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U.S. Mobile Content Market: Industry Analysis, Size, Share, Trends and Forecasts 2011 - 2017(July 13, 2014)
Albany, New York (PRWEB) July 13, 2014
According to a new report released by Transparency Market Research based on "Mobile Content Market - Global and the U.S. Industry Analysis, Size, Share, Trends and Forecasts, 2011 - 2017," was worth USD 6.5 billion in 2011 and is expected to reach USD 18.6 billion in 2017, growing at a CAGR of 19.0% from 2011 to 2017. Mobile games are expected to be the largest market segment at USD 11.4 billion in 2017.
Browse Full Report Mobile Content Market Research Report: http://www.transparencymarketresearch.com/mobile-content-market.html
The mobile content market is made up of mobile games, mobile music and mobile video. In the overall mobile content market, the mobile games were the largest market sect with a total revenue share of 53.3% in 2011. This segment will further consolidate its overall market position with 61.7% market share in 2017. The global mobile games market was worth USD 3.5 billion in 2011 and is expected to reach USD 11.4 billion in 2017 with a CAGR of 21.9% from 2011 to 2017. Of all the markets across the globe, the U.S. mobile content market was the largest regional market with a revenue share of 30.3% in 2011. Moreover, faster adoption of mobile content in the U.S. will considerably increase the market share of the U.S. to 41.0% in 2017.
Get report sample PDF copy from here: http://www.transparencymarketresearch.com/sample/sample.php?flag=S&rep_id=410
The mobile content market growth is largely driven by the rapid increase in advancement in mobile devices, disposable income, and continuous product innovations with high-end multimedia functionalities. In addition, the apparent increase in rising popularity of mobile devices and mobile bandwidth among the elderly population is also adding to the growth of the market. As smartphones and mobile devices are increasingly becoming more and more affordable, data plans and prices have become transparent, enhancing people to pay for mobile content. Regrettably, many consumers do use smartphones and mobile devices, but there are still a large percentage of people that are unwilling to pay for mobile content.
The need for mobile content marketing has become critical because of the proliferation of mobile devices and their distributed use through different verticals ranging from business and research to entertainment, media or leisure. Mobile content or mobile content marketing amalgamates both content marketing and mobile marketing services. It is a creation of mobile optimized content to engage and attract already existing customers, as well as new customers towards these services.
Browse the press release: http://www.transparencymarketresearch.com/pressrelease/mobile-content-market.htm
This report analyzes the global markets for mobile content in USD million. Some of the key factors that impact the mobile content market while buying mobile content include content features, innovation and smart devices in the market. The analysis drawn in this study report indicates that the mobile video and music revenue is expected to decline with the growth in cloud based services. The report also describes the major influencing factors for the U.S. mobile content market which accounts for approximately USD 1,982.3 million in 2011. The annual estimates and forecasts are provided for the period 2011 through 2017.
The report also provides a comprehensive overview for attributes such as, analysis of the latest trends in the industry, definition, estimates & forecast of mobile content market from 2007 to 2017, acumen into the size and shape of the market growth, analysis of application segments for mobile content market with historical data and forecast, research about mobile content developers, service providers, network operators, marketing companies, research and development agencies and mobile handset manufacturers to make informed decisions about growth strategies and gaining competitive advantage. It also marks the mobile content market by revenue and by user in terms of mobile games, mobile music, and mobile videos.
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