Dallas, TX — 09/14/2018 — Over the next five years, that Global Digital Content Market will register a 13.1% CAGR in terms of revenues, reach US$ 271300 million by 2023, from US$ 129600 million in 2017. The Digital Content Market report presents a comprehensive overview, market shares and growth opportunities of Digital Content Market by product type, application, key companies and key regions.

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The UK is the leading European country for total digital content spends 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 the global Digital Content Market. 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.

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.

**Digital Content Market Segmentation by product type:

Movie and Music
Digital Publication

***Digital Content Market Segmentation by Applications:

Smart TV
STB& Analogue TV
Non-network Consumption Device
Game console

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We can also provide the customized separate regional or country-level reports, for the following regions:

United States
Southeast Asia
Middle East & Africa
South Africa
GCC Countries

The report also presents the Digital Content Market competition landscape and a corresponding detailed analysis of the major players in the Digital Content Market.

***The key players covered in Digital Content Market report:

Activision Blizzard
Warner Bros
Square Enix.
Dish Network
Giant Interactive Group
Reed Elsevier
Wolters Kluwer
Bandai Namco

In addition, Digital Content Market report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the Digital Content Market as a whole. It also analyzes key emerging trends and their impact on present and future development.

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Research objectives of Digital Content Market Report:

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.
Major Points from Table of Contents:

Chapter 1 Scope of the Report

1.1 Market Introduction
1.2 Research Objectives
1.3 Years Considered
1.4 Market Research Methodology
1.5 Economic Indicators
1.6 Currency Considered

Chapter 2 Executive Summary
2.1 World Market Overview
2.2 Digital Content Segment by Type
2.2.1 Movie and Music
2.2.2 Game
2.2.3 Education
2.2.4 Digital Publication
2.2.5 Others
2.3 Digital Content Market Size by Type
2.4 Digital Content Segment by Application
2.5 Digital Content Market Size by Application

Chapter 3 Global Digital Content by Players

3.1 Global Digital Content Market Size Market Share by Players
3.2 Global Digital Content Key Players Head office and Products Offered
3.3 Market Concentration Rate Analysis
3.4 New Products and Potential Entrants
3.5 Mergers & Acquisitions, Expansion

Chapter 4 Digital Content by Regions
4.1 Digital Content Market Size by Regions
4.2 Americas Digital Content Market Size Growth
4.3 APAC Digital Content Market Size Growth
4.4 Europe Digital Content Market Size Growth
4.5 Middle East & Africa Digital Content Market Size Growth

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