£446.25

The 2019-2024 Outlook for Mobile Entertainment in China

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Last 65 days · 65 data points (no recent data)

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£446.25 £423.94 £432.86 £441.79 £450.71 £459.64 £468.56 10 June 2026 26 June 2026 12 July 2026 28 July 2026 13 August 2026

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65 days 0 16 33 49 65 £446 Days at Price

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Most common price: £446 (65 days, 100.0%)

Price range: £446 - £446

Price levels: 1 different prices over 65 days

Description

This study covers the latent demand outlook for mobile entertainment across the regions of China, including provinces, autonomous regions (Guangxi, Nei Mongol, Ningxia, Xinjiang, Xizang - Tibet), municipalities (Beijing, Chongqing, Shanghai, and Tianjin), special administrative regions (Hong Kong and Macau), and Taiwan (all hereafter referred to as "regions"). Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 1,100 cities in China. For each major city in question, the percent share the city is of the region and of China is reported. Each major city is defined as an area of "economic population", as opposed to the demographic population within a legal geographic boundary. For many cities, the economic population is much larger that the population within the city limits; this is especially true for the cities of the Western regions. For the coastal regions, cities which are close to other major cities or which represent, by themselves, a high percent of the regional population, actual city-level population is closer to the economic population (e.g. in Beijing). Based on this "economic" definition of population, comparative benchmarks allow the reader to quickly gauge a city's marketing and distribution value vis-à-vis others. This exercise is quite useful for persons setting up distribution centers or sales force strategies. Using econometric models which project fundamental economic dynamics within each region and city of influence, latent demand estimates are created for mobile entertainment. This report does not discuss the specific players in the market serving the latent demand, nor specific details at the product level. The study also does not consider short-term cyclicalities that might affect realized sales. The study, therefore, is strategic in nature, taking an aggregate and long-run view, irrespective of the players or products involved. This study does not report actual sales data (which are simply unavailable, in a comparable or consistent manner in virtually all cities in China). This study gives, however, my estimates for the latent demand, or potential industry earnings (P.I.E.), for mobile entertainment in China. It also shows how the P.I.E. is divided and concentrated across the cities and regional markets of China. For each region, I also show my estimates of how the P.I.E. grows over time. In order to make these estimates, a multi-stage methodology was employed that is often taught in courses on strategic planning at graduate schools of business. Another reason why sales do not equate to latent demand is exchange rates. In this report, all figures assume the long-run efficiency of currency markets. Figures, therefore, equate values based on purchasing power parities across geographies. Short-run distortions in the value of the dollar, therefore, do not figure into the estimates. Purchasing power parity estimates were collected from official sources, and extrapolated using standard econometric models. The report uses the dollar as the currency of comparison, but not as a measure of transaction volume. The units used in this report are: US $ mln.

Product Specifications

Format
paperback
Domain
Amazon UK
Release Date
16 July 2018
Listed Since
18 July 2018

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