(Post-pandemic Era)-Global Digital Content Market (Sales, Revenue, Price, Gross Profit and Competitors Analysis of Major Market) from 2015-2026
- Report Code : XYZ2035620
- Published On: Sep, 2020
- Category : Semiconductor & Electronics
- Pages : 123
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Summary
As the world continues to deal with COVID-19, economies are moving into recession, under multiple adverse factors, the GDP of European and American countries in the second quarter suffered a historical contraction. At an annualized rate, the US GDP fell by 32.9% month on month, while the overall GDP of the euro zone fell by 12.1%.
Moreover, the economic prospects of Europe and the United States in the third quarter under the epidemic situation are hardly optimistic. The resumption of work and production not only brought economic data back, but also triggered a rebound in the epidemic situation. At present, the United States is still the 'epicenter' of the global epidemic. The total number of confirmed cases has exceeded 4.8 million, and the epidemic situation in some European countries has also rebounded. Affected by this, more than 20 states in the United States have announced the suspension or withdrawal of part of the economic restart plan. Britain and Italy have also decided to extend the state of emergency. The rebound of the epidemic situation has posed considerable risks to the economic prospects of Europe and the United States.
In the second quarter of this year, US GDP shrank by 9.5% on a month on month basis, or 32.9% at an annual rate, the largest decline since the 1940s. Data show that the sharp decline in personal consumption is the main drag on the U.S. GDP growth in the second quarter.
Compared with the United States, Europe's economic contraction in the second quarter was smaller, but it was also the lowest on record, with Germany and France contracting more than 10%. According to the data released by the Federal Bureau of statistics, Germany's GDP fell by 10.1% in the second quarter after adjusting for prices, seasons and working days, the largest decline since the quarterly economic data were available in 1970.
Thanks to the effective control and policy support of the new epidemic, China's economy rebounded sharply in the second quarter. The growth rate of manufacturing industry, which accounted for about 28% of GDP, rebounded sharply to 4.4% from the negative value in the first quarter. Chinese original equipment manufacturers (OEMs) and suppliers are ramping up production. And there are increased investments in digital footprints in manufacturing. OEMs in other parts of the world are offering incentives to drive sales. Research published a report for global Digital Content market in this environment.
In terms of revenue, this research report indicated that the global Digital Content market was valued at USD XXX million in 2019, and it is expected to reach a value of USD XXX million by 2026, at a CAGR of XX % over the forecast period 2021-2026. Correspondingly, the forecast analysis of Digital Content industry comprises of China, USA, Japan, India, Korea and South America, with the production and revenue data in each of the sub-segments.
The Tencent aims at producing XX Digital Content in 2020, with XX % production to take place in global market, Microsoft accounts for a volume share of XX %.
Regional Segmentation (Value; Revenue, USD Million, 2015 - 2026) of Digital Content Market Include
China
EU
USA
Japan
India
Southeast Asia
South America
Competitive Analysis; Who are the Major Players in Digital Content Market
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
Major Type of Digital Content Covered in report:
Movie and Music
Game
Education
Digital publication
Application Segments Covered in Market
Smartphones
Computes
Tablets
Smart TV
STB& analogue TV
Non-network consumption device(CD-Player,game console,etc)
For any other requirements, please feel free to contact us and we will provide you customized report.
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With tables and figures helping analyze worldwide (Post pandemic Era) Global Digital Content market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.
Global Digital Content Market Analysis 2020, With Top Companies, Production, Revenue, Consumption, Price and Growth Rate
1 Market Scope1.1 Product Details and Introduction
1.1.1 Movie and Music -Product Introduction and Major Manufacturers
1.1.2 Game -Product Introduction and Major Manufacturers
1.1.3 Education -Product Introduction and Major Manufacturers
1.1.4 Digital publication -Product Introduction and Major Manufacturers1.2 Market Snapshot
1.2.1 Major Companies Overview
1.2.2 Market Concentration
1.2.3 Six-Year Compound Annual Growth Rate (CAGR)
2 Global Digital Content Market Assessment, by Segmentation2.1 Type Breakdown Estimates & Forecast, Sales Volume (2015-2026)
2.2 Type Breakdown Estimates & Forecast, Sales Value (2015-2026)
2.3 Application Breakdown Estimates & Forecast, by Application (2015-2026)
3 Regional Market Analysis3.1 China Digital Content Market
3.1.1 Top Companies leading Digital Content Development in China (2015-2020)
3.1.2 Sales Value of Major Company in China Market (2015-2020)
3.1.3 China Digital Content Price (USD/Unit), by Type (2019-2020)
3.1.4 Sales in China Market, by Type (2015-2026)3.2 EU Digital Content Market
3.2.1 Top Companies leading Digital Content Development in EU (2015-2020)
3.2.2 Sales Value of Major Company in EU Market (2015-2020)
3.2.3 EU Digital Content Price (USD/Unit), by Type (2019-2020)
3.2.4 Sales in EU Market, by Type (2015-2026)3.3 USA Digital Content Market
3.3.1 Top Companies leading Digital Content Development in USA (2015-2020)
3.3.2 Sales Value of Major Company in USA Market (2015-2020)
3.3.3 USA Digital Content Price (USD/Unit), by Type (2019-2020)
3.3.4 Sales in USA Market, by Type (2015-2026)3.4 Japan Digital Content Market
3.4.1 Top Companies leading Digital Content Development in Japan (2015-2020)
3.4.2 Sales Value of Major Company in Japan Market (2015-2020)
3.4.3 Japan Digital Content Price (USD/Unit), by Type (2019-2020)
3.4.4 Sales in Japan Market, by Type (2015-2026)3.5 India Digital Content Market
3.5.1 Top Companies leading Digital Content Development in India (2015-2020)
3.5.2 Sales Value of Major Company in India Market (2015-2020)
3.5.3 India Digital Content Price (USD/Unit), by Type (2019-2020)
3.5.4 Sales in India Market, by Type (2015-2026)3.6 Southeast Asia Digital Content Market
3.6.1 Top Companies leading Digital Content Development in Southeast Asia (2015-2020)
3.6.2 Sales Value of Major Company in Southeast Asia Market (2015-2020)
3.6.3 Southeast Asia Digital Content Price (USD/Unit), by Type (2019-2020)
3.6.4 Sales in Southeast Asia Market, by Type (2015-2026)
3.7 South America Digital Content Market
3.7.1 Top Companies leading Digital Content Development in South America (2015-2020)
3.7.2 Sales Value of Major Company in South America Market (2015-2020)
3.7.3 South America Digital Content Price (USD/Unit), by Type (2019-2020)
3.7.4 Sales in South America Market, by Type (2015-2026)
4 Value Chain (Impact of COVID-19)4.1 Digital Content Value Chain Analysis
4.1.1 Upstream
4.1.2 Downstream4.2 COVID-19 Impact on Digital Content Industry
4.2.1 Industrial Policy Issued Under the Epidemic Situation4.3 Cost-Under the Epidemic Situation
4.3.1 Cost of Raw Material4.4 Channel Analysis
4.4.1 Distribution Channel-Under the Epidemic Situation
4.4.2 Distributors
5 Regional Market Forecast (2021-2026)5.1 Global Digital Content Sales and Growth Rate (2021-2026)
5.2 Global Digital Content Sales Value and Growth Rate (2021-2026)
6 Digital Content Competitive Analysis6.1 Tencent
6.1.1 Tencent Company Profiles
6.1.2 Tencent Product Introduction
6.1.3 Tencent Digital Content Production, Revenue (2015-2020)
6.1.4 SWOT Analysis6.2 Microsoft
6.2.1 Microsoft Company Profiles
6.2.2 Microsoft Product Introduction
6.2.3 Microsoft Digital Content Production, Revenue (2015-2020)
6.2.4 SWOT Analysis6.3 Sony
6.3.1 Sony Company Profiles
6.3.2 Sony Product Introduction
6.3.3 Sony Digital Content Production, Revenue (2015-2020)
6.3.4 SWOT Analysis6.4 Activision Blizzard
6.4.1 Activision Blizzard Company Profiles
6.4.2 Activision Blizzard Product Introduction
6.4.3 Activision Blizzard Digital Content Production, Revenue (2015-2020)
6.4.4 SWOT Analysis6.5 Apple
6.5.1 Apple Company Profiles
6.5.2 Apple Product Introduction
6.5.3 Apple Digital Content Production, Revenue (2015-2020)
6.5.4 SWOT Analysis6.6 Google
6.6.1 Google Company Profiles
6.6.2 Google Product Introduction
6.6.3 Google Digital Content Production, Revenue (2015-2020)
6.6.4 SWOT Analysis
6.7 Amazon
6.7.1 Amazon Company Profiles
6.7.2 Amazon Product Introduction
6.7.3 Amazon Digital Content Production, Revenue (2015-2020)
6.7.4 SWOT Analysis
6.8 Facebook
6.8.1 Facebook Company Profiles
6.8.2 Facebook Product Introduction
6.8.3 Facebook Digital Content Production, Revenue (2015-2020)
6.8.4 SWOT Analysis
6.9 EA
6.9.1 EA Company Profiles
6.9.2 EA Product Introduction
6.9.3 EA Digital Content Production, Revenue (2015-2020)
6.9.4 SWOT Analysis6.10 Netease
6.10.1 Netease Company Profiles
6.10.2 Netease Product Introduction
6.10.3 Netease Digital Content Production, Revenue (2015-2020)
6.10.4 SWOT Analysis
6.11 Nexon
6.12 Mixi
6.13 Warner Bros
6.14 Square Enix
6.15 DeNA
6.16 Zynga
6.17 NCSoft
6.18 Baidu
6.19 Deezer6.20 Dish Network
6.21 Giant Interactive Group
6.22 Hulu
6.23 Nintendo
6.24 Reed Elsevier
6.25 Schibsted
6.26 Spotify
6.27 Wolters Kluwer
6.28 KONAMI
6.29 Ubisoft6.30 Bandai Namco
7 Conclusion
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The (Post pandemic Era) Global Digital Content Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.
Report Objectives / Segmentation Covered :
By Companies / players:
By Regions:
By Type:
By Application:
Frequently asked questions(FAQ's):
New players are entering the (Post pandemic Era) Global Digital Content Market, while established companies are changing their business models and strategies. This pattern is likely to continue for the foreseeable future.
According to the report, the (Post pandemic Era) Global Digital Content Industry will grow to USD XXX Million by 2029, with a YY% CAGR.
The convergence of various vital triggers, including a major slowdown in Western economies, and some critical points in globalization, leads to the transformation of business in the (Post pandemic Era) Global Digital Content Market across the extensive corporate landscape.
This latest research publication on the (Post pandemic Era) Global Digital Content Market is an in-depth market tracker that provides a comprehensive assessment of the challenges that manufacturers face in achieving new growth cycles in the current scenario.