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2007 Global Internet - Volume 2 - Online Content and Services

Product Type: Market Research Report
Published by: Paul Budde Communication Pty Ltd
Published: October 2007
Product Code: R170-911
Description
This annual report offers a wealth of information on the worldwide development of the Internet economy. Volume 2 of this report provides an insight and analysis into the trends and developments taking place in the revived Internet economy. It includes information and statistics on the Internet industry, beginning with an historical look at Internet growth. Information and statistics on Internet hosts, domain names, the World Wide Web, search engines, websites, the ISP market, Internet users and penetration is also provided. An overview of some of the key online online services such as adult entertainment, dating, e-education, online financial services, e-government, mapping and online music is also incorporated. Covered in more detail are the sectors of ehealth, online gambling/gaming and virtual worlds. Also provided is technical information on web development related to Web 2.0. Please note that Social networking, UGC and online video media are covered BuddeComm’s other publication: 2007 Global Internet - Volume 1 - Web 2.0 Revives Internet Economy.

Subjects covered include:
  • Internet industry overview and statistics;
  • Internet user and penetration statistics;
  • Internet content and services overview and statistics;
  • eHealth overview and statistics;
  • Online gaming and gambling overview and statistics;
  • Virtual Worlds;
  • Technical information.
Table of Contents

1. INTERNET INDUSTRY

1.1 Internet industry overview

1.1.1 The Internet and the web

1.1.2 Historical growth of the Internet

1.1.3 Internet hosts

1.1.4 The World Wide Web

1.1.5 Search engines

1.1.6 Websites

1.1.7 The ISP market

1.1.8 Internet elasticity

1.1.9 Grid commuting will change the Internet - analysis

1.2 Internet usage and penetration statistics

1.2.1 Statistics

1.2.2 Internet traffic and bandwidth overview

1.2.3 Language statistics

1.2.4 Time spent online

2. KEY ONLINE CONTENT & SERVICES

2.1 Internet content and services

2.1.1 New emerging business models

2.1.2 The online content market

2.1.3 Online content and services

2.1.4 Digital Rights Management (DRM)

2.2 eHealth

2.2.1 Scope

2.2.2 E-health - killer app on true broadband

2.2.3 Massive costs of healthcare

2.2.4 IT key to sustainable healthcare

2.2.5 E-health project examples

2.2.6 Published market statistics and forecasts

2.2.7 Conclusion

2.3 Online gambling and gaming

2.3.1 Introduction

2.3.2 In-game advertising

2.3.3 Online gambling

2.3.4 Online gaming

2.4 Virtual worlds

2.4.1 Introduction

2.4.2 Trends and developments

2.4.3 2007 virtual world statistics and forecasts

2.4.4 Case study: Second Life

3. TECHNOLOGY

3.1 Graphic and multimedia file formats

3.1.1 Joint Pictures Expert Group (JPEG)

3.1.2 Graphics Image Format (GIF)

3.1.3 Portable Network Graphics (PNG)

3.1.4 Scalable Vector Graphics (SVG)

3.1.5 Adobe Flash

3.1.6 Adobe Portable Document File (PDF)

3.2 Web 2.0 and the future

3.2.1 New methods of linkage

3.2.2 Blogs and discussion sites

3.2.3 User generated content

3.2.4 Pay-per-click advertising

3.2.5 New traffic patterns

3.2.6 Network Neutrality and QoS

3.2.7 New user interfaces

3.2.8 Web services and mashups

3.2.9 New markets - the long Tail

4. GLOSSARY OF ABBREVIATIONS




List of Exhibits




Exhibit 1 - Examples of Web 2.0 developments

Exhibit 2 - Most popular domain name suffixes - 2007

Exhibit 3 - The phenomenon of the 1990s

Exhibit 4 - Applications of Microsoft’s Virtual Earth

Exhibit 5 - Online music sector

Exhibit 6 - Advantages of e-health

Exhibit 7 - Popular health-related websites in the US - 2007

Exhibit 8 - Anarchy Online by Funcom

Exhibit 9 - Major players in gaming industry sectors - worldwide - 2006

Exhibit 10 - Top 3 mobile games worldwide - 2006

Exhibit 11 - Characteristics of virtual worlds

Exhibit 12 - Definition of an online avatar

Exhibit 13 - Examples of virtual worlds

Exhibit 14 - Examples of virtual worlds for younger users

Exhibit 15 - Linden Labs ban on gambling

Exhibit 16 - Examples of large companies established in Second Life

Exhibit 17 - Second Life user statistics - 2007

Exhibit 18 - Second Life financials - February 2007




List of Tables




Table 1 - Worldwide Internet users - 1990 - 2007

Table 2 - Growth in number of Internet hosts - 1984; 1991 - 2006

Table 3 - Number of domain names by country - August 2006

Table 4 - Generic top level domains - top 5 countries - market share - 2006

Table 5 - Major domain names by host - 2003 - 2006

Table 6 - Percentage of Internet users by top languages - 2002; 2005; 2007

Table 7 - Worldwide market share of top 5 browsers - 2007

Table 8 - Web server market share top 6 developers - 2003 - 2007

Table 9 - How people find websites

Table 10 - Percentage of online searches conducted on leading search engines in the US - July 2006; Feb 2007

Table 11 - Global market share of Google and Yahoo - November 2005

Table 12 - Top 10 worldwide website properties - May 2007

Table 13 - Top 3 worldwide website properties - 2006

Table 14 - Worldwide Internet users - 1990 - 2007

Table 15 - Worldwide Internet users and penetration by region - 2007

Table 16 - Top 15 countries by Internet usage and growth - 2006 - 2007

Table 17 - Regional Internet users, growth and penetration - March 2006

Table 18 - Worldwide broadband subscribers and market share by access technology - 2006

Table 19 - Households with access to a home computer and the Internet - selected countries - 2005

Table 20 - Internet users by top languages - 2002; 2005; 2007

Table 21 - Top online activities - 2005; 2007

Table 22 - Top 5 countries - time spent online - March 2006

Table 23 - Top 10 dating websites in the US - February 2007

Table 24 - Consumer use of Internet dating in European countries - 2005

Table 25 - Worldwide e-learning market value - 2005; 2008

Table 26 - Top five e-government countries - 2007

Table 27 - Top five e-government countries - 2005

Table 28 - Worldwide online music sales - 2004 - 2006

Table 29 - Worldwide online music revenue - 2006 - 2012

Table 30 - iTunes catalogue breakdown - 2007

Table 31 - US online spending revenue for top 5 product types - 2006

Table 32 - Projected regional increases in total healthcare spending - 2020 - 2050

Table 33 - Market value and growth of telehealth - 2012

Table 34 - US IT health market - value of sales - 2005 - 2006; 2011

Table 35 - Spending on IT by Western Europe healthcare sector - 2005; 2009

Table 36 - Value of e-health industry - Europe - 2003, 2010

Table 37 - Money spent on gambling per head - Australia, Hong Kong, United States

Table 38 - Worldwide online gambling revenue growth - 1997; 2001; 2004; 2006

Table 39 - Worldwide revenue from all forms of gambling - 2006 - 2010

Table 40 - Revenue from all forms of gambling - Asia Pacific, EMEA - 2006; 2010

Table 41 - Total value of bets placed via mobile gambling - 2006; 2010

Table 42 - Internet gambling users in selected countries - February 2005

Table 43 - Global online gaming revenues and annual change - 2000 - 2006

Table 44 - US videogame revenue for console, PC, online and wireless - 2008

Table 45 - Worldwide mobile gaming revenue - 2006; 2007; 2011

Table 46 -Mobile gaming revenue - Asia Pacific, Western Europe, North America - 2007; 2011

Table 47 - Top 10 mobile game publishers worldwide - market share - May 2006

Table 48 - Market share of Second Life active users by country - 2007

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