Total mobile content and advertising revenues will pass $90bn by 2018, with advertising revenues set to overtake paid mobile content revenues. Device makers, mobile operators, retailers and content companies are competing in the battle of mobile ecosystems, with varying degrees of success; user scale does not always translate into revenues and profits. Wearable devices provide a new opportunity for mobile content and advertising, but remain a nascent category and one for which the business models still need to evolve.
In this report:
Analysis of the impact of apps on the wider digital content industry. Sizing the market for mobile content revenues in key countries. Assessing the monetisation success of leading mobile ecosystems to understand the real value of a mobile user.
List of tables and charts:
- Global digital content spend by category ($bn)
- Global mobile content and advertising revenues (2009-2018)
- Average revenue per account/user (Apple, Nokia, Orange, Amazon, Facebook, Twitter, Pandora, King)
- UK annual content spend per mobile device (Apple, Google)
- Average profit per account/user (Apple, Nokia, Orange, Amazon, Facebook, Twitter, Pandora, King)
- Content spend per mobile subscription (UK, USA, France, Germany, Italy, Spain, Japan, South Korea)
- Mobile games publisher revenues (2012, 2013)
- USA: Top app store apps by month 2013
- Q1 2014: Top US App Store in-app purchases
- Q1 2014: Top US App Store non-game in-app purchases
- Alibaba: mobile share of gross merchandise value (%)
- World: 4G mobile subscribers (2010-2018)
- Connected and wearable device revenues (2012, 2013)
- Q1 2014: UK App Store top apps by category (%)
- Wearable and peripheral apps by category (%)
- World: mobile advertising revenues by format (2009-2018)
Number of pages: 13
Number of charts and tables: 16
Director, Media and Advertising
Jack Kent leads IHS Markit’s Media and Advertising research, heading up a team of analysts covering Games, Cinema, TV Channels & Programming, Home Entertainment and Advertising research.