Product Type: Market Research Report
Published by: Paul Budde Communication Pty Ltd
Published: October 2007
Product Code: R170-911Description 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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