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市場調查報告書

全球數位內容市場未來趨勢

Global Digital Content Market 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 288944
出版日期 內容資訊 英文 326 Pages
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全球數位內容市場未來趨勢 Global Digital Content Market 2015-2019
出版日期: 2015年01月28日 內容資訊: 英文 326 Pages
簡介

所謂數位內容,是數位形式的內容──形成數位元的電子資料,可保存於硬碟。一般來說,數位內容,是指在電子媒體上流通、下載可能的資訊。在數位內容中,從文字和語音、影像文件,到圖形、動畫、影像),有各種形態。由於智慧型手機、平板電腦、電子書閱讀器的普及擴大,除了電腦以外,為提供消費者取得數位內容也準備各種選擇。現今,製作要知道有哪個種類的數位內容,以及如何播送是重要的。為了在數位領域成功,數位內容的作者們必須用最富有魅力的方法提供自己的內容。全球數位內容市場今後的年複合成長率(CAGR),預計2014∼2019年達到13.73%。

本報告提供全球的數位內容市場相關分析、市場概要、結構和市場趨勢(今後5年的預測值)、各部門、各設備、各地區的詳細趨勢、推動、阻礙市場要素與其影響力、主要企業簡介(產業概要、收益預測、產業策略、近幾年趨勢、SWOT分析等)、今後的市場機會等調查資料、考察,並將結果概述為以下內容。

第1章 摘要整理

第2章 簡稱清單

第3章 調查範圍

第4章 市場調查手法

第5章 簡介

第6章 市場形勢

  • 市場現狀
  • 市場概要
    • 數位傳送流通管道
  • 全球數位內容市場的規模與預測(以收益為準)
  • 全球數位內容市場規模與預測(以數量為準)
  • 波特的五力分析

第7章 各分類的市場區隔

  • 全球數位內容市場:各分類的明細
  • 全球數位影片內容市場
    • 市場規模與預測
  • 全球數位影片內容市場明細
    • 數位有線TV
    • IPTV
    • 線上影片
    • OTT/串流
    • VOD
  • 全球數位文字內容市場
    • 市場規模與預測
  • 全球數位文字內容市場明細
    • 商務資訊
    • 電子書
    • 數位新聞
  • 全球數位遊戲內容市場
    • 市場規模與預測
  • 全球數位遊戲內容市場明細
    • PC遊戲
    • 手機遊戲
    • 社群媒體/休閒遊戲
    • 平板電腦遊戲
    • 電玩遊戲
  • 全球數位語音內容市場
    • 市場規模與預測
  • 全球數位語音內容市場明細
    • 下載
    • 訂閱
    • 串流

第8章 各設備的市場區隔

  • 全球數位內容市場:各設備(最新值、預測值)
  • 全球行動、數位內容市場
  • 全球非行動、數位內容市場

第9章 各市場區隔的內容的數位化手法

第10章 地理區分

  • 全球數位內容市場:各地區的變化與預測(今後6年份)
  • 北美的數位內容市場
  • 亞太地區的數位內容市場
  • 歐洲的數位內容市場
  • 其他地區(ROW)的數位內容市場

第11章 主要國家

  • 美國
    • 美國:經濟概要
    • 美國:經濟指標
    • 美國的數位內容市場
  • 日本
    • 經濟概要
    • 日本的通貨膨脹
    • 日本的數位內容市場

第12章 購買標準

第13章 市場成長因素

第14章 成長因素與其影響

第15章 市場課題

第16章 成長因素與課題的影響

第17章 市場趨勢

第18章 趨勢與其影響

第19章 業者情勢

  • 競爭模式
    • 主要消息
    • 企業合併、收購(M&A)
  • 其他卓越供應商

第20章 主要供應商分析

  • Activision Blizzard
  • Amazon.com
  • Apple
  • Bloomberg
  • CBS
  • Comcast
  • Deezer
  • DirecTV
  • Dish Network
  • Electronic Arts
  • EMI Music Publishing
  • Fox Music Publishing
  • Fairfax Media
  • Gannett
  • Giant Interactive
  • Google
  • GungHo Online
  • Hachette Livre
  • HarperCollins
  • Hulu
  • Hungama Digital Media Entertainment
  • King Digital Entertainment
  • Microsoft
  • NCSOFT
  • News
  • 任天堂
  • Penguin Random House
  • Reed Elsevier
  • Schibsted
  • SONY
  • Spotify
  • Take-Two Interactive Software
  • Tencent
  • The New York Times Company
  • Thomson Reuters
  • Ubisoft Entertainment
  • Universal Music Group
  • Wolters Kluwer
  • Zynga

第21章 相關報告

圖表一覽

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目錄
Product Code: IRTNTR5162

About Digital Content

Digital content is the content in digital format. It is formed of bits and can be stored on a hard disk. Typically, digital content refers to information available for distribution on electronic media. It can also be downloaded. Digital content has many forms: from text and audio and videos files, to graphics, animations, and images. With the growing popularity of smartphones, tablets, and e-readers, a consumer has a wide variety of options to get the digital content besides the computer. Today, it is important to know what kind of digital content is created and how it is delivered. Therefore, to be successful in the digital content realm, digital content creators must present their content in the most attractive way.

TechNavio's analysts forecast the Global Digital Content market will grow at a CAGR of 13.73 percent over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the Global Digital Content market for the period 2015-2019. It includes digital content in the following segments: Audio, Video, Games, and Text. The market size is calculated on the basis of revenue generated from these segments. The Audio segment consists of digital music, which includes revenue generated by downloads, subscription and streaming services. The Video segment consists of IPTV service, VOD, online videos, OTT/streaming, and digital cable TV. The Games segment consists of PC games, tablet games, social media/casual games, mobile games, and console games. The Text segment consists of digital newspaper, e-books and online business information.

Key Vendors

  • APAC
  • Europe
  • North America
  • ROW

Key Vendors

  • Activision Blizzard
  • Amazon.com
  • Apple
  • Bloomberg
  • CBS
  • Comcast
  • Deezer
  • DIRECTV
  • Dish Network
  • Electronic Arts
  • EMI Music Publishing
  • Fairfax Media
  • Fox Music Publishing
  • Gannett
  • Giant Interactive Group
  • Google
  • GungHo Online Entertainment
  • Hachette
  • HarperCollins Publishers
  • Hulu
  • Hungama Digital Media Entertainment
  • King Digital Entertainment
  • Microsoft
  • NCSOFT
  • News
  • Nexon
  • Nintendo
  • Penguin Random House
  • Reed Elsevier
  • Schibsted
  • Sony
  • Spotify
  • Take-Two Interactive Software
  • Tencent Holdings
  • The New York Times
  • Thomson Reuters
  • Universal Music Group
  • Wolters Kluwer
  • Zynga

Other Prominent Vendors

  • Bertelsmann
  • Blinkbox Music
  • Bungie
  • Carrefour
  • CCP hf
  • Cellufun
  • Cengage Learning
  • Changyou.com
  • CipSoft
  • Cryptic Studios
  • Daily Mail and General Trust
  • Digital Chocolate
  • Disney Interactive
  • Dogan Yayin Holding
  • Doovle
  • Dun and Bradstreet
  • eGames
  • Entertainment One
  • Equifax
  • Experian
  • Facebook
  • FactSet Research Systems
  • Falcon Technologies International
  • Gaana.com
  • GameHouse
  • Gamelion
  • Glu Games
  • gPotato
  • Grooveshark
  • Gruppo Editoriale L'Espresso
  • Guvera
  • HandyGames
  • Hitachi Maxwell
  • HMV Retail
  • India Games
  • Indigo Books & Music
  • Infinity Ward
  • Infogroup
  • Informa
  • Interactive Data
  • Jagex Games Studio
  • JB Hi-Fi
  • Johnston Press
  • Joymax
  • Kabam
  • Kensington Publishing
  • Kiloo ApS
  • Last.fm
  • Lee Enterprises
  • Level-5
  • Lions Gate Entertainment
  • Macmillan Publishers
  • McGraw Hill
  • Mecom Group
  • MercurySteam Entertainment
  • Metro
  • Microsoft Studio
  • Minh Chau
  • Mitchell
  • Mixcloud
  • MOG
  • Myspace
  • Namco Bandai Games
  • NetEase
  • Oberon Media
  • OGPlanet
  • Perfect World
  • Postmedia Network Canada
  • Punch Entertainment
  • Rara
  • RCS Media Group
  • Redboss
  • Rhapsody
  • Rocksteady Studios
  • Saavn
  • Samsung Music Hub
  • Sanoma
  • Sega
  • Seven West Media
  • Shanda Interactive Entertainment
  • Sharp
  • Singapore Press Holdings
  • Slacke
  • SME
  • Softnyx
  • Songl
  • Songza
  • SoundCloud
  • Square Enix Holdings
  • SYBO Games
  • Syn Sophia
  • Taiyo Yuden
  • Tamedia
  • TDK
  • Telegraaf Media Groep
  • Tencent Holdings
  • The Lego Group
  • The McClatchy
  • TheStreet
  • Thomson Reuters
  • Thumbplay
  • Torstar
  • Trinity Mirror
  • TuneIn Radio
  • TuneIn Radio
  • Turbine
  • Umedisc
  • UMG
  • United Business Media
  • UTStarcom
  • Visual Concepts
  • Warner Bros. Interactive Entertainment
  • We Are Hunted
  • Wiley
  • Wolters Kluwer

Key Market Driver

  • Need for Digitization
  • For a full, detailed list, view our report

Key Market Challenge

  • Privacy and Security Concerns
  • For a full, detailed list, view our report

Key Market Trend

  • Increase in Adoption of Cloud Services
  • For a full, detailed list, view our report

Key Questions Answered in this Report

  • What will the market size be in 2019 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

Table of Contents

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

  • 03.1. Market Overview
  • 03.2. Product Offerings

04. Market Research Methodology

  • 04.1. Market Research Process
  • 04.2. Research Methodology

05. Introduction

06. Market Landscape

  • 06.1. Market Snapshot
  • 06.2. Market Overview

Digital Transmission Channel

  • 06.3. Global Digital Content Market Size and Forecast by Revenue
  • 06.4. Global Digital Content Market Size and Forecast by Volume
  • 06.5. Five Forces Analysis

07. Market Segmentation by Category

  • 07.1. Global Digital Content Market by Category
  • 07.2. Global Digital Video Content Market
    • 07.2.1. Market Size and Forecast
  • 07.3. Global Digital Video Content Market Segmentation
    • 07.3.1. Digital Cable TV
    • 07.3.2. IPTV
    • 07.3.3. Online Video
    • 07.3.4. OTT/Streaming
    • 07.3.5. VOD
  • 07.4. Global Digital Text Content Market
    • 07.4.1. Market Size and Forecast
  • 07.5. Global Digital Text Content Market Segmentation
    • 07.5.1. Business Information
    • 07.5.2. E-books
    • 07.5.3. Digital Newspaper
  • 07.6. Global Digital Games Content Market
    • 07.6.1. Market Size and Forecast
  • 07.7. Global Digital Games Content Market Segmentation
    • 07.7.1. PC Games
    • 07.7.2. Mobile Games
    • 07.7.3. Social Media/Casual Games
    • 07.7.4. Tablet Games
    • 07.7.5. Console Games
  • 07.8. Global Digital Audio Content Market
    • 07.8.1. Market Size and Forecast
  • 07.9. Global Digital Audio Content Market Segmentation
    • 07.9.1. Downloads
    • 07.9.2. Subscription
    • 07.9.3. Streaming

08. Market Segmentation by Device

  • 08.1. Global Digital Content Market by Device 2014 & 2019
  • 08.2. Global Digital Mobile Content Market
    • 08.2.1. Market Size and Forecast
  • 08.3. Global Digital Non-mobile Content Market
    • 08.3.1. Market Size and Forecast

09. Digitalization of Content in Different Segments

10. Geographical Segmentation

  • 10.1. Global Digital Content Market by Geographical Segmentation 2014-2019
  • 10.2. Digital Content Market in North America
    • 10.2.1. Market Size and Forecast
  • 10.3. Digital Content Market in the APAC Region
    • 10.3.1. Market Size and Forecast
  • 10.4. Digital Content Market in Europe
    • 10.4.1. Market Size and Forecast
  • 10.5. Digital Content Market in the ROW
    • 10.5.1. Market Size and Forecast

11. Key Leading Countries

  • 11.1. US
    • 11.1.1. US: Economic Overview
    • 11.1.2. US: Economic Indicators
    • 11.1.3. Digital Content Market in US
  • 11.2. Japan
    • 11.2.1. Economic Overview
    • 11.2.2. Inflation in Japan
    • 11.2.3. Digital Content Market in Japan

12. Buying Criteria

13. Market Growth Drivers

14. Drivers and their Impact

15. Market Challenges

16. Impact of Drivers and Challenges

17. Market Trends

18. Trends and their Impact

19. Vendor Landscape

  • 19.1. Competitive Scenario
    • 19.1.1. Key News
    • 19.1.2. Mergers and Acquisitions
  • 19.2. Other Prominent Vendors

20. Key Vendor Analysis

  • 20.1. Activision Blizzard
    • 20.1.1. Key Facts
    • 20.1.2. Business Overview
    • 20.1.3. Business Segmentation by Revenue 2013
    • 20.1.4. Product Segmentation
    • 20.1.5. Business Strategy
    • 20.1.6. Recent Developments
    • 20.1.7. SWOT Analysis
  • 20.2. Amazon.com
    • 20.2.1. Key Facts
    • 20.2.2. Business Overview
    • 20.2.3. Business Segmentation
    • 20.2.4. Business Segmentation by Revenue 2012 and 2013
    • 20.2.5. Geographical Segmentation by Revenue 2013
    • 20.2.6. Business Strategy
    • 20.2.7. Recent Developments
    • 20.2.8. SWOT Analysis
  • 20.3. Apple
    • 20.3.1. Key Facts
    • 20.3.2. Business Overview
    • 20.3.3. Product Segmentation by Revenue
    • 20.3.4. Geographical Segmentation by Revenue
    • 20.3.5. Business Strategy
    • 20.3.6. Recent Developments
    • 20.3.7. SWOT Analysis
  • 20.4. Bloomberg
    • 20.4.1. Key Facts
    • 20.4.2. Business Overview
    • 20.4.3. Product Segmentation
    • 20.4.4. Business Strategy
    • 20.4.5. Recent Developments
    • 20.4.6. SWOT Analysis
  • 20.5. CBS
    • 20.5.1. Key Facts
    • 20.5.2. Business Overview
    • 20.5.3. Business Segmentation
    • 20.5.4. Business Strategy
    • 20.5.5. Key Information
    • 20.5.6. SWOT Analysis
  • 20.6. Comcast
    • 20.6.1. Key Facts
    • 20.6.2. Business Overview
    • 20.6.3. Business Segmentation by Revenue 2013
    • 20.6.4. Business Segmentation by Revenue 2012 and 2013
    • 20.6.5. Business Strategy
    • 20.6.6. Recent Developments
    • 20.6.7. SWOT Analysis
  • 20.7. Deezer
    • 20.7.1. Key Facts
    • 20.7.2. Business Overview
    • 20.7.3. Key Applications
    • 20.7.4. Geographical Segmentation
    • 20.7.5. Recent Developments
    • 20.7.6. SWOT Analysis
  • 20.8. DirecTV
    • 20.8.1. Key Facts
    • 20.8.2. Business Overview
    • 20.8.3. Business Segmentation by Revenue 2013
    • 20.8.4. Business Segmentation by Revenue 2012 and 2013
    • 20.8.5. Geographical Segmentation by Revenue 2013
    • 20.8.6. Business Strategy
    • 20.8.7. Recent Developments
    • 20.8.8. SWOT Analysis
  • 20.9. Dish Network
    • 20.9.1. Key Facts
    • 20.9.2. Business Overview
    • 20.9.3. Business Segmentation by Revenue 2013
    • 20.9.4. Business Segmentation by Revenue 2012 and 2013
    • 20.9.5. Business Strategy
    • 20.9.6. Recent Developments
    • 20.9.7. SWOT Analysis
  • 20.10. Electronic Arts
    • 20.10.1. Key Facts
    • 20.10.2. Business Overview
    • 20.10.3. Business Segmentation by Revenue 2014
    • 20.10.4. Business Segmentation by Revenue 2013 and 2014
    • 20.10.5. Geographical Segmentation by Revenue 2014
    • 20.10.6. Business Strategy
    • 20.10.7. Recent Developments
    • 20.10.8. SWOT Analysis
  • 20.11. EMI Music Publishing
    • 20.11.1. Key Facts
    • 20.11.2. Business Overview
    • 20.11.3. Business Segmentation
    • 20.11.4. Business Strategy
    • 20.11.5. Recent Developments
    • 20.11.6. SWOT Analysis
  • 20.12. Fox Music Publishing
    • 20.12.1. Key Facts
    • 20.12.2. Business Overview
    • 20.12.3. Clients
    • 20.12.4. Business Strategy
    • 20.12.5. SWOT Analysis
  • 20.13. Fairfax Media
    • 20.13.1. Key Facts
    • 20.13.2. Business Overview
    • 20.13.3. Business Segmentation by Revenue 2013
    • 20.13.4. Business Segmentation by Revenue 2012 and 2013
    • 20.13.5. Geographical Segmentation by Revenue 2013
    • 20.13.6. Business Strategy
    • 20.13.7. SWOT Analysis
  • 20.14. Gannett
    • 20.14.1. Key Facts
    • 20.14.2. Business Overview
    • 20.14.3. Business Segmentation by Revenue 2013
    • 20.14.4. Business Segmentation by Revenue 2012 and 2013
    • 20.14.5. Business Strategy
    • 20.14.6. Recent Developments
    • 20.14.7. SWOT Analysis
  • 20.15. Giant Interactive
    • 20.15.1. Key Facts
    • 20.15.2. Business Overview
    • 20.15.3. Product Segmentation
    • 20.15.4. Business Segmentation by Revenue 2013
    • 20.15.5. Business Segmentation by Revenue 2012 and 2013
    • 20.15.6. Business Strategy
    • 20.15.7. Recent Developments
    • 20.15.8. SWOT Analysis
  • 20.16. Google
    • 20.16.1. Key Facts
    • 20.16.2. Business Overview
    • 20.16.3. Business Segmentation by Revenue 2013
    • 20.16.4. Business Segmentation by Revenue 2012 and 2013
    • 20.16.5. Geographical Segmentation by Revenue 2013
    • 20.16.6. Business Strategy
    • 20.16.7. Recent Developments
    • 20.16.8. SWOT Analysis
  • 20.17. GungHo Online
    • 20.17.1. Key Facts
    • 20.17.2. Business Overview
    • 20.17.3. Business Segmentation
    • 20.17.4. Business Strategy
    • 20.17.5. Recent Developments
    • 20.17.6. SWOT Analysis
  • 20.18. Hachette Livre
    • 20.18.1. Key Facts
    • 20.18.2. Business Overview
    • 20.18.3. Editorial Segmentation by Revenue 2013
    • 20.18.4. Geographical Segmentation by Revenue 2013
    • 20.18.5. Business Strategy
    • 20.18.6. Recent Developments
    • 20.18.7. SWOT Analysis
  • 20.19. HarperCollins
    • 20.19.1. Key Facts
    • 20.19.2. Business Overview
    • 20.19.3. Recent Developments
    • 20.19.4. SWOT Analysis
  • 20.20. Hulu
    • 20.20.1. Key Facts
    • 20.20.2. Business Overview
    • 20.20.3. Business Strategy
    • 20.20.4. Recent Developments
    • 20.20.5. SWOT Analysis
  • 20.21. Hungama Digital Media Entertainment
    • 20.21.1. Key Facts
    • 20.21.2. Business Overview
    • 20.21.3. Product Segmentation
    • 20.21.4. Key Locations
    • 20.21.5. Exhibit 1: Hungama Digital Media Entertainment : Key Locations
    • 20.21.6. Recent Developments
    • 20.21.7. SWOT Analysis
  • 20.22. King Digital Entertainment
    • 20.22.1. Key Facts
    • 20.22.2. Business Overview
    • 20.22.3. Business Segmentation
    • 20.22.4. Business Segmentation by Revenue 2012 and 2013
    • 20.22.5. Geographical Segmentation by Revenue 2013
    • 20.22.6. Business Strategy
    • 20.22.7. Recent Developments
    • 20.22.8. SWOT Analysis
  • 20.23. Microsoft
    • 20.23.1. Key Facts
    • 20.23.2. Business Overview
    • 20.23.3. Business Segmentation by Revenue 2013
    • 20.23.4. Business Segmentation by Revenue 2012 and 2013
    • 20.23.5. Geographical Segmentation by Revenue 2013
    • 20.23.6. Business Strategy
    • 20.23.7. Recent Developments
    • 20.23.8. SWOT Analysis
  • 20.24. NCSOFT
    • 20.24.1. Key Facts
    • 20.24.2. Business Overview
    • 20.24.3. Product Segmentation
    • 20.24.4. Geographical Segmentation by Revenue 2013
    • 20.24.5. Recent Developments
    • 20.24.6. SWOT Analysis
  • 20.25. News
    • 20.25.1. Key Facts
    • 20.25.2. Business Overview
    • 20.25.3. Business Segmentation by Revenue 2014
    • 20.25.4. Business Segmentation by Revenue 2013 and 2014
    • 20.25.5. Business Strategy
    • 20.25.6. Recent Developments
    • 20.25.7. SWOT Analysis
  • 20.26. Nintendo
    • 20.26.1. Key Facts
    • 20.26.2. Business Overview
    • 20.26.3. Business Segmentation by Revenue 2014
    • 20.26.4. Business Segmentation by Revenue 2013 and 2014
    • 20.26.5. Geographical Segmentation by Revenue 2014
    • 20.26.6. Business Strategy
    • 20.26.7. Recent Developments
    • 20.26.8. SWOT Analysis
  • 20.27. Penguin Random House
    • 20.27.1. Key Facts
    • 20.27.2. Business Overview
    • 20.27.3. Recent Developments
    • 20.27.4. SWOT Analysis
  • 20.28. Reed Elsevier
    • 20.28.1. Key Facts
    • 20.28.2. Business Overview
    • 20.28.3. Business Segmentation by Revenue 2013
    • 20.28.4. Business Segmentation by Revenue 2012 and 2013
    • 20.28.5. Geographical Segmentation by Revenue 2013
    • 20.28.6. Business Strategy
    • 20.28.7. Recent Developments
    • 20.28.8. SWOT Analysis
  • 20.29. Schibsted
    • 20.29.1. Key Facts
    • 20.29.2. Business Overview
    • 20.29.3. Business Segmentation by Revenue 2013
    • 20.29.4. Business Segmentation by Revenue 2012 and 2013
    • 20.29.5. Geographical Segmentation by Revenue 2013
    • 20.29.6. Business Strategy
    • 20.29.7. Recent Developments
    • 20.29.8. SWOT Analysis
  • 20.30. Sony
    • 20.30.1. Key Facts
    • 20.30.2. Business Overview
    • 20.30.3. Business Segmentation by Revenue
    • 20.30.4. Business Segmentation by Revenue
    • 20.30.5. Geographical Segmentation by Revenue
    • 20.30.6. Business Strategy
    • 20.30.7. Recent Developments
    • 20.30.8. SWOT Analysis
  • 20.31. Spotify
    • 20.31.1. Key Facts
    • 20.31.2. Business Overview
    • 20.31.3. Geographical Presence
    • 20.31.4. SWOT Analysis
  • 20.32. Take-Two Interactive Software
    • 20.32.1. Key Facts
    • 20.32.2. Business Overview
    • 20.32.3. Business Segmentation by Revenue 2014
    • 20.32.4. Business Segmentation by Revenue 2013 and 2014
    • 20.32.5. Geographical Segmentation by Revenue 2014
    • 20.32.6. Business Strategy
    • 20.32.7. Recent Developments
    • 20.32.8. SWOT Analysis
  • 20.33. Tencent
    • 20.33.1. Key Facts
    • 20.33.2. Business Overview
    • 20.33.3. Business Segmentation by Revenue 2013
    • 20.33.4. Business Segmentation by Revenue 2012 and 2013
    • 20.33.5. Geographical Segmentation by Revenue 2013
    • 20.33.6. Business Strategy
    • 20.33.7. Recent Developments
    • 20.33.8. SWOT Analysis
  • 20.34. The New York Times Company
    • 20.34.1. Key Facts
    • 20.34.2. Business Overview
    • 20.34.3. Business Segmentation by Revenue 2013
    • 20.34.4. Business Segmentation by Revenue 2012 and 2013
    • 20.34.5. Business Strategy
    • 20.34.6. SWOT Analysis
  • 20.35. Thomson Reuters
    • 20.35.1. Key Facts
    • 20.35.2. Business Overview
    • 20.35.3. Business Segmentation by Revenue 2013
    • 20.35.4. Business Segmentation by Revenue 2012 and 2013
    • 20.35.5. Geographical Segmentation by Revenue 2013
    • 20.35.6. Business Strategy
    • 20.35.7. Recent Developments
    • 20.35.8. SWOT Analysis
  • 20.36. Ubisoft Entertainment
    • 20.36.1. Key Facts
    • 20.36.2. Business Overview
    • 20.36.3. Business Segmentation by Revenue 2013
    • 20.36.4. Business Segmentation by Revenue 2013
    • 20.36.5. Geographical Segmentation by Revenue 2013
    • 20.36.6. Business Strategy
    • 20.36.7. Recent Developments
    • 20.36.8. SWOT Analysis
  • 20.37. Universal Music Group
    • 20.37.1. Key Facts
    • 20.37.2. Business Overview
    • 20.37.3. Recent Developments
    • 20.37.4. SWOT Analysis
  • 20.38. Wolters Kluwer
    • 20.38.1. Key Facts
    • 20.38.2. Business Overview
    • 20.38.3. Business Segmentation
    • 20.38.4. Geographical Segmentation by Revenue 2013
    • 20.38.5. Business Strategy
    • 20.38.6. Recent Developments
    • 20.38.7. SWOT Analysis
  • 20.39. Zynga
    • 20.39.1. Key Facts
    • 20.39.2. Business Overview
    • 20.39.3. Business Segmentation by Revenue 2013
    • 20.39.4. Business Segmentation by Revenue 2012 and 2013
    • 20.39.5. Geographical Segmentation by Revenue 2013
    • 20.39.6. Business Strategy
    • 20.39.7. Recent Developments
    • 20.39.8. SWOT Analysis

21. Other Reports in this Series

List of Exhibits

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: Global Digital Content Market Snapshot
  • Exhibit 3: Digital Content Classification
  • Exhibit 4: Digital Transmission Channels
  • Exhibit 5: Global Digital Content Market 2014-2019 (US$ billion)
  • Exhibit 6: Global Digital Content Market 2014-2019 (billion TB)
  • Exhibit 7: Global Digital Content Market by Category 2014
  • Exhibit 8: Global Digital Content Market by Category 2014-2019 (US$ billion)
  • Exhibit 9: Global Digital Content Market by Category 2014-2019
  • Exhibit 10: Global Digital Video Content Market 2014-2019 (US$ billion)
  • Exhibit 11: Global Digital Video Content Market Segmentation 2014
  • Exhibit 12: Global Digital Cable TV Market 2014-2019 (US$ billion)
  • Exhibit 13: Global IPTV Market 2014-2019 (US$ billion)
  • Exhibit 14: Global Online Video Market 2014-2019 (US$ billion)
  • Exhibit 15: Global OTT/Streaming Market 2014-2019 (US$ billion)
  • Exhibit 16: Global VOD Market 2014-2019 (US$ billion)
  • Exhibit 17: Global Digital Text Content Market 2014-2019 (US$ billion)
  • Exhibit 18: Global Digital Text Content Market Segmentation 2014
  • Exhibit 19: Global Business Information Market 2014-2019 (US$ billion)
  • Exhibit 20: Global E-books Market 2014-2019 (US$ billion)
  • Exhibit 21: Global Digital Newspaper Market 2014-2019 (US$ billion)
  • Exhibit 22: Global Digital Games Content Market 2014-2019 (US$ billion)
  • Exhibit 23: Global Digital Games Content Market Segmentation 2014
  • Exhibit 24: Global PC Games Market 2014-2019 (US$ billion)
  • Exhibit 25: Global Mobile Games Market 2014-2019 (US$ billion)
  • Exhibit 26: Global Social Media/Casual Games Market 2014-2019 (US$ billion)
  • Exhibit 27: Global Tablet Games Market 2014-2019 (US$ billion)
  • Exhibit 28: Global Console Games Market 2014-2019 (US$ billion)
  • Exhibit 29: Global Digital Audio Content Market 2014-2019 (US$ billion)
  • Exhibit 30: Global Digital Audio Content Market Segmentation 2014
  • Exhibit 31: Global Audio Downloads Market 2014-2019 (US$ billion)
  • Exhibit 32: Global Audio Subscription Market 2014-2019 (US$ billion)
  • Exhibit 33: Global Audio Streaming Market 2014-2019 (US$ billion)
  • Exhibit 34: Global Digital Content Market by Device 20124
  • Exhibit 35: Global Digital Content Market by Device 2016
  • Exhibit 36: Global Digital Mobile Content Market 2014-2019 (US$ billion)
  • Exhibit 37: Global Digital Non-mobile Content Market 2014-2019 (US$ billion)
  • Exhibit 38: Digitalization of Content in Different Segments
  • Exhibit 39: Global Digital Content Market by Geographical Segmentation 2014
  • Exhibit 40: Global Digital Content Market by Geographical Segmentation 2014-2019 (US$ billion)
  • Exhibit 41: Global Digital Content Market by Geographical Segmentation 2014-2019
  • Exhibit 42: Digital Content Market in North America 2014-2019 (US$ billion)
  • Exhibit 43: Digital Content Market in the APAC Region 2014-2019 (US$ billion)
  • Exhibit 44: Digital Content Market in Europe 2014-2019 (US$ billion)
  • Exhibit 45: Digital Content Market in the ROW 2014-2019 (US$ billion)
  • Exhibit 46: US: GDP Growth Rate 2008-2013 (US$ billion)
  • Exhibit 47: US: Contribution of Various Sectors to GDP 2013
  • Exhibit 48: US: GDP per Capita 2008-2013 (US$)
  • Exhibit 49: Per Capita GDP Growth Rate in Japan 2008-2013 (US$ billion)
  • Exhibit 50: CPI Inflation in Japan 2008-2013
  • Exhibit 51: Internet Users across Various Geography 2014 (in million)
  • Exhibit 52: Per Capita Disposable Income of Leading Countries 2009-2014 (US$)
  • Exhibit 53: Shipment of Smartphones and Tablets 2013-2018 (million units)
  • Exhibit 54: Smartphone Users among Mobile Phone Users 2014-2019 (percentage, billion users)
  • Exhibit 55: Global Smartphone and Tablet Penetration 2013-2018 (by percentage of global population)
  • Exhibit 56: Global Internet Penetration 2014
  • Exhibit 57: Mobile Phone Internet Users 2014-2019 (billion)
  • Exhibit 58: Average Time Spent by US Adults on Media Consumption 2010 and 2013
  • Exhibit 59: Global Mobile Ad Spending 2014-2019 (US$ billion)
  • Exhibit 60: Global Mobile App Download 2013-2018 (billion)
  • Exhibit 61: Time Spent by Users on Mobile Apps 2013
  • Exhibit 62: Global 3G/4G Subscriptions (billion) and Mobile Data Consumption (petabytes) 2013 and 2018
  • Exhibit 63: Number of 2G, 3G, and 4G Global Mobile Connections 2014-2019
  • Exhibit 64: Activision Blizzard: Business Segmentation by Revenue 2013
  • Exhibit 65: Activision Blizzard: Product Segmentation
  • Exhibit 66: Amazon.com: Business Segmentation 2013
  • Exhibit 67: Amazon.com: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
  • Exhibit 68: Amazon.com: Geographical Segmentation by Revenue 2013
  • Exhibit 69: Product Segmentation of Apple by Revenue 2013
  • Exhibit 70: Product Segmentation of Apple by Revenue 2012 and 2013 (US$ billion)
  • Exhibit 71: Geographical Segmentation of Apple by Revenue 2013
  • Exhibit 72: Bloomberg: Product Segmentation 2013
  • Exhibit 73: Business Segmentation of CBS by Revenue 2013
  • Exhibit 74: Comcast: Business Segmentation by Revenue 2013
  • Exhibit 75: Comcast: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
  • Exhibit 76: Deezer: Key Applications
  • Exhibit 77: Deezer: Geographical Segmentation
  • Exhibit 78: DIRECTV: Business Segmentation by Revenue 2013
  • Exhibit 79: DIRECTV: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 80: DIRECTV: Geographical Segmentation by Revenue 2013
  • Exhibit 81: Dish Network: Business Segmentation by Revenue 2013
  • Exhibit 82: Dish Network: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 83: Electronic Arts: Business Segmentation by Revenue 2014
  • Exhibit 84: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
  • Exhibit 85: Electronic Arts: Geographical Segmentation by Revenue 2014
  • Exhibit 86: EMI Music Publishing: Business Segmentation
  • Exhibit 87: Fox Music Publishing: Clients
  • Exhibit 88: Fairfax Media: Business Segmentation by Revenue 2013
  • Exhibit 89: Fairfax Media: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 90: Fairfax Media: Geographical Segmentation by Revenue 2013
  • Exhibit 91: Gannett: Business Segmentation by Revenue 2013
  • Exhibit 92: Gannett: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
  • Exhibit 93: Giant Interactive: Product Segmentation
  • Exhibit 94: Giant Interactive: Business Segmentation by Revenue 2013
  • Exhibit 95: Giant Interactive: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 96: Google: Business Segmentation by Revenue 2013
  • Exhibit 97: Google: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 98: Google: Geographical Segmentation by Revenue 2013
  • Exhibit 99: GungHo Online : Business Segmentation 2013
  • Exhibit 100: Hachette Livre: Editorial Segmentation by Revenue 2013
  • Exhibit 101: Hachette Livre: Geographical Segmentation by Revenue 2013
  • Exhibit 102: Hungama Digital Media Entertainment: Product Segmentation 2013
  • Exhibit 103: King: Business Segmentation 2013
  • Exhibit 104: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 105: King: Geographical Segmentation by Revenue 2013
  • Exhibit 106: Microsoft: Business Segmentation by Revenue 2013
  • Exhibit 107: Microsoft: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
  • Exhibit 108: Microsoft: Geographical Segmentation by Revenue 2013
  • Exhibit 109: NCSOFT: Product Segmentation
  • Exhibit 110: NCSOFT: Geographical Segmentation by Revenue 2013
  • Exhibit 111: News: Business Segmentation by Revenue 2014
  • Exhibit 112: News: Business Segmentation by Revenue 2013 and 2014 (US$ million)
  • Exhibit 113: Nintendo: Business Segmentation by Revenue 2014
  • Exhibit 114: Nintendo: Business Segmentation by Revenue 2013 and 2014 (US$ million)
  • Exhibit 115: Nintendo: Geographical Segmentation by Revenue 2014
  • Exhibit 116: Reed Elsevier: Business Segmentation by Revenue 2013
  • Exhibit 117: Reed Elsevier: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 118: Reed Elsevier: Geographical Segmentation by Revenue 2013
  • Exhibit 119: Schibsted: Business Segmentation by Revenue 2013
  • Exhibit 120: Schibsted: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 121: Schibsted: Geographical Segmentation by Revenue 2013
  • Exhibit 122: Sony: Business Segmentation by Revenue 2014
  • Exhibit 123: Sony: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
  • Exhibit 124: Sony: Geographical Segmentation by Revenue 2014
  • Exhibit 125: Spotify: Geographical Presence
  • Exhibit 126: Take-Two Interactive Software: Business Segmentation by Revenue 2014
  • Exhibit 127: Take-Two Interactive Software: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
  • Exhibit 128: Take-Two Interactive Software: Geographical Segmentation by Revenue 2014
  • Exhibit 129: Tencent: Business Segmentation by Revenue 2013
  • Exhibit 130: Tencent: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 131: Tencent: Geographical Segmentation by Revenue 2013
  • Exhibit 132: The New York Times Company: Business Segmentation by Revenue 2013
  • Exhibit 133: The New York Times Company: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 134: Thomson Reuters: Business Segmentation by Revenue 2013
  • Exhibit 135: Thomson Reuters : Business Segmentation by Revenue 2012 and 2013 (US$ billion)
  • Exhibit 136: Thomson Reuters: Geographical Segmentation by Revenue 2013
  • Exhibit 137: Ubisoft Entertainment: Business Segmentation by Revenue 2013
  • Exhibit 138: Ubisoft Entertainment: Business Segmentation by Revenue 2013 (US$ million)
  • Exhibit 139: Ubisoft Entertainment: Geographical Segmentation by Revenue 2013
  • Exhibit 140: Wolters Kluwer: Business Segmentation 2013
  • Exhibit 141: Wolters Kluwer: Geographical Segmentation by Revenue 2013
  • Exhibit 142: Zynga: Business Segmentation by Revenue 2013
  • Exhibit 143: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 144: Zynga: Geographical Segmentation by Revenue 2013
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