2011年的資訊技術調查展望 是由出版商BCC Research在2012年01月所出版的。
這份英文市場調查報告書包含174 Pages 價格從美金850起跳。
2010年全球的ATM及自助服務零售商店、自動販賣機的自助服務技術的總引進數達、2820萬台。此外、其數量預計到2015年為止擴大CAGR3.7%、預計達3380萬台。以及、行動電話專用非行動方式波形晶片組的前途有待期望、2010年此市場約43億美金、2015年為止擴大CAGR17.8%、預計達97億美金。2010年紀錄達660億美金的電玩市場、在2011年為699億美金、之後到2016年為止成長CAGR9.8%、預測達1117億美金。
本報告書內容包括:2011年的資訊技術(IT)市場的相關分析及展望的提供、內容綱要摘記如下:
第1章 序文
第2章 自助服務市場:ATM・自助服務零售商店・自動販賣機
- 介紹
- 摘要
- 概要
- 產品分類
- 市場分類
- 產業的規範和組織遵循性
- 產業的課題和掛念事項
- 市場的發展因素和障礙
- 技術趨勢
- 全球市場的預測
- 各地區的市場概要
第3章 無線寬頻(RF)技術的急速成長
第4章 行動電話的非行動方式波形晶片組:技術和全球市場
- 介紹
- 摘要
- 市場概要
- 智慧型電話 vs. 其他
- 行動電話規格概要
- 行動電話設計的進化
第5章 客廳用數位機器:技術和全球市場
- 介紹
- 摘要
- 概要和市場分類
- 設備開發的檢討事項
- 價格的檢討事項
- 數位TV市場的概要
- DTV市場的分類:各種顯示器技術
- DVD
- DVR
- 機上盒
- IPTV
- 混合體IPTV機上盒
- 家庭劇院系統
- 環繞音效
第6章 電玩:全球市場
- 介紹
- 摘要
- 電玩介面
- 遊戲中心
- 新技術
- 產業結構
- 最近的產業發展
- 各地區的製造和開發
- 各地區的消費
- 市場佔有率
圖表
Abstract
REPORT HIGHLIGHTS
- The total installed combined base for self-service technologies including
ATMs, self-service kiosks and vending machines for 2010 is estimated at 28.2
million units and is expected to reach 33.8 million units by 2015, growing at
a compound annual growth rate (CAGR) of 3.7% from 2010 through 2015.
- BCC Research forecasts a very promising future for the global market for
non-cellular waveform chipsets in mobile phones. This market was worth nearly
$4.3 billion in 2010 and is expected to increase at a 17.8% CAGR to reach $9.7
billion in 2015.
- The global market for electronic gaming reached $66 billion in 2010. It is
expected to reach at $69.9 billion by the end of 2011 and it will further grow
to $111.7 billion by 2016 at an estimated CAGR of 9.8% from 2011 to 2016.
REPORT SCOPE
FOREWORD
This year in BCC's information technology research category, several reports
were published covering topics ranging from non-cellular waveforms in mobile
phones to digital devices found in the living room. As can be expected with
many of the markets linked to electronics, BCC expects many of the markets
analyzed in its information technology research category to grow at high
compound annual growth rates over the five-year forecast period; we forecast
some segments are in excess of 20% and 30%.
The importance of the link between the Internet and this strong growth cannot
be overstated. As discussed in further detail, the marriage of the Internet
and television, as well as the increasing popularity of online gaming, are
two prominent examples.
The 2011 Information Technology Research Review provides a sample of the
quality of market information, analysis and guidance that has been aiding
business decision making since BCC was founded in 1971. It includes
highlights of reports published in 2011 covering the following markets:
- Self Service Markets: ATMs, Kiosks, Vending Machines
- Rapidly Growing Radio Frequency (RF) Technologies
- Non-Cellular Waveforms in Mobile Phones: Technologies and Global Markets
- Digital Devices for the Living Room: Technologies and Global Markets
- Electronic Games and Gaming: Global Markets
Table of Contents
2011 Information Technology Research Review
Chapter - 1: FOREWORD - Complimentary
Chapter - 2: SELF SERVICE MARKETS: ATMS, KIOSKS, VENDING MACHINES (IFT047B)
- INTRODUCTION
- SUMMARY
- OVERVIEW
- PRODUCT SEGMENTATION
- MARKET SEGMENTATION
- INDUSTRY REGULATIONS AND COMPLIANCES
- INDUSTRY CHALLENGES AND CONCERNS
- MARKET FORCES: DRIVERS AND IMPEDIMENTS
- TECHNOLOGY TRENDS
- GLOBAL MARKET FORECASTS
- MARKET OVERVIEW BY REGION
Chapter - 3: RAPIDLY GROWING RADIO FREQUENCY (RF) TECHNOLOGIES (IFT057B)
- INTRODUCTION
- SUMMARY
- GENERAL DESCRIPTION OF RF
Chapter - 4: NON-CELLULAR WAVEFORMS IN MOBILE PHONES: TECHNOLOGIES AND GLOBAL MARKETS (IFT084A)
- INTRODUCTION
- SUMMARY
- MARKET OVERVIEW
- SMARTPHONES VERSUS OTHERS
- OVERVIEW OF CELLULAR STANDARDS
- EVOLUTION OF THE MOBILE PHONE DESIGN
Chapter - 5: DIGITAL DEVICES FOR THE LIVING ROOM: TECHNOLOGIES AND GLOBAL MARKETS (IFT074A)
- INTRODUCTION
- SUMMARY
- OVERVIEW AND MARKET SEGMENTATION
- DEVICE DEVELOPMENT CONSIDERATIONS
- PRICING CONSIDERATIONS
- DIGITAL TV MARKET OVERVIEW
- DTV MARKET SEGMENTATION BY TV DISPLAY TECHNOLOGIES
- DVD BASICS
- BASICS OF DIGITAL VIDEO RECORDERS
- SET-TOP BOX BASICS
- INTERNET PROTOCOL TV (IPTV)
- HYBRID IPTV SET-TOP BOXES
- BASICS OF HOME THEATER SYSTEMS
- SURROUND SOUND BASICS
Chapter - 6: ELECTRONIC GAMES AND GAMING: GLOBAL MARKETS (IFT052B)
- INTRODUCTION
- SUMMARY
- OVERVIEW
- GAMING PLATFORMS
- GAME GENRES
- GAMING ADAPTS TO NEW TECHNOLOGY
- INDUSTRY STRUCTURE
- RECENT INDUSTRY DEVELOPMENTS
- GAMING MANUFACTURING AND DEVELOPMENT BY REGION
- GAMING CONSUMPTION BY REGION
- MARKET SHARES
List of Tables
- Table 1: OVERALL INSTALLED BASE OF SELF-SERVICE TECHNOLOGIES, THROUGH 2015
- Table 2: TOTAL NUMBER OF ATMS INSTALLED BY GEOGRAPHIC REGION, 2010
- Table 3: PROJECTED GROWTH IN INSTALLED ATM BASE BY GEOGRAPHIC REGION,
THROUGH 2015
- Table 4: PROJECTED GROWTH IN INSTALLED ATM BASE IN NORTH AMERICA, THROUGH
2015
- Table 5: GLOBAL MARKET FOR RAPIDLY GROWING RF TECHNOLOGIES BY TYPE,
THROUGH 2015
- Table 6: RF BANDS
- Table 7: ESTABLISHED RF TECHNOLOGIES AND APPLICATIONS, 1895-1993
- Table 8: WIRELESS NETWORKING TECHNOLOGIES
- Table 9: COMMON U.S. TRANSPONDER FREQUENCIES
- Table 10: GLOBAL SALES REVENUES FOR NON-CELLULAR WAVEFORM CHIPSETS FOR USE
IN MOBILE PHONES, THROUGH 2015
- Table 11: GLOBAL SHIPMENT VOLUMES OF NON-CELLULAR WAVEFORM CHIPSETS IN
MOBILE PHONES, THROUGH 2015
- Table 12: GLOBAL SALES REVENUES FOR NON-CELLULAR WAVEFORM CHIPSETS FOR USE
IN MOBILE PHONES BY REGION, THROUGH 2015
- Table 13: GLOBAL UNIT SALES OF NON-CELLULAR WAVEFORM CHIPSETS FOR USE IN
MOBILE PHONES BY GEOGRAPHIC REGION, THROUGH 2015
- Table 14: GLOBAL SALES REVENUES FOR NON-CELLULAR WAVEFORM CHIPSETS FOR USE
IN MOBILE PHONES BY PHONE TYPE, THROUGH 2015
- Table 15: GLOBAL UNIT SALES OF NON NON-CELLULAR WAVEFORM CHIPSETS FOR USE
IN MOBILE PHONES BY PHONE TYPE, THROUGH 2015
- Table 16: SUBSCRIBER VOLUME OF NON-CELLULAR WAVEFORM CHIPSETS IN MOBILE
PHONES BY PHONE TYPE, THROUGH 2015
- Table 17: SUBSCRIBER VOLUME OF NON-CELLULAR WAVEFORM CHIPSETS IN MOBILE
PHONES, BY REGION, THROUGH 2015
- Table 18: GLOBAL DIGITAL LIVING ROOM DEVICES MARKET, BY REGION, THROUGH
2015
- Table 19: DLR DEVICES DEVELOPMENT: COST CONSIDERATION
- Table 20: BILL OF MATERIALS
- Table 21: GLOBAL DLR MARKET BY SEGMENT, THROUGH 2015
- Table 22: GROWTH RATES OF GLOBAL DLR MARKET, THROUGH 2015
- Table 23: GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016
- Table 24: BASIC TYPES OF GAMING PLATFORMS
- Table 25: BASIC ELECTRONIC GAMING GENRES
- Table 26: FUTURE EXPANSION OF GAMES
- Table 27: KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
- Table 28: GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE
MANUFACTURING BY REGION, 2010 - 2016
- Table 29: GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2010 - 2016
- Table 30: TOP 21 COMPANIES IN THE GAMING MARKET BY REVENUE, 2010
- Table 31: GLOBAL MARKET SHARE OF GAMING PRODUCT MANUFACTURERS, 2010
- Table 32: GLOBAL MARKET SHARE OF MAJOR ELECTRONIC GAMES AND SOFTWARE
COMPANIES, 2010
- Table 33: GLOBAL MARKET SHARE OF EQUIPMENT AND SERVICES COMPANIES, 2010
List of Figures
- Figure 1: OVERALL INSTALLED BASE OF SELF-SERVICE TECHNOLOGIES, 2009-2015
- Figure 2: TOTAL NUMBER OF ATMS INSTALLED BY GEOGRAPHIC REGION, 2010
- Figure 3: ON-PREMISE VS. OFF-PREMISE ATMS, 2010
- Figure 4: PROJECTED GROWTH IN INSTALLED ATM BASE BY GEOGRAPHIC REGION,
2009-2015
- Figure 5: PROJECTED GROWTH IN INSTALLED ATM BASE IN NORTH AMERICA,
2009-2015
- Figure 6: GLOBAL MARKET FOR RAPIDLY GROWING RF TECHNOLOGIES BY TYPE,
2009-2015
- Figure 7: DIGITAL TV SYSTEMS
- Figure 8: GLOBAL SALES REVENUES FOR NON-CELLULAR WAVEFORM CHIPSETS FOR USE
IN MOBILE PHONES, 2008-2015
- Figure 9: GLOBAL SALES REVENUES FOR NON-CELLULAR WAVEFORM CHIPSETS FOR USE
IN MOBILE PHONES BY REGION, 2008-2015
- Figure 10: GLOBAL SALES REVENUES FOR NON-CELLULAR WAVEFORM CHIPSETS FOR
USE IN MOBILE PHONES BY PHONE TYPE, 2008-2015
- Figure 11: DIGITAL LIVING ROOM TECHNOLOGY MARKET, 2009 - 2015
- Figure 12: DLR DEVICES: UNDERLYING HARDWARE AND SOFTWARE COMPONENTS
- Figure 13: GLOBAL MARKET FOR DLR DEVICES BY SEGMENT, 2009 - 2015
- Figure 14: GLOBAL MARKET FOR DLR DEVICES BY SEGMENT, 2010
- Figure 15: GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY, 2010-2016
- Figure 16: MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY
REGION, 2010 - 2016
- Figure 17: GLOBAL REVENUES FROM ELECTRONIC GAMING, 2010 - 2016
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