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