|
| Year |
Homes (million) |
| 2009 |
115 |
| 2010 |
140 |
| 2011 |
180 |
- With the development of new handsets and next-generation consoles, spending on gaming is expected to increase with a CAGR of around 10-15% over the next few years. For more information, see chapter 4.2.3, page 64.
- In 2008 DVR growth is taking place in Europe and Asia; manufacturers are also escalating DVR exports to North America and the Middle East. For more information, see chapter 5.1.2, page 96.
- The Asia region is at the forefront of service innovation for online entertainment development. For more information, see chapter 6.5, page 138.
- South African mobile operator MTN has obtained exclusive mobile content rights for the 2010 Soccer World Cup for Africa and the Middle East for $65 million. For more information, see chapter6.4.1, page 136.
- The demographic makeup of the Middle East means that there is huge potential for the development of a dynamic entertainment industry. In the GCC countries, around 65% of the population is under 30. For more information, see chapter 6.4.2, page 137.
Table of Contents
Chapter 1 Introduction: Digital Media And Entertainment
1.1 Analyses of digital media and entertainment
1.1.1 Digital media and entertainment
1.1.2 Digital media trends
Chapter 2 Broadcasting
2.1 Digital TV overview
2.1.1 Introduction
2.1.2 First digital TV developments
2.1.3 Market trends
2.1.4 Global overview and statistics
2.1.5 Regional overview and statistics
2.2 High definition TV
2.2.1 Introduction to digital HDTV
2.2.2 HDTV standards
2.2.3 HDTV set market statistics
2.2.4 Key technology innovations in 2008
2.2.5 HDTV included in DVB
2.2.6 Broadband TV
2.2.7 Datacasting
2.3 Interactive TV (iTV)
2.3.1 Introduction
2.3.2 Market analysis
2.3.3 i-advertising analysis
2.3.4 Market leaders - Europe, Asia
2.3.5 Business modelling
2.3.6 Interactive TV - early developments
2.4 Cable services
2.4.1 Introduction
2.4.2 DOCSIS
2.4.3 Regional cable overview
2.4.4 Cable market statistics
Chapter 3 Broadband TV (IPTV)
3.1 IPTV
3.1.1 Introduction
3.2 The future of IPTV
3.3 Case studies
3.3.1 Introduction
3.3.2 Hong Kong
3.3.3 China
3.3.4 France
3.3.5 Netherlands
3.3.6 Italy
3.4 Business models
3.4.1 No one-size-fits all solutions
3.4.2 The pay TV business model
3.4.3 Event-staging opportunities
3.5 Telcos versus media companies
3.6 Value-added multimedia
3.7 Video-on-Demand (VoD)
3.7.1 Introduction
3.7.2 VoD needs more work
3.7.3 Other forms of VoD
3.7.4 Online VoD services
3.8 Market developments
3.8.1 First global standards
3.8.2 Gaming consoles and IPTV converge
3.8.3 Joost
3.8.4 Broadcasting over IP (BoIP)
3.9 IPTV market statistics and forecasts
3.10 IPTV services revenue 2006 - 2010
3.11 IPTV standards
3.11.1 Open IPTV Forum
3.11.2 ITU IPTV standard
3.11.3 DOCSIS 3.0
Chapter 4 Internet Entertainment
4.1 Online dating, adult services and music
4.1.1 New emerging business models
4.1.2 The online content market
4.1.3 Online content and services
4.1.4 Digital Rights Management (DRM)
4.2 Online gambling and games
4.2.1 In-game advertising
4.2.2 Online gambling
4.2.3 Online gaming
4.2.4 Mobile gaming
4.3 Online video media
4.3.1 Video streaming/web tv/video
4.3.2 Focus shifts to web tv/video
4.3.3 New emerging business models
4.3.4 Personal video services
4.3.5 Other developments
4.3.6 Video media statistics and forecasts
4.3.7 The International Webcasting Association (IWA)
4.4 Social networks and UGC
4.4.1 User Generated Content (UGC)
4.4.2 Social networking
4.4.3 Blogging and web publishing
4.4.4 Initial craze stabilising?
4.4.5 Other developments
4.4.6 Statistics and forecasts
4.5 Virtual worlds
4.5.1 Introduction
4.5.2 Trends and developments
4.5.3 Virtual world statistics and forecasts
4.5.4 Case study: Second Life
Chapter 5 Home Media Centres
5.1 Digital video recorders
5.1.1 Introduction
5.1.2 Market developments
5.1.3 DVR pioneer: TiVo
5.1.4 Developments in the USA
5.2 Home media centres
5.2.1 Market in progress
5.2.2 Home networking developments 2008
5.2.3 Market analysis
5.2.4 Key developments
5.2.5 Industry sectors vying for home media market
5.2.6 Consumer confusion - analyses
5.2.7 Industry consortia
Chapter 6 Regional Overviews
6.1 North America
6.2 Latin America
6.2.1 Overview
6.2.2 Triple play models
6.2.3 Pay TV
6.2.4 Broadband TV (IPTV)
6.2.5 Digital Terrestrial TV (DTTV)
6.3 Europe
6.3.1 Western Europe
6.3.2 Eastern Europe
6.4 Africa/Middle East
6.4.1 Africa
6.4.2 Middle East
6.5 Asia
6.5.1 Market overview
6.5.2 China
6.5.3 Hong Kong
6.5.4 Japan
6.5.5 Taiwan
6.5.6 South Korea
6.5.7 India
6.5.8 Singapore
6.5.9 Malaysia
6.5.10 Thailand
6.6 Pacific region
6.6.1 Australia
6.6.2 New Zealand
Chapter 7 Glossary of Abbreviations
Tables
Table 1 - Worldwide Internet users - 1990 - 2008
Table 2 - Worldwide broadband subscribers - 2003 - 2008
Table 3 - Worldwide set-top box sales - 2007; 2009; 2012
Table 4 - Digital TV penetration worldwide - 2006; 2009; 2011
Table 5 - Worldwide households connected to digital TV by delivery system - 2011
Table 6 - Western Europe digital TV households - 2006; 2012
Table 7 - US homes passed by cable HDTV service and annual change - 2002 - 2007
Table 8 - Number of HDTV homes worldwide - 2005 - 2006; 2011
Table 9 - Worldwide households connected to digital TV by delivery system - 2011
Table 10 - Triple play households in Europe - 2005; 2010; 2015
Table 11 - US cable industry infrastructure expenditures - 2000 - 2007
Table 12 - US cable VoIP subscribers and annual change - 2003 - 2007
Table 13 - Worldwide cable telephony subscribers - 2005 - 2006; 2009
Table 14 - Worldwide cable telephony services revenue - 2006 - 2007
Table 15 - Worldwide cable modem subscribers - 2003 - 2007
Table 16 - Worldwide cable subscriber market share compared with other access technologies - 2006; 2007
Table 17 - Cable subscriber market share versus other broadband access technologies - OECD countries - 2006 - 2007
Table 18 - Cable TV households worldwide versus TV households - 2005 - 2007
Table 19 - Cable TV households - top three countries - 2006
Table 20 - Hong Kong triple play subscribers and ARPU - 2003 - 2007
Table 21 - PCCW growth in NOW TV - 2000 - 2007
Table 22 - France IPTV subscribers - 2005 - 2007
Table 23 - Worldwide IPTV subscribers - comparison of analysts' forecasts - 2007 - 2010; 2013
Table 24 - Regional IPTV subscribers - Americas, Asia and Europe - 2007 - 2011
Table 25 - IPTV STB sales - 2007; 2012
Table 26 - Market share of IPTV STBs - Asia Pacific, Europe and US - 2012
Table 27 - Top five dating websites in the US - February 2008
Table 28 - Worldwide online music revenue - 2006 - 2012
Table 29 - iTunes catalogue breakdown - 2007
Table 30 - US online spending revenue for top five product types - 2006
Table 31 - Online game advertising spend worldwide - 2007 - 2008; 2012
Table 32 - PartyGaming daily users - 2006 - 2007
Table 33 - Worldwide online gambling revenue - 1997; 2001; 2004; 2006; 2008
Table 34 - Worldwide revenue from all forms of gambling - 2006 - 2010
Table 35 - Revenue from all forms of gambling - Asia Pacific, EMEA - 2006; 2010
Table 36 - Total value of bets placed via mobile gambling - 2006; 2010
Table 37 - Internet gambling users in selected countries - February 2005
Table 38 - Global online gaming revenues and annual change - 2000 - 2008; 2012
Table 39 - Online gaming revenue market share - leading regions - 2012
Table 40 - US video game revenue for console, PC, online and wireless - 2008
Table 41 - Worldwide mobile gaming revenue - 2006 - 2007; 2009
Table 42 - Mobile gaming revenue - Asia Pacific, Western Europe, North America - 2007; 2011
Table 43 - Market share of top 10 mobile game publishers worldwide - May 2006
Table 44 - Worldwide revenue from online video - 2007; 2010
Table 45 - Online video streams & market share of top 10 online video properties in US - May - Dec 2007
Table 46 - Major regional user base of popular social networks - mid-2007
Table 47 - Worldwide market share of mobile social network users - 2008; 2013
Table 48 - Leading social networking sites in the US - 2006 - 2007
Table 49 - Annual growth of selected global social networking sites - June 2007
Table 50 - Leading blogging sites in the US - 2006 - 2007
Table 51 - US ad spending on social networking sites - 2006 - 2007; 2010
Table 52 - Worldwide ad spending on social networking sites - 2006 - 2007; 2010
Table 53 - Number of virtual worlds worldwide - 2007; 2009
Table 54 - Growth of Second Life subscribers - 2006 - 2008
Table 55 - Market share of Second Life active users by country - 2007
Table 56 - DVR households worldwide - 2007
Table 57 - DVR shipments worldwide - 2007; 2011
Table 58 - TiVo DVR subscribers - 2005; 2008
Table 59 - Networked TV shipments - 2008; 2012
Table 60 - Forecast installed base of homes with connected entertainment networks worldwide - 2004; 2009 - 2011
Table 61 - BSkyB subscriber statistics - 2005 - 2007
Table 62 - BSkyB ARPU - 2005 - 2007
Table 63 - BSkyB revenue, operating profit and annual change - 2007
Table 64 - Consumer Electronics sales growth - US - 2006 - 2008
Table 65 - USA proportion of time online by activity - 2007
Table 66 - Latin American cable TV subscribers, annual change and penetration - 2000 - 2007
Table 67 - Cable TV subscribers, annual change and penetration in major Latin American countries - 2006 - 2007
Table 68 - UPC video and voice subscribers - 2007
Exhibits
Exhibit 1 - VDSL technology
Exhibit 2 - Selected VDSL2 developments worldwide - 2008
Exhibit 3 - Digital Video Broadcasting Project
Exhibit 4 - Interactive Program Guides versus Electronic Program Guides
Exhibit 5 - SkyLife and t-commerce
Exhibit 6 - Other past and present iTV examples
Exhibit 7 - Top IPTV carriers worldwide - 2008
Exhibit 8 - Online music sector
Exhibit 9 - Anarchy Online by Funcom
Exhibit 10 - Key players in gaming industry sectors worldwide
Exhibit 11 - Top three mobile games worldwide - 2006
Exhibit 12 - Equivalence between access modes and traditional audiovisual use
Exhibit 13 - Social network and community definition
Exhibit 14 - UGC - key success factors
Exhibit 15 - Examples of social networking websites
Exhibit 16 - Wikipedia
Exhibit 17 - Characteristics of virtual worlds
Exhibit 18 - Definition of an online avatar
Exhibit 19 - Examples of virtual worlds
Exhibit 20 - Examples of virtual worlds for younger users
Exhibit 21 - Linden Labs ban on gambling
Exhibit 22 - Second Life financials - 2007 - 2008
Exhibit 23 - Examples of large companies established in Second Life - 2008
Exhibit 24 - Second Life user statistics - 2008
Exhibit 25 - Top five DVR providers worldwide - 2008
Exhibit 26 - Description of National Cable and Television Association's Broadband Home
Exhibit 27 - Media centre devices
Exhibit 28 - Networked client devices




