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Digital and Mobile Media - Apps, Entertainment, Social Networks and Gaming

The global digital media entertainment market continues to go from strength to strength in 2016. This highly competitive industry sector is flourishing on the back of improved mobile and broadband infrastructure and consumers continuing to embrace entertainment services such as gaming, social media, video streaming and music. The gaming sector in particular has become very competitive with some consolidation occurring and previously successful game developers such as Zynga beginning to struggle. Facebook continues to dominate social media platforms on a global level and video streaming continues to grow and place pressure on bandwidth around the world. The digital music sector is witnessing the rise of streaming music and it now accounts for around half of all digital music revenues.

This BuddeComm report provides a global overview of the key areas for entertainment on mobile and fixed Internet. It includes information and statistics on social networks, app stores, photo messaging, online and mobile gambling and gaming and digital music. Please note: Mobile TV is covered in a separate report.

Latest developments:

Global mobile app revenues in 2016 are expected to reach over $50 billion; By early 2015 digital music distribution accounted for more than 70% of music revenue in the US, compared to about 21% for CDs; Games are by far the most popular genre of app downloaded; By 2020 the mobile app industry may be worth as much as $100 billion; Social networks are subject to the fickle nature of consumer preferences and in recent years Twitter has felt the impact of slowing popularity.

Companies mentioned in this report:

Amazon; Apple; Blackberry; Facebook; Foursquare; Google; Instagram; Nintendo; Spotify; Twitter; King; Zynga.


1. Synopsis
2. Entertainment driving digital and mobile services
3. Mobile entertainment
3.1 Mobile app insights
3.2 Global mobile app store statistics
3.3 Machine learning and apps
4. Video streaming
5. Social networks
5.1 The fickle nature of social networks Twitter feeling the heat
6. Adult services
7. Online and mobile dating
8. Mobile photo-messaging
8.1 Instagram
9. Online and mobile gaming
9.1 The Middle East is a target market for mobile gaming
9.2 Gamification
10. Online and mobile gambling
11. Online and mobile music
12. Advertising a key revenue source
12.1 Social network advertising
12.2 Online video advertising
13. Related reports
Table 1 Global - mobile entertainment revenues 2011 - 2017
Table 2 Global - leading app store competitors by number of apps 2011 Mid 2015
Table 3 Examples of social networks by user numbers
Table 4 Global subscribers to digital music services 2010 - 2015
Table 5 Global - digital music revenue 2007 - 2014
Table 6 Social network advertising revenue by region 2013 - 2015
Exhibit 1 Popular mobile app examples - 2016
Exhibit 2 Examples of key IPTV vendors worldwide
Exhibit 3 Mobile video chat and conferencing a key growth area

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