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市場調查報告書

行動/線上·娛樂市場

Mobile & Online Entertainment

出版商 Juniper Research 商品編碼 244829
出版日期 內容資訊 英文
商品交期: 最快1-2個工作天內
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行動/線上·娛樂市場 Mobile & Online Entertainment
出版日期: 2015年09月02日 內容資訊: 英文

本報告已在2016年10月22日停止出版

簡介

本報告提供全球數位 (行動/線上) 娛樂市場 (過去12個月的最新趨勢) 相關分析,提供您各部門 (行動/線上應用程式,數位成人內容,電玩遊戲,線上影片,數位音樂,賭博) 的市場收益額預測 (今後5年份) ,及有效的經營模式·收費方法,伴隨市場變動的新課題,以及主要市場促進·阻礙因素等相關調查與考察。

第1部分 市場趨勢及競爭環境

第1章 數位娛樂市場

  • 簡介
  • 數位娛樂·內容的形態
    • 行動/線上賭博
    • 數位成人內容
    • 行動/線上TV·影片
      • 線上影片
      • 行動電視
      • OTT (Over the Top)
      • VOD (視訊點播)
    • 數位音樂
    • PC,遊戲主機,掌上遊戲機
    • 行動/平板電腦應用程式

第2章 數位娛樂市場演進:推動因素和障礙

  • 內容傳送的容易化
    • 應用程式商店的加入
    • 多螢幕環境
    • 持續擴大的線上空間中,網絡連接型TV的市場趨勢
    • Windows的公佈:消費者需求的變化和OTT效果
  • 主要的障礙:收費化與付款方式
    • 通訊電信業者的收費
    • 其他收費手法

第3章 經營模式和價值鏈

  • OTT播放器的登場:後期·應用程式商店的影響度
    • OTT環境轉變的影響
    • 價值鏈的演進:手機遊戲
  • 內容的提供(播送)手段
  • 內容再生服務的經營模式的演進
    • 免費增值:F2P (免費遊戲) 模式
  • 四合一服務市場的加入
  • 數位娛樂市場的其他模式
    • 影片託管網站的價值鏈
    • 雲端基礎的價值鏈

第4章 活動門票票務:線上/行動流通管道經由

  • 活動門票票務產業的變化:從線上到行動
    • 消費行為的變化
    • 娛樂/其他活動

第5章 法律限制和法規整備

  • 數位娛樂市場上的法規
    • 「網絡的中立性」相關討論
  • 特定產業的法規
  • 數位成人內容
  • 行動/線上遊戲
    • 賭博的限制·法規
    • 遙控·賭博
  • 全球各地的賭博法規·法規

第2部分 市場規模的測量與預測

第1章 簡介

  • 簡介
  • 數位娛樂·內容的形態

第2章 市場規模的測量與預測:摘要

  • 簡介·分析方法
  • 全球數位娛樂市場

第3章 行動/線上遊戲市場預測:分析的要點

  • 市場預測手法
  • 數位賭博的年度賭注總額
  • 數位遊戲服務的年度總收益額

第4章 數位成人內容市場預測:分析的要點

  • 市場預測手法
  • 數位成人內容產業

第5章 行動/線上TV/影片市場預測:分析的要點

  • 市場預測手法
  • 數位成人內容產業

第6章 數位音樂市場預測:分析的要點

  • 市場預測手法
  • 數位音樂產業

第7章 行動/平板電腦應用程式市場的預測:分析的要點

  • 市場預測手法
  • 應用程式產業

第8章 PC·遊戲主機·掌上遊戲機市場預測:分析的要點

  • 市場預測手法
  • 遊戲產業

第9章 行動/線上票務市場預測:分析的要點

  • 行動/線上的娛樂·活動門票的交易金額
目錄

Overview

Juniper Research is a market leader in the Digital Entertainment research area, having built an unrivalled source of market intelligence and forecast data over the past 12 years.

This highly regarded research suite provides the reader with influential insights into the key sectors of the Mobile and Online Entertainment market, in addition to the new business models which will shape the way content is distributed and monetised. The research provides analysis of the apps market, digital adult content, video games, online TV & video, digital music, and gambling.

Key Features

  • Provides analysis across key platforms in the digital entertainment sector:
    • Smartphones
    • Featurephones
    • Tablets
    • Desktop PCs & Notebooks
    • Games Consoles & and Handheld Games Devices
    • Connected TVs
  • Delivers insights and strategic recommendations for key stakeholders.
  • Value chain analysis and explores the prospects for different monetisation strategies.
  • Benchmark industry forecasts for size and growth of the digital entertainment market.
  • Interviews with leading players, including:
    • AT&T
    • Boku
    • Dimoco

Key Questions

  • 1. Which mobile and online entertainment sectors will generate most revenues by 2019?
  • 2. What are the primary business models for digital entertainment services?
  • 3. What are the key challenges facing network operators as a result of the entertainment revolution?
  • 4. What are the key market forces driving the digital entertainment industry?
  • 5. What are the challenges and benefits associated with the carrier billing model?

Companies Referenced

3 Minute Games, Advanced Ticketing, AIS, Amazon, Appgefahren, Apple, ARJEL (Autorité de Régulation des Jeux En Ligne), Arthur Cox, Associated Press, AT&T, Bango, BBC, Be iPhone, BEREC (Bureau of European Regulators for Electronic Communications), BetAmerica, Betfair, Bethesda, BlackBerry, Blue Square, Boku, Bookmyshow, BskyB, BT, Bwin, CBS Sports, China Sports Lottery, China Welfare Lottery, Cogent Communications, CSReport, Danal, De Lotto, Deezer, Deutsche Telekom, Dialogue, Digital Landing, DIMOCO, DTAC, EA, EE, ESPN, ETNO (European Telecommunications Network Operators), Facebook, Fandango, FATF (Financial Action Task Force), FCC (Federal Communications Commission), First Cagayan Leisure and Resort Corporation, Fonix, Francaise des Jeux, Fuugo, Globe, Google, HBO (Home Box Office), HKJC (Hong Kong Jockey Club), Hulu, Imangi Studios, IMI, Impulse, Indosat, ITU, ITV, JRA (Japan Racing Association), King, Ladbrokes, Life On Air, LinkedIn, Live Nation, Meerkat, Microsoft, MiKandi, Mojang, Movistar, Mozilla, Netflix, Net-M, Netsize (Gemalto), Nintendo, Nokia, NTT DoCoMo, O2, Oddset, OpenMarket, Opera, Orange, Orca, Oxygen8, Paddy Power, Payforit, PayPal, Periscope, Philippine Amusement and Gaming Corporation, PlayJam, Pokerstars, PornHub, Rhapsody, Rockstar Games, Roku, Sandvine, Showtime, Sling, Smart, Sony, Spotify, Starz, Supercell, Syniverse, Telkomsel, The Echo Nest, The National Lottery, Ticketmaster, ticketscript, Tom's Guide, Twitter, txtNation, UK Gambling Commission, Velti, Veoo, Verizon, Vietnamobile, Viettel, Virgin, Warner Bros, WhatsApp, William Hill, World Bank, XL Axiata, YouTube.

Data & Interactive Forecast

Juniper Research's highly granular and enhanced Excel workbook provides a unique set of analytical tools to help enrich the user's understanding of the market, allowing clients to compare select markets side by side in customised charts and tables.

The forecast suite includes:

  • Country level data splits for the Canada, UK and US as well as 8 key regions.
  • Sector split by:
    • Leisure & eReader Apps
    • Online TV & Video
    • Music
    • Games
    • Adult Content
    • Gambling
  • Sector Analysis and Regional Analysis tools allowing clients to compare select markets side by side in customised charts and tables.

Access to the full set of forecast data of more than 1,000 datapoints.

Table of Contents

1. Market Trends & Competitive Landscape

1. The Digital Entertainment Market

  • 1.1. introduction
  • 1.2. Forms of Digital Entertainment Content
    • 1.2.1. Mobile & Online Gambling
      • i. Online Gambling
      • ii. Mobile gambling
        • Figure 1.1: Paddy Power Application, As Seen on the App Store
    • 1.2.2. Digital Adult Content
      • Figure 1.2: Porn Hub SFW Advertising Finalist
    • 1.2.3. Mobile & Online TV & Video
      • i. 0nline Video
        • Figure 1.3: OTT and Connected TV: Perfect Partnership?
      • ii. Mobile TV
      • iii. OTT (Over the Top)
      • iv. Streaming Services
      • v. VOD (Video on Demand)
    • 1.2.4. Digital Music
      • Figure 1.4: Apple Music
      • Figure 1.5: Smartphones & App integration
    • 1.2.6. PC, Console & Handhold Games
      • i. Home Consoles
    • 1.2.5. Mobile &Tablet Applications
      • Figure 1.6: Xbox One & PS4: 8th Generation Consoles
      • ii. Handhold Systems
        • Figure 1.7: Nintendo 3DS Console
      • iii. Mobile Games

2. Evolution of the Digital Entertainment Market: Drivers & Hurdles

  • Figure 2.1: Trends, Hurdles, and Drivers in Digital Entertainment
  • 2.1. Ease of Content Delivery
    • 2.1.1. Entrance of The App store
      • Figure 2.2: Content Delivery Via the App Store
    • 2.1.2. Multi-screen Environment
      • Figure 2.3: The Multi screen Environment
    • 2.1.3. Connected TVs &Trends in an Ever Growing Online Space.
      • Figure 2.4: Connected TV Setup Via a Roku Streaming Device
    • 2.1.4. Release Windows: Changing Consumer Demands and the OTT effect
      • Figure 2.5: The Traditional Release Window
  • 2.2. Key Hurdle: Monetization & Payments
    • 2.2.1. Carrier Billing
      • i. Process
        • Table 2.6: Selected 0TT Storefronts, Operator Billing Availability 2012-2014
      • ii. Benefits Across the Value Chain
      • iii. The Drivers of Carrier Billing
        • Figure 2.7: Unbanked Adult Population by 8 Key Regions, 2014 (%)
        • Figure 2.8: Percentage of BiackBerry Users that Prefer Carrier Billing if the Option is Available
      • iv. High Conversion Rates
    • 2.2.2. Other Methods of Monetisation

3. Business Models &Value Chains

  • 3.1. The Rise of the OTT Player: Post-App Store impact
    • 3.1.1. implications of the Transition to an OTT Environment
      • i. Content& Carriage are So Longer Tied
        • Figure 3.1: Historic Mobile Content Value Chain
        • Figure 3.2: App Store Value Chain
      • ii. MNOs are Unable to Compete in the Storefront Space
    • 3.1.2. Evolving Value Chain: Mobile Games
      • i. The App Store Value Chain
        • Figure 3.3: TheApp Store Value Chain
        • Figure 3.4: App Downloads to Smartphones, Feature phones and Tablets, 2014 (184.9 billion)
      • ii. Data Growth: The Key Corollary of the OTT World
        • Figure 3.5: iPlayer, Views Per Annum (m), 2008-2014
        • Figure 3.6: BBC iPlayer, Requests by Device, 2011-2014
        • Figure 3.7: US Upstream/Downstream Traffic Share, 2014
  • 3.2. Content Delivery Methods
  • 3.3. Business Model Evolution of the Content Play
    • Figure 3.8: Percentage of Mobile/Tablet Apps Downloaded Free at Point of Download, Worldwide, 2010-2014
    • 3.3.1. Freemium: F2P (Free-to-play) Model
      • i. ... Has Become Dominant
        • Table 3.9: Top Grossing Freemium iPhone Games Apps (July 2015)
        • Table 3.1O: Top Paid-for iPhone Games Apps (US, July 2015)
  • 3.4. Enter Quad Play
  • 3.5. Other Models in Digital Entertainment
    • 3.5.1. Video Hosting Site Value Chain
      • i. Case Study: Meerkat
        • Figure 3.11: The Video Hosting Site Value Chain
    • 3.5.2. Cloud Based Value Chain
      • Figure 3.12: The Cloud Value Chain

4. Ticketing For Events -Via 0nlinelMobile Channels

  • 4.1. Changing Events Ticketing Sector - Online to Mobile
    • 4.1.1. Behavioural Change of Consumers
      • Figure 4.1: Online Ticket Purchase Channel Preference by Age Group - 2013
    • 4.1.2. Entertainment/Other Events
      • i. Market Developments - Entertainment Ticketing

5. Legal Restrictions & Legislation

  • 5.1. Regulations in the Digital Entertainment Market
    • 5.1.1. The Net Neutrality Debate
      • i. Juniper Commentary
  • 5.2. industry Specific Regulations
  • 5.3. Digital Adult Content
    • i. Case Study: MiKandi
      • Figure 5.3: TheApp Store's Stance on Digital Adult Content (As of July 2015)
  • 5.4. Mobile & Online Gambling'
    • 5.4.1. Gambling Restrictions & Legislation
      • i. Money Laundering
    • 5.4.2. Remote Gambling
      • i. Service Access
      • ii. Incumbent Pressure
      • iii. External Operator Pressure
      • iv. Underage Users
  • 5.5. Gambling Restrictions & Legislation by Region
    • 5.5.1. North America
      • i. Past Regulation
      • ii. Recent Developments - Online Gambling
      • iii. Tribal Land and Gambling Regulation
      • iv. State by State Analysis
        • Figure 5.1: Heatmap Showing Gambling Regulations in a Selection of US States
      • v. Future Prospects
    • 5.5.2. Latin America
      • i. Future Prospects
    • 5.5.3. Europe
      • Figure 5.2: Heatmap Showing Gambling Regulations in a Selection of European Nations
      • i. Contrasts between Nations
      • ii. Opportunities
      • iii. Recent developments
      • iv. Opportunities
    • 5.5.4. Central & Eastern Europe
      • i. Recent developments
    • 5.5.5. Far East & China
      • i. China
      • ii. Japan
      • iii. South Korea
      • iv. Malaysia
      • v. Indian Subcontinent
    • 5.5.6. Rest of Asia Pacific
      • i. Philippines
      • ii. Australia
      • iii. Singapore
    • 5.5.7. Africa & Middle East

2. Market Sizing & Forecasts

1. introduction

  • 1.1. introduction
  • 1.2. Forms of Digital Entertainment Content
    • 1.2.1. Mobile & Online Gambling
      • i. Online Gambling
      • ii. Mobile gambling
        • Figure 1.1: Paddy Power Application, As Seen on the App Store
    • 1.2.2. Digital Adult Content
      • Figure 1.2: PornHub SFW Advertising Finalist
    • 1.2.3. Mobile & Online TV & Video
      • i. Online Video
        • Figure 1.3: OTT and Connected TV: Perfect Partnership?
      • ii. Mobile TV
      • iii. OTT (Over the Top)
      • ii. Mobile TV
      • iii. 0TT (Over the Top)
      • iv. Streaming Services
      • v. VOD (Video on Demand)
    • 1.2.4. Digital Music
      • Figure 1.4: Apple Music
    • 1.2.5. Mobile & Tablet Applications
      • Figure 1.5: Smartphones & App integration
    • 1.2.6. PC, Console & Handhold Games
      • i. Home Consoles
        • Figure 1.6: Xbox 0ne & PS4: 8th Generation Consoles
      • ii. Handhold Systems
        • Figure 1.7: Nintendo 3DS Console
      • iii. Mobile Games

2. Market Sizing & Forecast Summary

  • 2.1. introduction and Methodology
    • Figure 2.1: Mobile & Online Entertainment Forecast Methodology
  • 2.2. The Global Market for Digital Entertainment
    • Figure & Table 2.2: Total Digital Entertainment Revenues ($m), Split by 8 Key Regions 2015-2019
    • Figure 2.3: Digital Entertainment Market in 2015 and 2019

3. Mobile&0nlineGamblingForecasts: Key Takeaways

  • 3.1. Gambling Forecast Methodology
    • Figure 3.1: Mobile & Online Gambling Forecast Methodology
  • 3.2. Annual Wagers on Digital Gambling Services
    • Figure & Table 3.2: Total Annual Wager on Digital Gambling Services ($m), 2015-2019
  • 3.3. Annual Gross Win From Digital Gambling Services
    • Figure & Table 3.3: Total Gross Win From Digital Gambling Services ($m) 2015-2019

4. Digital Adult Content Forecasts: Key Takeaways

  • 4.1. Adult Content Forecast Methodology
    • Figure 4.1: Digital Adult Content Forecast Methodology
  • 4.2. The Digital Adult Content industry
    • Figure & Table 4.2: Total Digital Adult Content Revenues, Split by 8 Key Region ($m) 2015-2019

5. Mobile &0nline TV & Video Forecasts: Key Takeaways

  • 5.1. TV & Video Forecast Methodology
    • Figure 5.1: Mobile & Online TV & Video Forecast Methodology
  • 5.2. The Mobile and Online TV industry
    • Figure & Table 5.2: Total End-User Revenues from Mobile & Online TV & Video ($m) 2015-2019

6. Digital Music Forecasts: Key Takeaways

  • 6.1. Music Forecast Methodology
    • Figure 6.1: Digital Music Forecast Methodology
  • 6.2. The Digital Music industry
    • Figure & Table 6.2: Total Digital Market Revenue ($m) Covering Downloads, Subscription Streaming and Ad-Based Streaming Per Annum Split by 8 Key Regions 2015-2020

7. Mobile &Tablet Applications Forecasts: Key Takeaways

  • 7.1. Mobile & Tablet Applications Forecast Methodology
    • Figure 7.1: Mobile & Tablet Applications Forecast Methodology
  • 7.2. The Apps industry
    • Figure 7.2: Leading App Stores, 2014, By Market Share (184.9 Billion Downloads)
    • Figure & Table 7.3: Total Mobile App Revenues ($m), By 8 Key Regions 2015-2019

8. PC, Console & Handhold Games Forecasts: Key Takeaways

  • 8.1. PC, Console & Handhold Games Forecast Methodology
    • Figure 8.1: PC, Console & Handhold Games Forecast Methodology
  • 8.2. The Games industry
    • Figure & Table 8.2: Total End-User Revenues from Mobile, PC, Console & Handhold Games ($m) 2015-2019

9. Mobile & 0nline Ticketing Forecasts: Key Takeaways

  • 9.1. Mobile & Online Entertainment Events Tickets Transaction Value
    • Figure & Table 9.1:Total Mobile & Online Entertainment Ticketing Transaction Value ($m) Split by 8 Key Regions 2015-2019
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