首頁 產業/市場分類 出版商一覽 Email 通知 GII媒體代理會議 公司簡介 聯絡我們
- English Japanese Korean
首頁 > 市場調查報告書 > 通訊 > Contents > 行動娛樂服務
產業/市場分類
通訊 (11616)
企業概況 (774)
光纖網路 (265)
次世代無線通信 (543)
行動用戶 (129)
行動設備 (764)
軟體 (1034)
電子商務 (209)
網路 (677)
網路與進入設備 (268)
數位廣播 (305)
數據中心 (345)
寬頻 (392)
衛星遠程通信 (141)
線上廣告 (144)
整合 (177)
整合通訊 (305)
機上盒 (63)
聯繫中心 (135)
Contents (627)
IT安全性 (503)
IT委外 (323)
LBS (160)
NFC (152)
RFID (215)
Web服務 (554)
WLAN/WiMAX (568)
市場調查報告書

行動娛樂服務

Mobile Entertainment Services

出版商 Berg Insight AB
出版日期 2009年12月 商品編碼 104941
內容資訊 英文 140 Pages
價格
US $ 1500 Hard Copy
US $ 2250 PDF by E-mail (1 - 5 User License)
US $ 4500 PDF by E-mail (Corporate License)


行動娛樂服務 是由出版商Berg Insight AB在2009年12月所出版的。 這份英文市場調查報告書包含140 Pages 價格從美金1500起跳。

簡介

本報告書內容包括:行動元件適用的音樂、遊戲及TV服務的綜合性分析,娛樂產業之行動終端未來的角色功能、數位音樂的消費方法、行動終端是否能成為大型遊戲平台、行動TV的供應商今後將面臨的主要課題、行動娛樂成功的經營模式•策略等,內容綱要摘記如下:

實施摘要

第1章 介紹

第2章 音樂

  • 產品與封包
    • 既有的音樂產品
    • 新的數位音樂產品
  • 流通管道
    • 下載
    • 串流
  • 地區別市場
    • 美國
    • 英國
    • 法國
    • 德國
    • 日本
    • 韓國
    • 中國
    • 巴西
    • 烏干達
  • 市場參與企業
    • 行動營運商
    • 終端製造廠
    • 元件製造廠
    • 網際網路服務供應商
    • 內容資訊串連者
    • 線上市場的參與企業
  • 課題與提案
    • 找出數位音樂的正確經營模式
    • 融合至行動領域
    • 音樂企業的角色
    • 行動營運商的角色

第3章 遊戲

  • 作為遊戲平台的行動終端
  • 市場參與企業
  • 行動遊戲的概念
    • 線上遊戲的行動版,等等
  • 經營模式
    • 價值鏈
    • 流通
    • 應用程式商店
    • 價格
  • 提案

第4章 TV•影像

  • TV革命的下一步驟
  • 播放技術
    • 至行動網路上的串流
    • 3GPP:IMB、MBMS及TDtv
    • DAB基礎的技術:T-DMB、DAB-IP,等等
  • 策略
    • 單一傳播或廣播
    • 市場參與企業•經營模式
    • 內容革新
    • 財務
  • 課題•提案
    • 規制
    • 技術
    • 經營模式•策略
    • 內容•利用

第5章 獻給行動娛樂供應商的策略性建議

  • 給網路營運商
  • 給內容生產者•資訊串連者

專業術語

圖表

目錄

Abstract

Mobile Entertainment Services is a comprehensive report analysing the evolution of music, games and television for mobile devices.

This strategic research report from Berg Insight provides you with 140 pages of unique business intelligence and expert commentary on which to base your business decisions.

This report will allow you to understand:

  • Users - how are they consuming mobile entertainment today and in the future?
  • Music - how can the mobile industry benefit from the ongoing digital revolution in the music industry?
  • Gaming - will the mobile handset become a major gaming platform?
  • Television - what does it take to deliver an attractive user-experience on mobile handsets?
  • Strategies - how should mobile operators and other industry players position themselves in entertainment?

This report answers the following questions:

  • What will be the future role for mobile handsets in the entertainment industry?
  • How will digital music be consumed by mobile users? Will mobile handsets become a significant gaming platform?
  • What are the main challenges facing prospective providers of mobile TV?
  • Which are the most successful business models and strategies for mobile entertainment?
  • What impact will the demand for entertainment services have on the future mobile infrastructure?
  • What lessons can be learned from the most advanced markets in Asia-Pacific?

About the Author

Sabine Ehlers is a Senior Analyst and Consultant with a Masters degree from Chalmers University of Technology. She has 20 years experience from working in the international IT and Telecom industry. She has worked 8 years in the Far East and was until 2004 Science and Technology Attache at the Swedish Embassy in Tokyo. Sabine is also a frequent speaker at conferences.

Table of Contents

Table of Contents

List of Figures

Executive summary

1. Introduction

2. Music

  • 2.1 Products and packaging
    • 2.1.1 Traditional music products
    • 2.1.2 New digital music products
  • 2.2 Distribution channels
    • 2.2.1 Downloading
    • 2.2.2 Streaming
  • 2.3 Geographical markets
    • 2.3.1 United States
    • 2.3.2 United Kingdom
    • 2.3.3 France
    • 2.3.4 Germany
    • 2.3.5 Japan
    • 2.3.6 South Korea
    • 2.3.7 China
    • 2.3.8 Brazil
    • 2.3.9 Uganda
  • 2.4 Industry players
    • 2.4.1 Mobile operators
    • 2.4.2 Handset manufacturers
    • 2.4.3 Device manufacturers
    • 2.4.4 Internet Service Providers
    • 2.4.5 Content aggregators
    • 2.4.6 Online industry players
  • 2.5 Challenges and recommendations
    • 2.5.1 Finding the right business model for digital music
    • 2.5.2 Merging to the mobile arena
    • 2.5.3 The role of the music company
    • 2.5.4 The role of the mobile operator

3. Gaming

  • 3.1 The mobile handset as a gaming platform
  • 3.2 The player
  • 3.3 Mobile game concepts
    • 3.3.1 Mobile versions of online games
    • 3.3.2 Location sensitivity
    • 3.3.3 Mixed reality
    • 3.3.4 Multiplayer games
    • 3.3.5 Natural interfaces
    • 3.3.6 Ad-funded games
    • 3.3.7 Virtual products
  • 3.4 Business models
    • 3.4.1 Value chain
    • 3.4.2 Distribution
    • 3.4.3 Application stores
    • 3.4.4 Pricing
  • 3.5 Recommendations

4. TV and video

  • 4.1 The next step in the evolution of television
  • 4.2 Broadcasting technologies
    • 4.2.1 Streaming over mobile networks
    • 4.2.2 3GPP: IMB, MBMS and TDtv
    • 4.2.3 Analogue receivers in handsets
    • 4.2.4 DAB-based technologies: T-DMB, DAB-IP
    • 4.2.5 DVB-based technologies: DVB-H and DVB-IP
    • 4.2.6 MediaFLO
    • 4.2.7 ISDB-T (One-Seg)
    • 4.2.8 ATSC-M/H
    • 4.2.9 WiFi and WiMAX
  • 4.3 Strategies
    • 4.3.1 Unicast or broadcast
    • 4.3.2 Industry players and business models
    • 4.3.3 Content innovation
    • 4.3.4 Financing
  • 4.4 Challenges and recommendations
    • 4.4.1 Regulations
    • 4.4.2 Technology
    • 4.4.3 Business models and strategies
    • 4.4.4 Content and usage

5. Strategic advice to mobile entertainment providers

  • 5.1 Network operators
  • 5.2 Content producers and aggregators

Glossary

List of Figures

  • Figure 2.1: Example of screen images for Melodeo' s mobile music application
  • Figure 2.2: Digital music revenues from online and mobile channels (World 2004 - 2008)
  • Figure 2.3: Sales numbers for mobile music in Japan (2008)
  • Figure 2.4: Nokia 5730 XpressMusic
  • Figure 3.1: FIFA football game on Nokia N85
  • Figure 3.2: Screenshots from the mobile and online versions of the Mogi game
  • Figure 3.3: Illustration by NTT DoCoMo explaining the principle of Chokkan games
  • Figure 4.1: The evolution of mobile TV media
  • Figure 4.2: Comparison of downlink data capacity demand per user by services
  • Figure 4.3: Analogue TV switch-off dates for different countries
  • Figure 4.4: T-DMB business model
  • Figure 4.5: Strategic options for deploying mobile TV
  • Figure 4.6: The mobile TV value chain
  • Figure 4.7: Examples of roles played by broadcasters in the mobile TV value chain
  • Figure 4.8: Examples of aggregator led business models for mobile TV
  • Figure 4.9: Examples of roles played by mobile operators in the mobile TV value chain
  • Figure 4.10: Example of revenue flows generated by fee-based mobile TV services
  • Figure 4.11: Revenue models for mobile TV
Back to Top