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2007 Global Internet - Volume 2 - Online Content and Services


Published Date: October 2007
Published By: Paul Budde Communication Pty Ltd
Page Count: 88
Order Code: R170-911
 
DescriptionTable of ContentsSimilar
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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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