Ebook And Music Downloads Stagnate While Mobile Games And Videos See Strong Growth
Music downloads are losing share, particularly affected by the rise in music subscription and streaming services
Mobile games revenues, including downloads and in-app, will grow 16.5% this year to reach $3.04 billion in the US, according to new figures from eMarketer. Mobile game revenues are increasing more quickly than any other category of mobile downloads and in-app revenues, as the overall market is expected to grow 10.3% this year. In 2016, mobile games will increase another 8.9% vs. 6.3% for the total market.
Mobile content revenues in the US -- which include purchases of mobile goods such as ebooks, games, videos and music, but exclude ad-supported revenues and subscriptions -- will total $9.82 billion in 2015. Next year, mobile content revenues will reach $10.44 billion and account for 10.6% of all retail purchases on smartphones and tablets in the US.
Mobile games will account for 30.9% of all mobile download and in-app revenues in 2015, up from 29.3% last year. Music downloads are losing share, particularly affected by the rise in music subscription and streaming services. Video downloads are still growing, expected to increase 13.8% this year, but are growing from a much smaller base than mobile games and may also see an impact from subscription and streaming services over time.
Because of the increasing mobile gamer base, revenues from mobile game purchases have potential to grow further, and perhaps supplant ebooks as the largest mobile content category in the next few years if current trends continue. According to the latest eMarketer estimates, this year 58.4% of US mobile phone users will play games on their phones at least once each month, and that share will grow to 76.5% by 2019. By comparison, only about half of mobile phone users will regularly listen to music and watch videos on their phones in 2019. Similarly, nearly 80% of US tablet users will play games on their devices by 2019, compared to 66.5% of tablet users who will view videos and 50% who will listen to music.
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