Digital Content Market reach US$ 271300 million by 2023, from US$ 129600 million in 2017
Over the next five years, LPI(LP Information) projects that Digital Content will register a 13.1% CAGR in terms of revenue, reach US$ 271300 million by 2023, from US$ 129600 million in 2017.
(EMAILWIRE.COM, August 03, 2018 ) 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.
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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.
This report presents a comprehensive overview, market shares and growth opportunities of Digital Content market by product type, application, key companies and key regions.
To calculate the market size, LP Information considers value generated from the sales of the following segments:
Segmentation by product type:
• Movie and Music
• Game
• Digital Publication
• Others
Segmentation by application:
• Smartphones
• Computes
• Tablets
• Smart TV
• STB& Analogue TV
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The report also presents the market competition landscape and a corresponding detailed analysis of the major players in the market. The key players covered in this report: 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
In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.
Research objectives
• To study and analyze the global Digital Content market size by key regions/countries, product type and application, history data from 2013 to 2017, and forecast to 2023.
• To understand the structure of Digital Content market by identifying its various subsegments.
• Focuses on the key global Digital Content players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
• To analyze the Digital Content with respect to individual growth trends, future prospects, and their contribution to the total market.
• To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
• To project the size of Digital Content submarkets, with respect to key regions (along with their respective key countries).
• 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.
Read More: https://www.researchbeam.com/2018-2023-global-digital-content-report-status-and-outlook-market
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Get Sample Copy Of this Report @ https://www.researchbeam.com/2018-2023-global-digital-content-report-status-and-outlook-market/request-sample
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.
This report presents a comprehensive overview, market shares and growth opportunities of Digital Content market by product type, application, key companies and key regions.
To calculate the market size, LP Information considers value generated from the sales of the following segments:
Segmentation by product type:
• Movie and Music
• Game
• Digital Publication
• Others
Segmentation by application:
• Smartphones
• Computes
• Tablets
• Smart TV
• STB& Analogue TV
Get a discount on this research report: https://www.researchbeam.com/2018-2023-global-digital-content-report-status-and-outlook-market/purchase-enquiry
The report also presents the market competition landscape and a corresponding detailed analysis of the major players in the market. The key players covered in this report: 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
In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.
Research objectives
• To study and analyze the global Digital Content market size by key regions/countries, product type and application, history data from 2013 to 2017, and forecast to 2023.
• To understand the structure of Digital Content market by identifying its various subsegments.
• Focuses on the key global Digital Content players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
• To analyze the Digital Content with respect to individual growth trends, future prospects, and their contribution to the total market.
• To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
• To project the size of Digital Content submarkets, with respect to key regions (along with their respective key countries).
• 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.
Read More: https://www.researchbeam.com/2018-2023-global-digital-content-report-status-and-outlook-market
About Us:
Research Beam is a high end and wide online market for market research reports that contain detailed and rational market research. Research Beam is a one stop report destination that offers clients well drafted and accurately analyzed report with insightful data.
We have a large database of quality and precise market research reports that will be very beneficial for your organization. Reports that we sell our authentic in nature and from reputed publishers, hence it can definitely help you with your growth opportunities. Research Beam will always make sure to bring most ethical and high quality reports. We value your relationship with us and look forward for a long term relation.
Contact Us
Global Head Quarters
5933 NE Win Sivers Drive,
#205, Portland, OR 97220
United States
+1 (800) 910-6452
help@researchbeam.com
Contact Information:
Research Beam
Research Beam
Tel: +1 (800) 910-6452
Email us
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Tel: +1 (800) 910-6452
Email us
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