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Mobile Consumer Electronics

Product Type: Market Research Report
Published by: IDATE
Published: February 2006
Product Code: R221-150
Description
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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