Cover Image
市場調查報告書

內容的經濟學:數位傳輸對內容產業的影響

Content Economics: How Digital Distribution is Impacting Content Industries

出版商 IDATE DigiWorld 商品編碼 315177
出版日期 內容資訊 英文
商品交期: 最快1-2個工作天內
價格
Back to Top
內容的經濟學:數位傳輸對內容產業的影響 Content Economics: How Digital Distribution is Impacting Content Industries
出版日期: 2016年06月30日 內容資訊: 英文
簡介

本報告提供數位化對全球內容產業的影響調查,數位化對產業全體的影響,各部門 (書籍、唱片音樂、電玩遊戲、視訊) 的消費趨勢,價值鏈的變化,變化的推動因素,市場收益的變化與預測,收益分佈等趨勢彙整。

第1章 摘要整理

第2章 分析範圍、手法

第3章 各部門分析

  • 出版市場
    • 書籍消費趨勢的變化
    • 市場收益
  • 唱片音樂市場
    • 唱片音樂消費趨勢的變化
    • 市場收益
  • 電玩遊戲市場
    • 電玩遊戲消費趨勢的變化
    • 市場收益
  • 視訊市場
    • 視訊消費趨勢的變化
    • 市場收益

第4章 剖面分析

  • 文化產業的非物質化與其影響
    • 非物質化的程度的差異
  • 非物質化對物價、每戶支出的影響度
  • 從擁有模式到存取模式
  • 轉移到文化性產品的產量管理

第5章 市場、市場預測

  • 成長條件
    • 成長要素
    • IDATE的見解
  • 市場預測

第6章 收益分佈

  • 出版市場:收益分佈
    • 價值鏈的變化
    • 收益分佈
    • 變化的推進因素
    • 收益分佈的變化預測
  • 唱片音樂市場:收益分佈
    • 價值鏈的變化
    • 收益分佈
    • 變化的推進因素
    • 收益分佈的變化預測
  • 電玩遊戲市場財富的再分配
    • 價值鏈的重組
    • 開發者:非物質化的主要受益者
  • 收益分佈:視訊市場
    • 價值鏈的重組
    • 收益分佈
    • 變化的推進因素
    • 收益分佈的變化預測

第7章 資料輯

圖表

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

目錄
Product Code: M16276B

This report takes a look at four major content industry sectors:

  • book publishing
  • recorded music
  • video games
  • video.

For each sector, it provides detailed market data, along with an analysis of sector's transition to digital formats and distribution, how this is impacting the industry structure and how revenue is distributed between market players.

It then delivers a cross-cutting and comparative analysis of trends that are common to all four sectors.

Lastly, it provides global market forecasts for 2016-2020 for all four sectors, for six key countries and four regions.

Table of Contents

1. Executive Summary

  • 1.1. Returning to growth
  • 1.2. Different dematerialisation cycles
  • 1.3. Dematerialisation drives down prices and household spending
  • 1.4. From an ownership model to an access model
  • 1.5. New growth opportunities
  • 1.6. Une nouvelle distribution de la valeur en faveur des producteurs et ayants droit

2. Scope and methodology

  • 2.1. Scope of the study
    • 2.1.1. Definition of the subjects studied
    • 2.1.2. Geographical coverage
  • 2.2. General methodology of IDATE's reports
  • 2.3. Methodology specific to this report
  • 2.4. Definitions

3. Sectoral analyses

  • 3.1. The publishing market
    • 3.1.1. Changing trends in book consumption
    • 3.1.2. Publishing market revenues
  • 3.2. The recorded music market
    • 3.2.1. Changing trends in recorded music consumption
    • 3.2.2. Recorded music market revenues
  • 3.3. The video game market
    • 3.3.1. Changing trends in video game consumption
    • 3.3.2. Video game market revenues
  • 3.4. The video market
    • 3.4.1. Changing trends in video consumption
    • 3.4.2. Video market revenues

4. Cross-section analysis

  • 4.1. The dematerialisation of cultural industries and its impact
    • 4.1.1. Different degrees of dematerialisation
  • 4.2. The impact of dematerialisation on prices and household expenditure
  • 4.3. From an ownership model to an access model
  • 4.4. A shift towards yield management of cultural goods?

5. Markets and forecasts

  • 5.1. Growth conditions
    • 5.1.1. Growth factors
    • 5.1.2. IDATE's opinion
  • 5.2. Market forecasts 2016-2020

6. Revenue distribution

  • 6.1. Redistribution of revenue in the publishing market
    • 6.1.1. A changing value chain
    • 6.1.2. Revenue distribution
    • 6.1.3. The engines of change
    • 6.1.4. Change in how revenue is distributed in the publishing market between 2015 and 2020
  • 6.2. Revenue distribution in the recorded music market
    • 6.2.1. A changing value chain
    • 6.2.2. Revenue distribution
    • 6.2.3. The engines of change
    • 6.2.4. Change in how revenue is distributed in the recorded music market between 2015 and 2020
  • 6.3. Redistribution of wealth in the video game market
    • 6.3.1. A restructuring of the value chain
    • 6.3.2. Developers the prime beneficiaries of dematerialisation
  • 6.4. Revenue distribution in the video market
    • 6.4.1. Restructuring of the value chain
    • 6.4.2. Revenue distribution
    • 6.4.3. The engines of change
    • 6.4.4. Change in how revenue is distributed in the video market between 2015 and 2020

7. Data book

List of Tables

  • Table 1: Summary table of the scope of content studied
  • Table 2: Details of the countries covered by region
  • Table 3: Lists of indicators in the database and sources used
  • Table 6: Forecasts for content industry revenues, worldwide, 2016-2020
  • Table 7: Forecasts for publishing sector revenues, worldwide, 2016-2020
  • Table 8: Forecasts for recorded music sector revenues, worldwide, 2016-2020
  • Table 9: Forecasts for video game sector revenues, worldwide, 2016-2020
  • Table 10: Forecasts for video sector revenues, worldwide, 2016-2020

List of Figures

  • Figure 1: Global content industry revenues by market segment and dematerialisation rate in value, 2012-2016
  • Figure 2: Percentage of physical and dematerialised revenues by content industry market segment, 2012 and 2015
  • Figure 3: Comparison between the average sales price of content on physical media and in dematerialised form, Europe, 2015
  • Figure 4: Household expenditure by content industry segment, worldwide, 2012 and 2015
  • Figure 5: Illustration of the transition from a model based on ownership to a model based on access to content, according to the theory of public goods
  • Figure 6: Global content industry revenues by market segment and dematerialisation rate in value, 2016-2020
  • Figure 7: Revenue distribution for hard copy and digital sales in Europe, in 2016
  • Figure 8: Change in a movie's unit value over time
  • Figure 9: Diagram showing the four distribution channels within content industries
  • Figure 10: Illustration of the process for obtaining forecasts
  • Figure 11: Global content industry revenues by market segment and dematerialisation rate in value, 2012-2016
  • Figure 12: Volume of books sold on physical media and in dematerialised form, worldwide, 2012-2016
  • Figure 13: Volume of books sold on physical media and in dematerialised form, United States, 2012-2016
  • Figure 14: Volume of books sold on physical media and in dematerialised form, Europe, 2012-2016
  • Figure 15: Subscription digital library subscribers, United States, Europe and worldwide, 2012-2016
  • Figure 16: Global publishing market revenues and industry dematerialisation rate in value, 2012-2016
  • Figure 17: Distribution of global publishing market revenues by geographical region, 2015
  • Figure 18: Growth in revenues generated by subscription digital library services, worldwide, 2012-2016
  • Figure 19: Sales volume of albums and singles on physical media and in dematerialised form, worldwide, 2012-2016
  • Figure 20: Sales volume of albums and singles on physical media and in dematerialised form, Europe, 2012-2016
  • Figure 21: Sales volume of albums and singles on physical media and in dematerialised form, United States, 2012-2016
  • Figure 22: Sales volume of dematerialised albums and singles, Europe, 2012-2016
  • Figure 23: Sales volume of dematerialised albums and singles, United States, 2012-2016
  • Figure 24: Streaming audio subscribers in the United States, Europe and worldwide, 2012-2016
  • Figure 25: Global recorded music market revenues and industry dematerialisation rate in value, 2012-2016
  • Figure 26: Breakdown of the recorded music market by region, 2015
  • Figure 27: Global recorded music market revenues by segment, 2012-2016
  • Figure 28: Volume of video games sold worldwide, 2012-2016
  • Figure 29: Volume of video game subscriptions worldwide, 2012-2016
  • Figure 30: Distribution of video game subscription volume by region, 2015
  • Figure 31: Global video game market revenues and industry dematerialisation rate in value, 2012-2016
  • Figure 32: Breakdown of global video game market revenues by geographical region, 2015
  • Figure 33: Breakdown of global video game market revenues by segment, 2012-2016
  • Figure 34: Volume of video titles sold on physical media and in dematerialised form, United States, 2012-2016
  • Figure 35: Volume of video titles rented on physical media and in dematerialised form, United States, 2012-2016
  • Figure 36: Volume of video titles sold on physical media and in dematerialised form, Europe, 2012-2016
  • Figure 37: Volume of video titles rented on physical media and in dematerialised form, Europe, 2012-2016
  • Figure 38: SVOD subscribers in the United States, Europe and worldwide, 2012-2016
  • Figure 39: Global video market revenues and industry dematerialisation rate in value, 2012-2016
  • Figure 40: Breakdown of global video market revenues by geographical region, 2015
  • Figure 41: Global video market revenues by segment, 2012-2016
  • Figure 42: Dematerialisation rates in volume and value compared, and total revenues by sector, Europe, 2015
  • Figure 43: Simplified timeline of major technological innovations by industry sector
  • Figure 44: Physical and dematerialised revenue share by content industry market segment, 2012 and 2015
  • Figure 45: Comparison between the average sales price of content on physical media and dematerialised content, Europe, 2015
  • Figure 46: Household expenditure by content industry segment, worldwide, 2012 and 2015
  • Figure 47: Illustration of the transition from a model based on ownership to a model based on access to content, according to the theory of public goods
  • Figure 48: Breakdown of content industries global revenues by sector, 2012 and 2015
  • Figure 49: Household expenditure on cultural goods and services, worldwide, by content type, 2016-2020
  • Figure 50: Global content industry revenues by market segment and dematerialisation rate in value, 2016-2020
  • Figure 51: Distribution of content industry revenues by geographical region, 2020
  • Figure 52: Global publishing market revenues by segment and dematerialisation rate in value, 2016-2020
  • Figure 53: Global recorded music market revenues by segment and dematerialisation rate in value, 2016-2020
  • Figure 54: Global video game market revenues by segment and dematerialisation rate in value, 2016-2020
  • Figure 55: Global video market revenues by segment and dematerialisation rate in value, 2016-2020
  • Figure 56: Change in household spending on cultural goods and services worldwide, by type of content, 2016-2020
  • Figure 57: Comparison of physical and dematerialised distribution chains in the publishing sector
  • Figure 58: Breakdown of book revenue for physical sales in 2015
  • Figure 59: Breakdown of book revenue for digital sales in 2015
  • Figure 60: Change in revenue distribution for physical book sales between 2015 and 2020
  • Figure 61: Change in revenue distribution for digital book sales between 2015 and 2020
  • Figure 62: Change in revenue distribution in the publishing market in Europe between 2012 and 2020
  • Figure 63: Change in revenue distribution in the publishing market in the United States between 2012 and 2020
  • Figure 64: Comparison of physical and digital distribution chains in the recorded music sector
  • Figure 65: How revenue is distributed in the recorded music market for hard copy sales in 2015
  • Figure 66: How revenue is distributed in the recorded music market for digital sales in 2015
  • Figure 67: Change in how revenue is distributed in the recorded music market for hard copy sales between 2015 and 2020
  • Figure 68: Change in how revenue is distributed in the recorded music market for digital sales between 2015 and 2020
  • Figure 69: Change in how music revenue is distributed in Europe between 2012 and 2020
  • Figure 70: Change in how book publishing revenue is distributed in the United States between 2012 and 2020
  • Figure 71: Comparison of physical and dematerialised distribution chains in the video game sector
  • Figure 72: Revenues earned by the various segments in the video game market value chain, 2008-2019
  • Figure 73: Breakdown of revenues earned by the various segments in the video game market value chain, 2008-2019
  • Figure 74: Comparison of physical and dematerialised distribution chains in the video sector
  • Figure 75: How revenue is distributed in the video market for hard copy sales in 2015
  • Figure 76: How revenue is distributed in the video market for digital sales in 2015
  • Figure 77: Change in how revenue is distributed in the video market for hard copy sales between 2015 and 2020
  • Figure 78: Change in how revenue is distributed in the video market for digital sales between 2015 and 2020
  • Figure 79: Change in revenue distribution in the video market in Europe between 2012 and 2020
  • Figure 80: Change in revenue distribution in the video market in the United States between 2012 and 2020

List of players

  • Amazon
  • Apple Music
  • CanalPlay
  • Deezer
  • Google Play Music
  • Hulu
  • iTunes
  • Kobo
  • Netflix
  • Now TV
  • Pandora
  • Scribd
  • Sony Music Entertainment
  • Spotify
  • Universal Music Group
  • Warner Music Group
  • Youboox
  • Slideshow contents

A sector-by-sector look a the content industry

  • Global overview: a sector worth 145.5 billion EUR in 2015
  • Book publishing: a very disparate digital transition
  • The book publishing market's digital transition: key trends
  • Recorded music: have subscription services overtaken singles sales?
  • The music industry's digital transition: key trends
  • Video games: new business models taking hold
  • The video game market's digital transition: key trends
  • Video: SVOD taking hold worldwide
  • The video market's digital transition: key trends

Comparative analysis of the digital transition in the different content industries

  • Dropping prices and household spending
  • A paradigm shift from ownership to access
  • A shift towards yield management of cultural goods?

Market forecasts

  • Average annual growth of 4.5%, driven by video games

A change in how revenue is distributed

  • Producers and rights owners on the winning side of the paradigm shift
  • Redistribution of revenue: book publishing industry
  • Redistribution of revenue: music industry
  • Redistribution of revenue: video game industry
  • Redistribution of revenue: video industry

Databook contents

General indicators

  • Demographic indicators
  • Number of households
  • Growth rate

Economic indicators

  • Gross domestic product
  • Growth rate
  • Parity
  • Parity - local currency per EUR

Publishing

Consumption

  • Physical books sales volume (million units)
  • Digital books sales volume (million units)
  • Dematerialisation rate of the market in sales volume
  • Number of subscriptions to online services (million subs.)

Revenues

  • Total revenues (million EUR)
  • Physical books sales revenues (million EUR)
  • Digital books sales revenues (million EUR)
  • Subscription services revenues (million EUR)
  • Dematerialisation rate of the market in value

Household expenses - Prices - Services ARPU

  • Annual household expenditure on physical books
  • Annual household expenditure on digital books
  • Physical books average price
  • Digital books average price
  • Subscription ARPU

Music

Consumption

  • Sales volume of albums and singles on physical media (million units)
  • Sales volume of digital albums and single tracks (million units)
  • Dematerialisation rate of the market in sales volume
  • Number of subscriptions to online services (million subs.)

Revenues

  • Total revenues (million EUR)
  • Physical sales revenues (million EUR)
  • Digital sales revenues (million EUR)
  • Subscription revenues (million EUR)
  • Dematerialisation rate of the market in value
  • Household expenses - Prices - Services ARPU
  • Annual household expenditure on music on physical media
  • Annual household expenditure on music files and online services
  • Average price of an album/single on physical media
  • Average price of a digital album/single
  • Subscriptions ARPU

Video games

Consumption

  • Sales volume of software on physical media (million units)
  • Sales volume of dematerialised software (million units)
  • Dematerialisation rate of the market in sales volume
  • Number of subscriptions to online services (million subs.)

Revenues

  • Total revenues (million EUR)
  • Physical sales revenues (million EUR)
  • Digital sales revenues (million EUR)
  • Other revenues (million EUR)
  • Subscription revenues (million EUR)
  • Dematerialisation rate of the market in value
  • Household expenses - Prices - Services ARPU
  • Annual household expenditure on video games on physical media
  • Annual household expenditure on online software and video games
  • Average price of software on physical media
  • Average price of dematerialised software
  • Subscriptions ARPU

Video

Consumption

  • Sales volume of titles on physical media (million units)
  • Sales volume of dematerialised titles (million units)
  • Rentals volume of titles on physical media (million units)
  • Rentals volume of dematerialised titles (million units)
  • Number of subscriptions to online services (million subs.)
  • Dematerialisation rate of the market in volume

Revenues

  • Total revenue (million EUR)
  • Sales and rentals revenues from titles on physical media (million EUR)
  • Sales and rentals revenues from dematerialised titles (million EUR)
  • Dematerialisation rate of the market in value
  • Subscription services revenues (million EUR)

Household expenses - Prices - Services ARPU

  • Annual household expenditure on video on physical media
  • Annual household expenditure on online video and services
  • Average price of a title on physical media (sale and rental)
  • Average price of a dematerialised title (sale and rental)
  • Subscriptions ARPU
Back to Top