Product Type: Market Research Report
Published by: IDATE
Published: February 2006
Product Code: R221-150Description An analysis of the emerging trends in the mobile Consumer Electronics
(CE) universe, now having to contend with increasing competition from
the world of telecommunications and computing.
A fledgling but diverse market
- The combination of digitisation, technological advancements in data storage and the ability to personalise how content is consumed have all helped fuel the development of nomad CE
- The nomad CE market creates competition between players from different industries, all implementing distinct business models
Content availability: a central challenge
- Online music, mobile TV and VoD beginning to drive the market
- Personal content too is a key growth area for nomad CE
- Still uncertain distribution (broadcasting, streaming, downloading) and billing modes
- In the long run, fixed-mobile convergence may undermine the existence of a dedicated mobile content market
The mobile devices of tomorrow
- Ubiquitous devices, web-enabled and personal
- Multi-function service access kiosks
- Standardised and interoperable portable audio & video libraries
Stakes and challenges for the industry
- New model emerging: “portable device/service” combination
- Portability increases time spent consuming content and its personalisation
Table of Contents
- Executive Summary
- 1. Introduction to mobile CE
- 1.1. Nomadic usage and mobility in the digital age
- 1.1.1. The emergence of "all digital" usages
- 1.1.2. The age of nomadic usage and mobility
- 1.1.3. The growing amount of mobile CE equipment
- 1.2. Trends in mobile CE for 2006
- 2. Typology of portable devices: an application-based approach
- 2.1. Handheld consoles: a pioneering model
- 2.1.1. The functional framework of portable video games devices
- 2.1.2. Technological components of handheld consoles
- 2.2. Audio and video players: applications of the future
- 2.2.1. The functional framework of nomadic audio and video devices
- 2.2.2. Technological components for nomadic audio and video devices
- 2.3. Mobile telephones: do they represent convergence?
- 2.3.1. The functional framework of mobile telephones
- 2.3.2. Technological components of mobile telephones
- 2.4. Personal productivity: PDA-telephone and smartphones
- 2.5. Television on mobile telephones
- 2.5.1. Mobile telephones
- 2.5.2. Stakes and forecast advances in mobile devices
- 2.5.3. Portable and usage-centric devices
- 2.5.4. Embedded devices
- 2.5.5. Structure of the mobile television value chain
- 2.5.6. Related business models
- 3. Case studies of mobile devices
- 3.1. A selection of portable multi-function video games consoles
- 3.1.1. The Gizmondo console by Tiger Telematics
- 3.1.2. Sony Computer Entertainment’s PSP console
- 3.1.3. GamePark’s GP32 console
- 3.1.4. Nintendo’s GameBoy range
- 3.1.5. Tapwave’s Zodiac console
- 3.2. A selection of audio+ devices
- 3.2.1. Apple’s iPod range
- 3.2.2. The Sony range
- 3.2.3. The Creative range
- 3.2.4. The TCL-Thomson Electronics (TTE) range
- 3.3. A selection of portable video+ players
- 3.3.1. The Archos range
- 3.3.2. The Creative range
- 3.3.3. The Samsung range
- 3.3.4. The TCL-Thomson Electronics (TTE) range
- 3.4. A range of mobile telephones
- 3.4.1. Mobile music
- 3.4.2. Mobile games
- 3.5. A selection of TV and mobile video devices
- 3.5.1. Mobile TV
- 3.5.2. Mobile video
- 3.6. A selection of PDAs / smartphones
- 3.6.1. Qtek 4040, MDA IV (T-Mobile), SPV M5000 (Orange)
- 3.6.2. Nokia 6680
- 3.6.3. Treo 650/670 smartphone
- 3.6.4. Motorola A1010
- 4. Challenges, opportunities and outlook
- 4.1. Technical and technological challenges and opportunities
- 4.1.1. Content storage
- 4.1.2. Display
- 4.1.3. Batteries
- 4.2. Growth factors in mobile CE
- 4.2.1. Key trends in mobile CE usages
- 4.2.2. Trends in the offering: towards multi-equipment
- 4.2.3. Trends in the business model for mobile CE
- 4.2.4. Mobile EGP and Digital Right Management: a necessary alliance
- 4.2.5. Other growth factors
- 4.3. Strategies and industrial perspectives
- 4.3.1. Industry strategies
- 4.3.2. Key lessons to be learnt from mobile telephony
- 5. Annexes
- 5.1. Technical guide to audio compression formats
- 5.2. A technical guide to video compression formats
- 5.3. Operating systems in brief
- About IDATE
- Digiworld Catalogue 2005
- List of figures
- Figure 1: Mapping resolution (Nr pixels) / RAM (MB)
- Figure 2: Mapping resolution (Nr pixels) / screen size (inches)
- Figure 3: Mapping of weight (g) / RAM (MB)
- Figure 4: Mapping of memory (in MB) / autonomy (h)
- Figure 5: Mapping of memory (MB) / weight (g)
- Figure 6: Mapping of resolution (nr of pixels) / autonomy (hours)
- Figure 7: Mapping of weight (g) / resolution (Nr pixels)
- Figure 8: Key factors in the growing number of mobile devices
- Figure 9: Mapping of weight (g) / memory (MB)
- Figure 10: Mapping of resolution (Nr. pixels) / memory (MB)
- Figure 11 : Structure of video content distribution on mobile devices
- Figure 12: Appearance of Zen Vision
- Figure 13: Examples of video games applications on the N-Gage (Downloading)
- Figure 14 : Examples of video games applications in the N-Gage (MMC Card)
- Figure 16: Motorola’s iTunes telephone
- Figure 17: Structure of the traditional value chain of mobile manufacturers
- Figure 18: Transformation of the value chain
- Figure 19: Classification of business models used in the cellular industry
- List of tables
- Table 1: The importance of nomadic applications on mobile devices
- Table 2: Sales in units of the main types of mobile and nomadic devices
- Table 3: Selection of digital audio and video players
- Table 4: Typology of Flash memory cards
- Table 5: A selection of portable games consoles
- Table 6: Presentation of the iPod range of models
- Table 17: Selection of multimedia devices
- Table 18: Features of the N91 telephone
- Table 30: Features of the Nokia N90
- Table 33: Selection of PDAs / smartphones
- Table 38: Selected results from televised or radio SMS games
- Table 39: Value chain in mobile music
- Table 40: Order of performance speeds required for audio/video applications
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