and industry chain structure. The Digital Content market analysis is provided for the international market including development history, competitive landscape analysis, and major regions’ development status.s

Secondly, development policies and plans are discussed as well as manufacturing processes and cost structures. This report also states import/export, supply and consumption figures as well as cost, price, revenue and gross margin by regions (United States, EU, China and Japan), and other regions can be added.

Then, the report focuses on global major leading industry players with information such as company profiles, product picture and specification, capacity, production, price, cost, revenue and contact information. Upstream raw materials, equipment and downstream consumers analysis is also carried out. What’s more, the Digital Content industry development trends and marketing channels are analyzed.

Finally, the feasibility of new investment projects is assessed, and overall research conclusions are offered.

 

 

This report studies the Digital Content market size by players, regions, product types and end industries, history data 2013-2017 and forecast data 2018-2025; This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter’s Five Forces Analysis.

 

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% between 2018 and 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

 

Market segment by Regions/Countries, this report covers

North America

Europe

China

Rest of Asia Pacific

Central & South America

Middle East & Africa

 

Market segment by Type, the product can be split into

Movie and Music

Game

Education

Digital Publication

Others

 

Market segment by Application, the market can be split into

Smartphones

Computes

Tablets

Smart TV

STB& Analogue TV

Non-network Consumption Device(CD-Player,game console,etc)

 

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 among global major regions.

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.

 

In this study, the years considered to estimate the market size of Digital Content are as follows:

History Year: 2013-2017

Base Year: 2017

Estimated Year: 2018

Forecast Year 2018 to 2025

For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

 

Key Stakeholders

Raw material suppliers

Distributors/traders/wholesalers/suppliers

Regulatory bodies, including government agencies and NGO

Commercial research & development (R&D) institutions

Importers and exporters

Government organizations, research organizations, and consulting firms

Trade associations and industry bodies

End-use industries

 

Available Customizations

With the given market data, QYResearch offers customizations according to the company’s specific needs. The following customization options are available for the report:

Further breakdown of Digital Content market on basis of the key contributing countries.

Detailed analysis and profiling of additional market players.

 

 

 

 

 

Click to view the full report: http://www.qyresearchglobal.com/goods-1695289.html

 

Table of Contents

1 Digital Content Market Overview

2 Global Digital Content Market Competition by Company

3 Digital Content Company Profiles and Sales Data

4 Digital Content Market Status and Outlook by Regions

5 Digital Content Application/End Users

6 Global Digital Content Market Forecast

7 Digital Content Upstream Raw Materials

8 Marketing Strategy Analysis, Distributors

9 Research Findings and Conclusion

 

Note:We also offer

Germany/Korea/Australia/Brazil/Russia/India/Indonesia/ Malaysia/Saudi Arabia/Middle East/Europe/Asia/Asia-Pacific/Southeast Asia/North America/ Latin America/South America/AMER/EMEA/Africa etc Countries/Regions and Sales/Industry Versions Respectively

 

 

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