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Content Convergence 2006-2011: Shifting The Value Chain Dynamics

Product Type: Market Research Report
Published by: Visiongain
Published: November 2006
Product Code: R155-201
Description
Consumers are changing the way they access digital content, demanding that they be able to access the same content through multiple CE devices and platforms. The move to this form of content convergence is being driven by factors such as a shift towards “all-IP” and embedded networking connectivity. But what exactly does content convergence entail, and how will it affect your business? Purchase this report to find out.

Consumers have long battled technology companies over content ownership, as the communications market changes from device centric to content centric. It is the content that interests the market and the ability to retrieve and use that content across devices, networks and geographies that drives both innovation and profits.

“Placeshifting” has gained the most interest from the operator community, with Vodafone launching its Mein PC service, which enables customers to use their 3G phones to access multimedia files that are stored on their home PCs. Other technology and commercial options also exist that enable consumers to stream content across multiple devices. What are these options, and what is their potential market impact? Should they be seen as opportunities or threats to mobile operators? This report will tell you.

This report analyses the content convergence market and assesses its impact on the value chain. It provides forecasts for the digital home market, VoIP, IPTV, online music content, mobile content and network gaming. The report answers questions including:
  • What demand exists for content convergence?
  • What is the potential business model and service uptake?
  • How will mobile operators respond to the emergence of placeshifting?
  • Is placeshifting competitive or complimentary to their own service offerings?
  • How does this impact the operator vs content owner/brands debate and the battle for consumer control?
  • What is the role of the mobile handset and the mobile phone manufacturer?
  • What is the potential impact on other stakeholders, such as content firms, vendors and other service providers?
  • What are the DRM issues and how are they being resolved?
  • How will standardisation initiatives such as the DLNA affect market evolution?
  • What will be the key driving applications of networked consumer electronics and media devices?
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Table of Contents
Chapter 1 Executive Summary

1.1 Consumers are demanding flexible content

1.2 The battle for content ownership

1.3 Device convergence and different formats

1.4 “Anytime, anywhere” promise is driving convergence

1.5 Enterprises and content convergence

1.6 Towards a content centric model

1.7 Market forecasts




Chapter 2 Market overview

2.1 Convergence trends


2.1.1 IP platforms

2.1.2 Triple and quad play services

2.1.3 The bandwidth bottleneck has been breached

2.1.4 Ubiquity

2.1.5 Interconnection

2.1.6 Time and place shifting

2.1.7 Privacy and security

2.1.8 Increased mobility


2.2 Three levels of convergence


Table 2.1: Convergence SWOT analysis


2.3 The DRM dilemma

2.4 Device overload

2.5 Email edges voice

2.6 FON

2.7 VoIP Ups The Ante


Chart 2.1: VoIP subscribers - pure play providers vs cable companies, 2006-2007


2.8 IP In a packet


Chart 2.2: IP service revenues as % of total telecoms revenues


2.9 When push turns to shove




Chapter 3 Space and place shifting

3.1 Content in motion


3.1.1 Neuf’s TWIN


3.2 Lessons from the iPod


Chart 3.1: Digital home market, 2008-2010


3.3 Inter-network streaming


Table 3.1: Current state of the digital home

Image 3.1: TiVo


3.3.1 Different forms of streaming


Table 3.2: Streaming media technologies

Table 3.3: Stream and transport protocols


3.4 Mobile moves time, place and profits


3.4.1 TiVo


3.4.1.1 Services

3.4.1.2 Strategy

3.4.1.3 What impact does place- and time-shifting have on content providers?





Chapter 4 Technical focus

4.1 Different technology options

4.1 IMS and UMTS/HSPA


4.1.1 3G UMTS/HSDPA Spectrum Play

4.1.2 Advanced IMS Architecture


4.1.2.1 A-IMS Standard

4.1.2.2 Comprehensive Security

4.1.2.3 Uniform Treatment of SIP and non-SIP Applications

4.1.2.4 Dual Anchoring

4.1.2.5 Three-Layer Peering

4.1.2.6 Multi-Tiered Service Interaction Management


4.1.3 A-IMS Plan Highlights


4.1.3.1 Bearer Manager (BM)

4.1.3.2 Policy Manager (PM)

4.1.3.3 Application Manager (AM)

4.1.3.4 Security Manager (SM)

4.1.3.5 Services Data Manager (SDM)


4.1.4 Multi-Channel Video Transcoders for IMS


4.2 UMA



Table 4.1: Initial Group Responsible for UMA Development


4.2.1 First Public UMA Pilot


4.3 Notable Developments


4.3.1 Adcore-Tech

4.3.2 The OSGi Royalty-Free Patent Pledge




Chapter 5 Drivers and barriers

5.1 Drivers


5.1.2 Consumers

5.1.3 Enterprises


5.1.3.1 Mobile VoIP



Table 5.1: EQO-supported handsets


5.1.3.1.1 HiPath


5.1.3.2 4G Integrated Satellite and Terrestrial Systems


5.1.4 Governments


5.2 Barriers


5.2.1 DRM


5.2.1.1 The Scrap Over Content Scrambling

5.2.1.2 DRM Showdown

5.2.1.3 Hollywood Goes DRM Free

5.2.1.4 DRM- Free Music Trend


Chart 5.1: DRM-free music, 2007-2011 (%)



5.2.2 Resistance Games

5.2.3 DRM and GPLv3




Chapter 6 Market Impact

6.1 Convergence market growth


Table 6.1: Converged content revenue forecasts

Chart 6.1: VoIP revenues, 2008-2011

Chart 6.2: IPTV revenues, 2007-2011

Chart 6.3: Online music content revenues, 2007-2011

Chart 6.4: Mobile phone content services, 2007-2011

Chart 6.5: Networked games revenues, 2007-2011


6.1 On Mobile Phone/Handset Manufacturers

6.2 On Content Artists

6.3 On Content Firms

6.4 On Service Providers

6.5 On Traditional Media

6.6 On Mobile Operators




Chapter 7 Standards landscape

7.1 DLNA

7.2 IHA

7.3 3G Americas

7.4 CEA

7.5 Wi-Fi Alliance




Chapter 8 Evolving Players

8.1 Sling Media

8.2 Orb Networks


Table 8.1: Orb system requirements


8.3 Motorola

8.4 Microsoft

8.5 Sony

8.5 Intel Viiv




Chapter 9 Recommendations

9.1 For operators

9.2 For handset makers

9.3 For digital home vendors

9.4 For traditional media

9.5 For content firms




Appendix A DLNA member companies




Appendix B Lead author’s profile




Appendix C About visiongain




Appendix D Report evaluation form

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