Industry Research Reports and Market Analysis at MindBranch.com
  

2008 Global Digital Media - Entertainment Market

Product Type: Market Research Report
Published by: Paul Budde Communication Pty Ltd
Published: April 2008
Product Code: R170-1014
Description
This annual report offers a wealth of information on the worldwide development of digital media in terms of entertainment. Information at a regional level is provided for the Americas, Europe, Middle East, Africa and Asia Pacific. The report includes analyses, statistics, forecasts and trends. It provides a comprehensive insight into the progress of Digital Media and examines the key issues and opportunities.

Subjects covered include:
  • Analyses of the entertainment market in terms of digital media;
  • Digital TV developments including statistics;
  • HDTV developments including statistics;
  • iTV developments including statistics;
  • Cable services including statistics;
  • Analyses of IPTV developments including statistics and case studies;
  • Information and statistics for online entertainment services including dating, adult services and music;
  • Online gambling and games including statistics;
  • Online video media including statistics;
  • Social networks and user generated content including statistics;
  • Virtual World developments including statistics;
  • DVR market;
  • Home networking developments;
  • Regional overviews.
Table of Contents

1. Introduction: Digital Media And Entertainment

1.1 Analyses of digital media and entertainment

1.1.1 Digital media and entertainment

1.1.2 Digital media trends

2. Broadcasting

2.1 Digital TV overview

2.1.1 Introduction

2.1.2 First digital TV developments

2.1.3 Market trends

2.1.4 Global overview and statistics

2.1.5 Regional overview and statistics

2.2 High definition TV

2.2.1 Introduction to digital HDTV

2.2.2 HDTV standards

2.2.3 HDTV set market statistics

2.2.4 Key technology innovations in 2008

2.2.5 HDTV included in DVB

2.2.6 Broadband TV

2.2.7 Datacasting

2.3 Interactive TV (iTV)

2.3.1 Introduction

2.3.2 Market analysis

2.3.3 i-advertising analysis

2.3.4 Market leaders - Europe, Asia

2.3.5 Business modelling

2.3.6 Interactive TV - early developments

2.4 Cable services

2.4.1 Introduction

2.4.2 DOCSIS

2.4.3 Regional cable overview

2.4.4 Cable market statistics

3. Broadband TV (IPTV)

3.1 IPTV

3.1.1 Introduction

3.2 The future of IPTV

3.3 Case studies

3.3.1 Introduction

3.3.2 Hong Kong

3.3.3 China

3.3.4 France

3.3.5 Netherlands

3.3.6 Italy

3.4 Business models

3.4.1 No one-size-fits all solutions

3.4.2 The pay TV business model

3.4.3 Event-staging opportunities

3.5 Telcos versus media companies

3.6 Value-added multimedia

3.7 Video-on-Demand (VoD)

3.7.1 Introduction

3.7.2 VoD needs more work

3.7.3 Other forms of VoD

3.7.4 Online VoD services

3.8 Market developments

3.8.1 First global standards

3.8.2 Gaming consoles and IPTV converge

3.8.3 Joost

3.8.4 Broadcasting over IP (BoIP)

3.9 IPTV market statistics and forecasts

3.10 IPTV services revenue 2006 - 2010

3.11 IPTV standards

3.11.1 Open IPTV Forum

3.11.2 ITU IPTV standard

3.11.3 DOCSIS 3.0

4. Internet Entertainment

4.1 Online dating, adult services and music

4.1.1 New emerging business models

4.1.2 The online content market

4.1.3 Online content and services

4.1.4 Digital Rights Management (DRM)

4.2 Online gambling and games

4.2.1 In-game advertising

4.2.2 Online gambling

4.2.3 Online gaming

4.2.4 Mobile gaming

4.3 Online video media

4.3.1 Video streaming/web tv/video

4.3.2 Focus shifts to web tv/video

4.3.3 New emerging business models

4.3.4 Personal video services

4.3.5 Other developments

4.3.6 Video media statistics and forecasts

4.3.7 The International Webcasting Association (IWA)

4.4 Social networks and UGC

4.4.1 User Generated Content (UGC)

4.4.2 Social networking

4.4.3 Blogging and web publishing

4.4.4 Initial craze stabilising?

4.4.5 Other developments

4.4.6 Statistics and forecasts

4.5 Virtual worlds

4.5.1 Introduction

4.5.2 Trends and developments

4.5.3 Virtual world statistics and forecasts

4.5.4 Case study: Second Life

5. Home Media Centres

5.1 Digital video recorders

5.1.1 Introduction

5.1.2 Market developments

5.1.3 DVR pioneer: TiVo

5.1.4 Developments in the USA

5.2 Home media centres

5.2.1 Market in progress

5.2.2 Home networking developments 2008

5.2.3 Market analysis

5.2.4 Key developments

5.2.5 Industry sectors vying for home media market

5.2.6 Consumer confusion - analyses

5.2.7 Industry consortia

6. Regional Overviews

6.1 North America

6.2 Latin America

6.2.1 Overview

6.2.2 Triple play models

6.2.3 Pay TV

6.2.4 Broadband TV (IPTV)

6.2.5 Digital Terrestrial TV (DTTV)

6.3 Europe

6.3.1 Western Europe

6.3.2 Eastern Europe

6.4 Africa/Middle East

6.4.1 Africa

6.4.2 Middle East

6.5 Asia

6.5.1 Market overview

6.5.2 China

6.5.3 Hong Kong

6.5.4 Japan

6.5.5 Taiwan

6.5.6 South Korea

6.5.7 India

6.5.8 Singapore

6.5.9 Malaysia

6.5.10 Thailand

6.6 Pacific region

6.6.1 Australia

6.6.2 New Zealand

7. Glossary of Abbreviations

List of Tables

Table 1 - Worldwide Internet users - 1990 - 2008

Table 2 - Worldwide broadband subscribers - 2003 - 2008

Table 3 - Worldwide set-top box sales - 2007; 2009; 2012

Table 4 - Digital TV penetration worldwide - 2006; 2009; 2011

Table 5 - Worldwide households connected to digital TV by delivery system - 2011

Table 6 - Western Europe digital TV households - 2006; 2012

Table 7 - US homes passed by cable HDTV service and annual change - 2002 - 2007

Table 8 - Number of HDTV homes worldwide - 2005 - 2006; 2011

Table 9 - Worldwide households connected to digital TV by delivery system - 2011

Table 10 - Triple play households in Europe - 2005; 2010; 2015

Table 11 - US cable industry infrastructure expenditures - 2000 - 2007

Table 12 - US cable VoIP subscribers and annual change - 2003 - 2007

Table 13 - Worldwide cable telephony subscribers - 2005 - 2006; 2009

Table 14 - Worldwide cable telephony services revenue - 2006 - 2007

Table 15 - Worldwide cable modem subscribers - 2003 - 2007

Table 16 - Worldwide cable subscriber market share compared with other access technologies - 2006; 2007

Table 17 - Cable subscriber market share versus other broadband access technologies - OECD countries - 2006 - 2007

Table 18 - Cable TV households worldwide versus TV households - 2005 - 2007

Table 19 - Cable TV households - top three countries - 2006

Table 20 - Hong Kong triple play subscribers and ARPU - 2003 - 2007

Table 21 - PCCW growth in NOW TV - 2000 - 2007

Table 22 - France IPTV subscribers - 2005 - 2007

Table 23 - Worldwide IPTV subscribers - comparison of analysts’ forecasts - 2007 - 2010; 2013

Table 24 - Regional IPTV subscribers - Americas, Asia and Europe - 2007 - 2011

Table 25 - IPTV STB sales - 2007; 2012

Table 26 - Market share of IPTV STBs - Asia Pacific, Europe and US - 2012

Table 27 - Top five dating websites in the US - February 2008

Table 28 - Worldwide online music revenue - 2006 - 2012

Table 29 - iTunes catalogue breakdown - 2007

Table 30 - US online spending revenue for top five product types - 2006

Table 31 - Online game advertising spend worldwide - 2007 - 2008; 2012

Table 32 - PartyGaming daily users - 2006 - 2007

Table 33 - Worldwide online gambling revenue - 1997; 2001; 2004; 2006; 2008

Table 34 - Worldwide revenue from all forms of gambling - 2006 - 2010

Table 35 - Revenue from all forms of gambling - Asia Pacific, EMEA - 2006; 2010

Table 36 - Total value of bets placed via mobile gambling - 2006; 2010

Table 37 - Internet gambling users in selected countries - February 2005

Table 38 - Global online gaming revenues and annual change - 2000 - 2008; 2012

Table 39 - Online gaming revenue market share - leading regions - 2012

Table 40 - US video game revenue for console, PC, online and wireless - 2008

Table 41 - Worldwide mobile gaming revenue - 2006 - 2007; 2009

Table 42 - Mobile gaming revenue - Asia Pacific, Western Europe, North America - 2007; 2011

Table 43 - Market share of top 10 mobile game publishers worldwide - May 2006

Table 44 - Worldwide revenue from online video - 2007; 2010

Table 45 - Online video streams & market share of top 10 online video properties in US - May - Dec 2007

Table 46 - Major regional user base of popular social networks - mid-2007

Table 47 - Worldwide market share of mobile social network users - 2008; 2013

Table 48 - Leading social networking sites in the US - 2006 - 2007

Table 49 - Annual growth of selected global social networking sites - June 2007

Table 50 - Leading blogging sites in the US - 2006 - 2007

Table 51 - US ad spending on social networking sites - 2006 - 2007; 2010

Table 52 - Worldwide ad spending on social networking sites - 2006 - 2007; 2010

Table 53 - Number of virtual worlds worldwide - 2007; 2009

Table 54 - Growth of Second Life subscribers - 2006 - 2008

Table 55 - Market share of Second Life active users by country - 2007

Table 56 - DVR households worldwide - 2007

Table 57 - DVR shipments worldwide - 2007; 2011

Table 58 - TiVo DVR subscribers - 2005; 2008

Table 59 - Networked TV shipments - 2008; 2012

Table 60 - Forecast installed base of homes with connected entertainment networks worldwide - 2004; 2009 - 2011

Table 61 - BSkyB subscriber statistics - 2005 - 2007

Table 62 - BSkyB ARPU - 2005 - 2007

Table 63 - BSkyB revenue, operating profit and annual change - 2007

Table 64 - Consumer Electronics sales growth - US - 2006 - 2008

Table 65 - USA proportion of time online by activity - 2007

Table 66 - Latin American cable TV subscribers, annual change and penetration - 2000 - 2007

Table 67 - Cable TV subscribers, annual change and penetration in major Latin American countries - 2006 - 2007

Table 68 - UPC video and voice subscribers - 2007

List of Exhibits

Exhibit 1 - VDSL technology

Exhibit 2 - Selected VDSL2 developments worldwide - 2008

Exhibit 3 - Digital Video Broadcasting Project

Exhibit 4 - Interactive Program Guides versus Electronic Program Guides

Exhibit 5 - SkyLife and t-commerce

Exhibit 6 - Other past and present iTV examples

Exhibit 7 - Top IPTV carriers worldwide - 2008

Exhibit 8 - Online music sector

Exhibit 9 - Anarchy Online by Funcom

Exhibit 10 - Key players in gaming industry sectors worldwide

Exhibit 11 - Top three mobile games worldwide - 2006

Exhibit 12 - Equivalence between access modes and traditional audiovisual use

Exhibit 13 - Social network and community definition

Exhibit 14 - UGC - key success factors

Exhibit 15 - Examples of social networking websites

Exhibit 16 - Wikipedia

Exhibit 17 - Characteristics of virtual worlds

Exhibit 18 - Definition of an online avatar

Exhibit 19 - Examples of virtual worlds

Exhibit 20 - Examples of virtual worlds for younger users

Exhibit 21 - Linden Labs ban on gambling

Exhibit 22 - Second Life financials - 2007 - 2008

Exhibit 23 - Examples of large companies established in Second Life - 2008

Exhibit 24 - Second Life user statistics - 2008

Exhibit 25 - Top five DVR providers worldwide - 2008

Exhibit 26 - Description of National Cable and Television Association’s Broadband Home

Exhibit 27 - Media centre devices

Exhibit 28 - Networked client devices

Ordering and More Information
Price and Delivery Options



MindBranch has been the leading provider of industry and investment research from more than 550 independent research firms since 1992. With over 90,000 market research reports, MindBranch is your trusted source of competitive business intelligence.