Abstract
This annual report offers a wealth of information on the worldwide development of digital media in terms of entertainment. Information at a regional level is provided for the Americas, Europe, Middle East, Africa and Asia Pacific. The report includes analyses, statistics, forecasts and trends. It provides a comprehensive insight into the progress of Digital Media and examines the key issues and opportunities.
Subjects covered include:
- Analyses of the entertainment market in terms of digital media;
- Digital TV developments including statistics;
- HDTV developments including statistics;
- iTV developments including statistics;
- Cable services including statistics;
- Analyses of IPTV developments including statistics and case studies;
- Information and statistics for online entertainment services including dating, adult services and music;
- Online gambling and games including statistics;
- Online video media including statistics;
- Social networks and user generated content including statistics;
- Virtual World developments including statistics;
- DVR market;
- Home networking developments;
- Regional overviews.
Table of Contents
1. Introduction: Digital Media And Entertainment
- 1.1 Analyses of digital media and entertainment
- 1.1.1 Digital media and entertainment
- 1.1.2 Digital media trends
2. Broadcasting
- 2.1 Digital TV overview
- 2.1.1 Introduction
- 2.1.2 First digital TV developments
- 2.1.3 Market trends
- 2.1.4 Global overview and statistics
- 2.1.5 Regional overview and statistics
- 2.2 High definition TV
- 2.2.1 Introduction to digital HDTV
- 2.2.2 HDTV standards
- 2.2.3 HDTV set market statistics
- 2.2.4 Key technology innovations in 2008
- 2.2.5 HDTV included in DVB
- 2.2.6 Broadband TV
- 2.2.7 Datacasting
- 2.3 Interactive TV (iTV)
- 2.3.1 Introduction
- 2.3.2 Market analysis
- 2.3.3 i-advertising analysis
- 2.3.4 Market leaders - Europe, Asia
- 2.3.5 Business modelling
- 2.3.6 Interactive TV - early developments
- 2.4 Cable services
- 2.4.1 Introduction
- 2.4.2 DOCSIS
- 2.4.3 Regional cable overview
- 2.4.4 Cable market statistics
3. Broadband TV (IPTV)
- 3.1 IPTV
- 3.1.1 Introduction
- 3.2 The future of IPTV
- 3.3 Case studies
- 3.3.1 Introduction
- 3.3.2 Hong Kong
- 3.3.3 China
- 3.3.4 France
- 3.3.5 Netherlands
- 3.3.6 Italy
- 3.4 Business models
- 3.4.1 No one-size-fits all solutions
- 3.4.2 The pay TV business model
- 3.4.3 Event-staging opportunities
- 3.5 Telcos versus media companies
- 3.6 Value-added multimedia
- 3.7 Video-on-Demand (VoD)
- 3.7.1 Introduction
- 3.7.2 VoD needs more work
- 3.7.3 Other forms of VoD
- 3.7.4 Online VoD services
- 3.8 Market developments
- 3.8.1 First global standards
- 3.8.2 Gaming consoles and IPTV converge
- 3.8.3 Joost
- 3.8.4 Broadcasting over IP (BoIP)
- 3.9 IPTV market statistics and forecasts
- 3.10 IPTV services revenue 2006 - 2010
- 3.11 IPTV standards
- 3.11.1 Open IPTV Forum
- 3.11.2 ITU IPTV standard
- 3.11.3 DOCSIS 3.0
4. Internet Entertainment
- 4.1 Online dating, adult services and music
- 4.1.1 New emerging business models
- 4.1.2 The online content market
- 4.1.3 Online content and services
- 4.1.4 Digital Rights Management (DRM)
- 4.2 Online gambling and games
- 4.2.1 In-game advertising
- 4.2.2 Online gambling
- 4.2.3 Online gaming
- 4.2.4 Mobile gaming
- 4.3 Online video media
- 4.3.1 Video streaming/web tv/video
- 4.3.2 Focus shifts to web tv/video
- 4.3.3 New emerging business models
- 4.3.4 Personal video services
- 4.3.5 Other developments
- 4.3.6 Video media statistics and forecasts
- 4.3.7 The International Webcasting Association (IWA)
- 4.4 Social networks and UGC
- 4.4.1 User Generated Content (UGC)
- 4.4.2 Social networking
- 4.4.3 Blogging and web publishing
- 4.4.4 Initial craze stabilising?
- 4.4.5 Other developments
- 4.4.6 Statistics and forecasts
- 4.5 Virtual worlds
- 4.5.1 Introduction
- 4.5.2 Trends and developments
- 4.5.3 Virtual world statistics and forecasts
- 4.5.4 Case study: Second Life
5. Home Media Centres
- 5.1 Digital video recorders
- 5.1.1 Introduction
- 5.1.2 Market developments
- 5.1.3 DVR pioneer: TiVo
- 5.1.4 Developments in the USA
- 5.2 Home media centres
- 5.2.1 Market in progress
- 5.2.2 Home networking developments 2008
- 5.2.3 Market analysis
- 5.2.4 Key developments
- 5.2.5 Industry sectors vying for home media market
- 5.2.6 Consumer confusion - analyses
- 5.2.7 Industry consortia
6. Regional Overviews
- 6.1 North America
- 6.2 Latin America
- 6.2.1 Overview
- 6.2.2 Triple play models
- 6.2.3 Pay TV
- 6.2.4 Broadband TV (IPTV)
- 6.2.5 Digital Terrestrial TV (DTTV)
- 6.3 Europe
- 6.3.1 Western Europe
- 6.3.2 Eastern Europe
- 6.4 Africa/Middle East
- 6.4.1 Africa
- 6.4.2 Middle East
- 6.5 Asia
- 6.5.1 Market overview
- 6.5.2 China
- 6.5.3 Hong Kong
- 6.5.4 Japan
- 6.5.5 Taiwan
- 6.5.6 South Korea
- 6.5.7 India
- 6.5.8 Singapore
- 6.5.9 Malaysia
- 6.5.10 Thailand
- 6.6 Pacific region
- 6.6.1 Australia
- 6.6.2 New Zealand
7. Glossary of Abbreviations
TABLES:
- Table 1 - Worldwide Internet users - 1990 - 2008
- Table 2 - Worldwide broadband subscribers - 2003 - 2008
- Table 3 - Worldwide set-top box sales - 2007; 2009; 2012
- Table 4 - Digital TV penetration worldwide - 2006; 2009; 2011
- Table 5 - Worldwide households connected to digital TV by delivery system - 2011
- Table 6 - Western Europe digital TV households - 2006; 2012
- Table 7 - US homes passed by cable HDTV service and annual change - 2002 - 2007
- Table 8 - Number of HDTV homes worldwide - 2005 - 2006; 2011
- Table 9 - Worldwide households connected to digital TV by delivery system - 2011
- Table 10 - Triple play households in Europe - 2005; 2010; 2015
- Table 11 - US cable industry infrastructure expenditures - 2000 - 2007
- Table 12 - US cable VoIP subscribers and annual change - 2003 - 2007
- Table 13 - Worldwide cable telephony subscribers - 2005 - 2006; 2009
- Table 14 - Worldwide cable telephony services revenue - 2006 - 2007
- Table 15 - Worldwide cable modem subscribers - 2003 - 2007
- Table 16 - Worldwide cable subscriber market share compared with other access technologies - 2006; 2007
- Table 17 - Cable subscriber market share versus other broadband access technologies - OECD countries - 2006 - 2007
- Table 18 - Cable TV households worldwide versus TV households - 2005 - 2007
- Table 19 - Cable TV households - top three countries - 2006
- Table 20 - Hong Kong triple play subscribers and ARPU - 2003 - 2007
- Table 21 - PCCW growth in NOW TV - 2000 - 2007
- Table 22 - France IPTV subscribers - 2005 - 2007
- Table 23 - Worldwide IPTV subscribers - comparison of analysts' forecasts - 2007 - 2010; 2013
- Table 24 - Regional IPTV subscribers - Americas, Asia and Europe - 2007 - 2011
- Table 25 - IPTV STB sales - 2007; 2012
- Table 26 - Market share of IPTV STBs - Asia Pacific, Europe and US - 2012
- Table 27 - Top five dating websites in the US - February 2008
- Table 28 - Worldwide online music revenue - 2006 - 2012
- Table 29 - iTunes catalogue breakdown - 2007
- Table 30 - US online spending revenue for top five product types - 2006
- Table 31 - Online game advertising spend worldwide - 2007 - 2008; 2012
- Table 32 - PartyGaming daily users - 2006 - 2007
- Table 33 - Worldwide online gambling revenue - 1997; 2001; 2004; 2006; 2008
- Table 34 - Worldwide revenue from all forms of gambling - 2006 - 2010
- Table 35 - Revenue from all forms of gambling - Asia Pacific, EMEA - 2006; 2010
- Table 36 - Total value of bets placed via mobile gambling - 2006; 2010
- Table 37 - Internet gambling users in selected countries - February 2005
- Table 38 - Global online gaming revenues and annual change - 2000 - 2008; 2012
- Table 39 - Online gaming revenue market share - leading regions - 2012
- Table 40 - US video game revenue for console, PC, online and wireless - 2008
- Table 41 - Worldwide mobile gaming revenue - 2006 - 2007; 2009
- Table 42 - Mobile gaming revenue - Asia Pacific, Western Europe, North America - 2007; 2011
- Table 43 - Market share of top 10 mobile game publishers worldwide - May 2006
- Table 44 - Worldwide revenue from online video - 2007; 2010
- Table 45 - Online video streams & market share of top 10 online video properties in US - May - Dec 2007
- Table 46 - Major regional user base of popular social networks - mid-2007
- Table 47 - Worldwide market share of mobile social network users - 2008; 2013
- Table 48 - Leading social networking sites in the US - 2006 - 2007
- Table 49 - Annual growth of selected global social networking sites - June 2007
- Table 50 - Leading blogging sites in the US - 2006 - 2007
- Table 51 - US ad spending on social networking sites - 2006 - 2007; 2010
- Table 52 - Worldwide ad spending on social networking sites - 2006 - 2007; 2010
- Table 53 - Number of virtual worlds worldwide - 2007; 2009
- Table 54 - Growth of Second Life subscribers - 2006 - 2008
- Table 55 - Market share of Second Life active users by country - 2007
- Table 56 - DVR households worldwide - 2007
- Table 57 - DVR shipments worldwide - 2007; 2011
- Table 58 - TiVo DVR subscribers - 2005; 2008
- Table 59 - Networked TV shipments - 2008; 2012
- Table 60 - Forecast installed base of homes with connected entertainment networks worldwide - 2004; 2009 - 2011
- Table 61 - BSkyB subscriber statistics - 2005 - 2007
- Table 62 - BSkyB ARPU - 2005 - 2007
- Table 63 - BSkyB revenue, operating profit and annual change - 2007
- Table 64 - Consumer Electronics sales growth - US - 2006 - 2008
- Table 65 - USA proportion of time online by activity - 2007
- Table 66 - Latin American cable TV subscribers, annual change and penetration - 2000 - 2007
- Table 67 - Cable TV subscribers, annual change and penetration in major Latin American countries - 2006 - 2007
- Table 68 - UPC video and voice subscribers - 2007
EXHIBITS:
- Exhibit 1 - VDSL technology
- Exhibit 2 - Selected VDSL2 developments worldwide - 2008
- Exhibit 3 - Digital Video Broadcasting Project
- Exhibit 4 - Interactive Program Guides versus Electronic Program Guides
- Exhibit 5 - SkyLife and t-commerce
- Exhibit 6 - Other past and present iTV examples
- Exhibit 7 - Top IPTV carriers worldwide - 2008
- Exhibit 8 - Online music sector
- Exhibit 9 - Anarchy Online by Funcom
- Exhibit 10 - Key players in gaming industry sectors worldwide
- Exhibit 11 - Top three mobile games worldwide - 2006
- Exhibit 12 - Equivalence between access modes and traditional audiovisual use
- Exhibit 13 - Social network and community definition
- Exhibit 14 - UGC - key success factors
- Exhibit 15 - Examples of social networking websites
- Exhibit 16 - Wikipedia
- Exhibit 17 - Characteristics of virtual worlds
- Exhibit 18 - Definition of an online avatar
- Exhibit 19 - Examples of virtual worlds
- Exhibit 20 - Examples of virtual worlds for younger users
- Exhibit 21 - Linden Labs ban on gambling
- Exhibit 22 - Second Life financials - 2007 - 2008
- Exhibit 23 - Examples of large companies established in Second Life - 2008
- Exhibit 24 - Second Life user statistics - 2008
- Exhibit 25 - Top five DVR providers worldwide - 2008
- Exhibit 26 - Description of National Cable and Television Association' s Broadband Home
- Exhibit 27 - Media centre devices
- Exhibit 28 - Networked client devices
















