表紙
市場調查報告書
商品編碼
1007804

數位內容收益化:新機遇、未來前景、市場預測(2021-2026)

Digital Content Monetization: Emerging Opportunities, Future Outlook & Market Forecasts 2021-2026

出版日期: | 出版商: Juniper Research Ltd | 英文 | 商品交期: 最快1-2個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

本報告調查數位內容的收益化,提供包括收益化模式、支付方式、新內容類別的戰略建議、關鍵數字內容的五年預測、設備平均數為內容支出以及未來、機會。

本報告中列出的公司

  • 採訪: Bango、Boku、Centili、Telecoming
  • 數字內容公司分析: Amazon, Apple, Facebook, Google, Netflix
  • Juniper Research排行榜中包括的公司:Bango, Boku, Centili, Digital Virgo, DIMOCO, DOCOMO Digital, Fortumo, Infomedia, mGage, NTH Mobile, Telecoming, txtNation
  • 言及: A1, Activision Blizzard, Adyen, Afonbladet, Airtel, Alphabet, ALSA, ALTBalaji, Apigate, App Annie, AT&T, Badoo, BANDAI NAMCO Entertainment Europe, Base, Beeline, Benfica FC, BIGO LIVE, BlackBerry, Blendle, BossBabe, Bouygues, BritBox, BT, Business of Apps, busuu, ByNoGame, Calm, CareGame, Celcom, Claro Peru, ClickAttack, Clubhouse, Coursera, Create & Cultivate, DailyMotion, Danal, Deutsche Telekom, Disney, DocuBay, EA Deezer, EA Mobile, EasyPark, Elisa, EMI (Electronic Money Institution), Epic Games , EpicOn, ePlus, Etisalat, Everything Everywhere, FIIT, Fission, FMA, Fortnite, Gameloft, Girlboss, Global Collect, Globe, Goldman Sachs, GSMA, HBO, Headspace, Hopster.com, Huawei, IBERIA, iflix, Indosat Ooreddo, Instagram, IrokoTV, Jio, JOOX, KDDI, Kinguin, KJM (Kommission für Jugendmedienschutz), KPN, Kyivstar, LINE Payments, LMT, Locker Room, London Stock Exchange, Lookout, Mastercard, MasterClass, Maxis, McAfee , Microsoft, Mobifone, Mobiilimaksu, Mobileview, Molotov, mopay, Movistar, Mozilla, Mpulse, M-Tel, MTN, Mydala, National Express, Neomobile, Nextdoor, NFL, Niantic, Noom, NTT, O2, Oath, Oculus, OnDemand Media, Onebip, Ooredoo, Optus, Orange, Pandora, Paris Saint Germain FC, Patreon, PayPal, Peloton, Play, Playwing, PSG, Quebecell, Quibi, Rakuten, Real Madrid, Revue, Rheinische Post, Riot Games, Rouge, Royal Bank of Canada, Samsung, Schibsted, Scribd, Shoal Games, SignalFire, Singtel, Sky, Smarcom AG, Smartfren, Snap, Snapchat, Softbank, Sonera, Sony, Spellflix, Spotify, Substack, Swisscom, Tele2, Telefónica, Telekom, Telenor, Telia, Telly, Tencent, TfL (Transport for London), The Economist, The New York Times, The Times of London, The Trade Desk, TikTok, T-Mobile , Tre, Tri, TrueMove H, Turkcell, Twitch, Twitter, UMobile, Universal, Valve, Verizon, ViaPlay, VICE Media, Vietnamobile, Vinaphone, VIPnet, Visa, Vivial, Vodacom, Vodafone, Wargaming.net, Warner Bros, Wondery, WorldPay, WW (Weight Watchers), WWE, WyWallet, XL Axiata, YouTube, Zain

8 個主要地區和 28 個國家的預測

  • 阿根廷
  • 澳大利亞
  • 巴西
  • 加拿大
  • 中國
  • 哥倫比亞
  • 克羅地亞
  • 捷克共和國
  • 丹麥
  • 法國
  • 德國
  • 印度
  • 意大利
  • 日本
  • 墨西哥
  • 荷蘭
  • 挪威
  • 波蘭
  • 葡萄牙
  • 俄羅斯
  • 沙特阿拉伯
  • 新加坡
  • 南非
  • 韓國
  • 西班牙
  • 瑞典
  • 英國
  • 美國

目錄

與深潛策略競爭

第 1 章數位內容收益化:未來市場展望

  • 簡介
  • 2021 年市場概覽
    • 各種內容的消費
    • "創客經濟" 專業化
    • COVID-19 構建基於內容消費的勢頭
  • 數位內容市場生態系統
    • OTT 平台
    • 社交媒體平台
    • 支付提供商
    • 數位音樂和音訊(包括podcast)
    • 數位影像和 OTT 電視串流媒體
    • 數位訂閱服務
    • 數位健身和健康服務
  • 數位內容消費對固定和移動無線網絡的影響
  • 數位內容公司分析
    • Facebook
    • Amazon
    • Apple
    • Netflix
    • Google
  • COVID-19 的影響

第 2 章消費方式和支付機制

  • 如何消費內容
    • 智能手機
    • 平板電腦
    • PC、台式機、筆記本電腦
    • 智能電視
    • 語音助手
    • 沉浸式現實設備(增強現實和虛擬現實)
      • 支付機制
    • 卡支付
    • 運營商代扣
    • 數位錢包

第 3 章新的內容模型和創新的內容模型

  • 移動數位內容的消費
  • 新的興趣領域
    • 隨選視訊製作和個性化內容
    • 用戶生成的內容
    • 本地內容(基於位置的內容)
    • 電子競技
    • 健身與健康
    • 烹飪與健康飲食
    • Edutainment(寓教於樂)
    • 與女性賦權相關的內容

第 4 章數位內容收益化:競爭前景

  • 簡介
  • 供應商分析
    • 供應商評估標準
  • 供應商分組
    • i. 既定的領導者
    • ii. 主要問題
    • iii. 破壞者和模擬器
    • 限制和解釋
  • 供應商簡介
    • Bango
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • Boku
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • Centili
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • Digital Virgo
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • DIMOCO
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • DOCOMO Digital
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • Fortumo
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • Infomedia
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • mGage
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • NTH Mobile
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • Telecoming
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇
    • txtNation 和 MessageCloud
      • i. 公司
      • ii. 地域擴張
      • iii. 與主要客戶的戰略聯盟
      • iv. 條款概述
      • Juniper Research研究觀點:主要優勢和戰略發展機遇

詳細數據和預測

第 1 章數位內容的收益化

  • 簡介
    • 數位內容的用戶總數
    • 數位內容總收入
    • 按設備劃分的數位內容總收入

第 2 章數位影像:市場預測和關鍵點

  • 數位影像介紹
    • SVOD
    • TVOD 和 PPV
    • 數位影像服務用戶總數
    • 影像訂閱總數
    • 數位影像訂閱的總收入
    • 購買數位影像內容的總收入
    • 數位影像內容的總廣告費用

第 3 章數位音樂:市場預測和關鍵點

  • 數位音樂介紹
    • 預測性調查方法
    • 數位音樂服務的用戶總數
    • 數位音樂服務用戶總數
    • 數位音樂訂閱的總收入
    • 通過收購數位音樂獲得的總收入
    • 數位音樂服務的總廣告費用

第 4 章數位遊戲:市場預測和關鍵點

  • 數位遊戲介紹
    • 預測性調查方法
    • 每年下載的手機遊戲總數
    • 數位遊戲訂閱總數
    • 付費下載遊戲的總收入
    • 手游內購收入/年
    • 手機遊戲的總廣告費用
    • 移動遊戲總訂閱收入
目錄

Juniper Research's “Digital Content Monetisation ” research provides a comprehensive assessment of the digital content market; providing strategic recommendations on monetisation models, payment methods and emerging content categories. It includes 5-year forecasts for key digital content metrics, as well as average digital content spend per device, including:

  • Connected TVs
  • Immersive Reality Devices
  • PCs & Desktops
  • Smartphones
  • Smart Speakers
  • Tablets

This research suite includes:

  • Deep Dive Strategy & Competition (PDF)
  • 5-Year Deep Dive Data & Forecasting (PDF& Excel)
  • Executive Summary & Core Findings (PDF)
  • 12 months' Access to harvest Online Data Platform

KEY FEATURES

  • Market Outlook: An evaluation of key market drivers, monetisation opportunities and strategic recommendations for key digital content areas:
    • Digital Games
    • Digital Music
    • Digital Video
  • Emerging Opportunities Analysis: An assessment of emerging areas of digital content; offering strategic recommendations for digital content platforms on how to capitalise on the growth. Areas assessed include:
    • Cooking & Healthy Eating
    • Edutainment
    • eSports
    • Fitness & Wellbeing
    • Localised Content
    • Production-on-Demand
    • User-generated Content
  • Content Consumption Evaluation: An in-depth analysis of the modes of consumption of digital content; assessing device-level demand for digital content and spend per device on content. Devices analysed include:
    • Connected TVs
    • Immersive Reality Devices
    • PCs & Desktops
    • Smartphones
    • Smart Speakers
    • Tablets
  • Juniper Research Leaderboard: Key player capability and capacity assessment of 12 leading digital content payment vendors, including:
    • Bango
    • Boku
    • Centili
    • Digital Virgo
    • DIMOCO
    • DOCOMO Digital
    • Fortumo
    • Infomedia
    • mGage
    • NTH Mobile
    • Telecoming
    • txtNation

KEY QUESTIONS

  • 1. What are the new areas of emerging digital content that are becoming increasingly important to the industry?
  • 2. How can content monetisation platforms capitalise on this rapidly evolving space?
  • 3. Which content monetisation platforms are leading the space?
  • 4. What will the total market value of digital content be by 2026?
  • 5. Which payment methods will be the most popular amongst users over the next 5 years?

COMPANIES REFERENCED

  • Interviewed: Bango, Boku, Centili, Telecoming.
  • Digital Content Player Analysis: Amazon, Apple, Facebook, Google, Netflix.
  • Included in Juniper Research Leaderboard: Bango, Boku, Centili, Digital Virgo, DIMOCO, DOCOMO Digital, Fortumo, Infomedia, mGage, NTH Mobile, Telecoming, txtNation
  • Mentioned: A1, Activision Blizzard, Adyen, Afonbladet, Airtel, Alphabet, ALSA, ALTBalaji, Apigate, App Annie, AT&T, Badoo, BANDAI NAMCO Entertainment Europe, Base, Beeline, Benfica FC, BIGO LIVE, BlackBerry, Blendle, BossBabe, Bouygues, BritBox, BT, Business of Apps, busuu, ByNoGame, Calm, CareGame, Celcom, Claro Peru, ClickAttack, Clubhouse, Coursera, Create & Cultivate, DailyMotion, Danal, Deutsche Telekom, Disney, DocuBay, EA Deezer, EA Mobile, EasyPark, Elisa, EMI (Electronic Money Institution), Epic Games , EpicOn, ePlus, Etisalat, Everything Everywhere, FIIT, Fission, FMA, Fortnite, Gameloft, Girlboss, Global Collect, Globe, Goldman Sachs, GSMA, HBO, Headspace, Hopster.com, Huawei, IBERIA, iflix, Indosat Ooreddo, Instagram, IrokoTV, Jio, JOOX, KDDI, Kinguin, KJM (Kommission für Jugendmedienschutz), KPN, Kyivstar, LINE Payments, LMT, Locker Room, London Stock Exchange, Lookout, Mastercard, MasterClass, Maxis, McAfee , Microsoft, Mobifone, Mobiilimaksu, Mobileview, Molotov, mopay, Movistar, Mozilla, Mpulse, M-Tel, MTN, Mydala, National Express, Neomobile, Nextdoor, NFL, Niantic, Noom, NTT, O2, Oath, Oculus, OnDemand Media, Onebip, Ooredoo, Optus, Orange, Pandora, Paris Saint Germain FC, Patreon, PayPal, Peloton, Play, Playwing, PSG, Quebecell, Quibi, Rakuten, Real Madrid, Revue, Rheinische Post, Riot Games, Rouge, Royal Bank of Canada, Samsung, Schibsted, Scribd, Shoal Games, SignalFire, Singtel, Sky, Smarcom AG, Smartfren, Snap, Snapchat, Softbank, Sonera, Sony, Spellflix, Spotify, Substack, Swisscom, Tele2, Telefónica, Telekom, Telenor, Telia, Telly, Tencent, TfL (Transport for London), The Economist, The New York Times, The Times of London, The Trade Desk, TikTok, T-Mobile , Tre, Tri, TrueMove H, Turkcell, Twitch, Twitter, UMobile, Universal, Valve, Verizon, ViaPlay, VICE Media, Vietnamobile, Vinaphone, VIPnet, Visa, Vivial, Vodacom, Vodafone, Wargaming.net, Warner Bros, Wondery, WorldPay, WW (Weight Watchers), WWE, WyWallet, XL Axiata, YouTube, Zain.

DATA & INTERACTIVE FORECAST

Juniper Research's “Digital Content Monetisation ” forecast suite includes:

  • 5-year benchmark forecasts for key Digital Content metrics by 8 key regions and 28 country level splits including:
    • Argentina
    • Australia
    • Brazil
    • Canada
    • China
    • Colombia
    • Croatia
    • Czech Republic
    • Denmark
    • France
    • Germany
    • India
    • Italy
    • Japan
    • Mexico
    • Netherlands
    • Norway
    • Poland
    • Portugal
    • Russia
    • Saudi Arabia
    • Singapore
    • South Africa
    • South Korea
    • Spain
    • Sweden
    • UK
    • US
  • Digital Content Monetisation Market Summary, including:
    • Total Users of Digital Content
    • Average Revenue per Digital Content User
    • Total Digital Content Revenue
  • Digital Video Market, including:
    • Total Users of Digital Video Services
    • Total Subscriptions to Digital Video Services
    • Total Subscription Revenue from Digital Video Services
    • Total Digital Video Users Who Purchase Digital Content
    • Total Revenue from Digital Video Content Purchases
    • Total Advertising Spend on Digital Video Services
  • Digital Music Market, including:
    • Total Users of Digital Music Services
    • Total Subscriptions to Digital Music Services
    • Total Subscription Revenue from Digital Music Services
    • Total Digital Music Users Who Purchase Digital Content
    • Total Revenue from Digital Music Content Purchases
    • Total Advertising Spend on Digital Music Services
  • Digital Games Market, including:
    • Total Users of Digital Games
    • Total Digital Games Monetised via Pay-per-Download
    • Total Revenue from Digital Games that Are Pay-per-Download
    • Total Digital Games Monetised via In-app Purchases
    • Total Revenue from Digital Games In-App Purchases
    • Total Advertising on Digital Games
    • Total Cloud-based Digital Games Subscriptions
  • Digital Content by Device, including:
    • Connected TVs
    • Immersive Reality Devices
    • PCs & Desktops
    • Smartphones
    • Smart Speakers
    • Tablets
  • Access to the full set of forecast data of over 115 tables and over 30,000 datapoints.
  • Interactive Excel Scenario tool allowing users the ability to manipulate Juniper Research's data for 5 different metrics.

Juniper Research's highly granular IFxls (Interactive Excels) enable clients to manipulate Juniper Research's forecast data and charts to test their own assumptions using the Interactive Scenario Tool and compare select markets side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of Contents

Deep Dive Strategy & Competition

1. Digital Content Monetisation: Future Market Outlook

  • 1.1 Introduction
  • 1.2 Market Summary for 2021
    • Figure 1.1: Total Users of Digital Content in 2021, Split by 8 Key Regions
    • 1.2.1 Diverse Content Consumption
    • 1.2.2 The Professionalisation of the 'Creator Economy'
    • 1.2.3 Building on COVID-19 Content Consumption Momentum
  • 1.3 Digital Content Market Ecosystem
    • 1.3.1 OTT Platforms
    • 1.3.2 Social Media Platforms
    • 1.3.3 Payment Providers
    • 1.3.4 Digital Music & Audio (Including Podcasts)
      • Figure 1.2: Global Number of Users Accessing Digital Music Content in 2021 and 2026 (m)
    • 1.3.5 Digital Video & OTT TV Streaming
    • 1.3.6 Digital Subscription Services
    • 1.3.7 Digital Fitness & Wellbeing Services
  • 1.4 Impact of Digital Content Consumption on Fixed and Mobile Wireless Networks
  • 1.5 Digital Content Player Analysis
    • 1.5.1 Facebook
    • 1.5.2 Amazon
    • 1.5.3 Apple
    • 1.5.4 Netflix
    • 1.5.5 Google
  • 1.6 COVID-19 Impact

2. Modes of Consumption and Payment Mechanisms

  • 2.1 Modes of Content Consumption
    • Figure 2.1: Global Devices Capable of Accessing Digital Content (m), 2021-2026
    • 2.1.1 Smartphones
    • 2.1.2 Tablets
    • 2.1.3 PCs, Desktops & Laptops
    • 2.1.4 Connected TVs
    • 2.1.5 Voice Assistants
    • 2.1.6 Immersive Reality Devices (Augmented & Virtual Reality)
      • Payment Mechanisms
    • 2.1.7 Card Payments
    • 2.1.8 Carrier Billing
    • 2.1.9 Digital Wallets

3. Emerging & Disruptive Content Models

  • 3.1 Mobile Digital Content Consumption
  • 3.2 Emerging Areas of Interest
    • 3.2.1 Production on Demand and Personalised Content
      • Figure 3.1: Amazon Prime Video
    • 3.2.2 User-generated Content
      • Figure 3.2: TikTok Screenshots
    • 3.2.3 Local Content (Location-based Content)
      • Figure 3.3: Nextdoor App Screenshots
    • 3.2.4 eSports
      • Figure 3.4: Overwatch League Logo
    • 3.2.5 Fitness & Wellbeing
      • Figure 3.1: Peloton Screenshot
    • 3.2.6 Cooking & Healthy Eating
      • Figure 3.6: Noom App Screenshots
    • 3.2.7 Edutainment (Educational Entertainment)
      • Figure 3.7: MasterClass Screenshot
    • 3.2.8 Content Related to Female Empowerment
      • Figure 3.8: BossBabe Screenshot

4.Digital Content Monetisation CompetitiveLandscape

  • 4.1 Introduction
  • 4.2 Vendor Analysis
    • 4.2.1 Vendor Assessment Criteria
      • Figure 4.1: Juniper Research Leaderboard Digital Content Monetisation Scoring Criteria
      • Figure 4.2: Juniper Research Leaderboard: Digital Content Monetisation
      • Table 4.3: Juniper Research Leaderboard: Digital Content Monetisation Scoring Heatmap
  • 4.3 Vendor Groupings
    • i. Established Leaders
    • ii. Leading Challengers
    • iii. Disruptors & Emulators
    • 4.3.2 Limitations & Interpretation
  • 4.4 Vendor Profiles
    • 4.4.1 Bango
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v.Juniper Research's View: Bango Key Strengths & Strategic DevelopmentOpportunities
    • 4.4.2 Boku
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v.Juniper Research's View: Boku Key Strengths & Strategic DevelopmentOpportunities
    • 4.4.3 Centili
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v.Juniper Research's View: Centili Key Strengths & Strategic DevelopmentOpportunities
    • 4.4.4 Digital Virgo
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
    • 4.4.5 DIMOCO
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Specific Partnerships
      • iv. High-level View of Offerings
      • v. Juniper Research's View: DIMOCO Key Strengths & Strategic Development Opportunities
    • 4.4.6 DOCOMO Digital
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper Research's View: DOCOMO Digital Key Strengths & Strategic Development Opportunities
    • 4.4.7 Fortumo
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper Research's View: Key Strengths & Strategic Opportunities
    • 4.4.8 Infomedia
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper Research's View: Infomedia Key Strengths & Strategic Development Opportunities
    • 4.4.9 mGage
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offering
      • v. Juniper Research's View: mGage Key Strengths & Strategic Development Opportunities
    • 4.4.10 NTH Mobile
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper Research's View: NTH Mobile Key Strengths & Strategic Development Opportunities
    • 4.4.11 Telecoming
      • i. Corporate
      • ii. Geographic
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offerings
      • v. Juniper Research's View: Telecoming Key Strengths & Strategic Development Opportunities
    • 4.4.12 txtNation and MessageCloud
      • i. Corporate
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High-level View of Offering
      • v. Juniper Research's View: txtNation Key Strengths & Strategic Development Opportunities

Deep Dive Data & Forecasting

1. Digital Content Monetisation

  • 1.1 Introduction
    • Figure 1.1: Digital Content Monetisation: Key Areas
    • 1.1.1 Total Users of Digital Content
      • Figure & Table 1.2: Total Users of Digital Content (m), Split by 8 Key Regions, 2021-2026
    • 1.1.2 Total Digital Content Revenue
      • Figure & Table 1.3: Total Digital Content Revenue ($m), Split by 8 Key Regions, 2021-2026
      • Table 1.4: Total Digital Content Revenue ($m) Split by 3 Key Markets 2021-2026
    • 1.1.3 Total Digital Content Revenue ($m), Split by Device
      • Figure & Table 1.5: Total Digital Content Revenue ($m), Split by 6 Device Categories, 2021-2026

2. Digital Video: Market Forecasts & Key Takeaways

  • 2.1 Introduction to Digital Video
    • 2.1.1 SVOD
    • 2.1.2 TVOD & PPV
      • Figure 2.1: Digital Video Forecast Methodology
    • 2.1.3 Total Users of Digital Video Services
      • Figure & Table 2.2: Total Users of Digital Video Services (m), Split by 8 Key Regions, 2021-2026
    • 2.1.4 Total Number of Video Subscriptions
      • Figure & Table 2.3: Total Number of Digital Video Subscriptions (m), Split by 8 Key Regions, 2021-2026
    • 2.1.5 Total Revenue from Digital Video Subscriptions
      • Figure & Table 2.4: Total Revenue from Digital Video Subscriptions ($m), Split by 8 Key Regions, 2021-2026
    • 2.1.6 Total Revenue from Digital Video Content Purchases
      • Figure & Table 2.5: Total Revenue from Digital Video Content Purchases ($m), Split by 8 Key Regions, 2021-2026
    • 2.1.7 Total Ad Spend on Digital Video Content
      • Figure & Table 2.6: Total Ad Spend on Digital Video Content ($m), Split by 8 Key Regions, 2021-2026

3. Digital Music: Market Forecasts & Key Takeaways

  • 3.1 Introduction to Digital Music
    • 3.1.1 Forecast Methodology
      • Figure 3.1: Digital Music Forecast Methodology
    • 3.1.2 Total Users of Digital Music Services
      • Figure & Table 3.2: Total Users of Digital Music Services (m), Split by 8 Key Regions, 2021-2026
    • 3.1.3 Total Number of Digital Music Service Subscribers
      • Figure & Table 3.3: Total Number of Digital Music Service Subscribers (m), Split by 8 Key Regions, 2021-2026
    • 3.1.4 Total Revenue from Digital Music Subscriptions
      • Figure & Table 3.4: Total Revenue from Digital Music Subscriptions ($m), Split by 8 Key Regions, 2021-2026
    • 3.1.5 Total Revenue from Digital Music Acquisitions
      • Figure & Table 3.5: Total Revenue from Digital Music Content Purchases ($m), Split by 8 Key Regions, 2021-2026
    • 3.1.6 Total Ad Spend over Digital Music Services
      • Figure & Table 3.6: Total Ad Spend on Digital Music Content ($m), Split by 8 Key Regions, 2021-2026

4. Digital Games: Market Forecasts & Key Takeaways

  • 4.1 Introduction to Digital Games
    • 4.1.1 Forecast Methodology
      • Figure 4.1: Digital Games PPD Forecast Methodology
      • Figure 4.2: Digital Games IAP Forecast Methodology
      • Figure 4.3: Digital Games Advertising Forecast Methodology
    • 4.1.2 Total Number of Mobile Games Downloaded per annum
      • Figure & Table 4.4: Total Number of Mobile Games Played per annum (m), Split by 8 Key Regions, 2021-2026
    • 4.1.3 Total Number of Digital Games Subscriptions
      • Figure & Table 4.5: Number of Mobile Games Service Subscriptions per annum (m), Split by 8 Key Regions, 2021-2026
    • 4.1.4 Total Revenue from Pay-per-Download Games
      • Figure 4.6: Total Revenue from Pay-per-Download Games ($m), Split by 8 Key Regions, 2021-2026
    • 4.1.5 Mobile Games In-app Purchase Revenue per annum
      • Figure & Table 4.7: Total Mobile Games In-app Purchase Revenue per annum ($m), Split by 8 Key Regions, 2021-2026
    • 4.1.6 Total Advertising Spend over Mobile Games
      • Figure & Table 4.8: Total Advertising Spend on Mobile Games ($m), Split by 8 Key Regions, 2021-2026
    • 4.1.7 Total Mobile Games Subscription Revenue
      • Figure & Table 4.9: Total Mobile Games Subscription Revenue per annum ($m), Split by 8 Key Regions, 2021-2026