Product Type: Market Research Report
Published by: Visiongain
Published: November 2006
Product Code: R155-201Description 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?
Please Note: Reports are sold based on the user licenses indicated. The Publisher delivers the report in Flash format via the publisher website, allowing viewing and printing capabilities only. Within one to two business days after placing the order, the Publisher will email the client with information on accessing their purchase. Prior to initiating fulfillment of an order, the client will be required to sign a document detailing the purchase terms for a publication from this publisher.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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