2008 Global Digital Media - Entertainment Market
http://www.chinaccm.com 2008-6-20 15:27

Published:

April 2008

Format:

PDF

Price:

US$695.00 Single User PDF

Pages:

Key Words:

Global Digital Media

Are you interested in custom research?

Submit your interest with this Contact Form (click here)

Please register for any latest report information of your interested field.
  • Show All
  • Executive Summary
  • Table of Contents

This annual report offers a wealth of information on the worldwide development of digital media in terms of entertainment. Information at a regional level is provided for the Americas, Europe, Middle East, Africa and Asia Pacific. The report includes analyses, statistics, forecasts and trends. It provides a comprehensive insight into the progress of Digital Media and examines the key issues and opportunities.

Subjects covered include

Analyses of the entertainment market in terms of digital media;
Digital TV developments including statistics;
HDTV developments including statistics;
iTV developments including statistics;
Cable services including statistics;
Analyses of IPTV developments including statistics and case studies;
Information and statistics for online entertainment services including dating, adult services and music;
Online gambling and games including statistics;
Online video media including statistics;
Social networks and user generated content including statistics;
Virtual World developments including statistics;
DVR market;
Home networking developments;
Regional overviews.

Executive Summary

The most hotly debated topic in the digital media industry is how to make money and it is the entertainment sector that many involved in the industry are directing their focus. The Internet, digital television, home media centres and mobile devices are all being used to deliver entertainment services. Set-top boxes are seen as the key to digital television service take-up around the world; HDTV, DVRs, home media centers and Internet services are also set to drive entertainment growth. Internet media companies (ie, Google, etc) are exploiting the added speed and capacity offered by broadband infrastructure, which will result in a whole range of new applications continuing to enter the market over the next decade. For more information, see chapter 1.1, page 1.

The UK continues to be a leader in digital television penetration; however, this is expected to change over the next five years as take-up accelerates in other parts of the world, particularly Asia. In 2008 Asia Pacific is expected to supersede North America and Europe in terms of set-top box sales. For more information, see chapter 2.1, page 5.

With the development of broadband, interactive TV is back in favour again. Many TV programs now have an interactive element to them, particularly in the Asian and European markets. The Multimedia Home Platform is beginning to assist in the progress of T-commerce around the world, particularly in South Korea. iTV and interactive content is also being incorporated into mobility, with further progress expected throughout 2008 and 2009. For more information, see chapter 2.3, page 20.

Video applications over broadband have emerged over the last couple years. In only a few instances however do we see an opportunity for IPTV - the reality is that the telcos will find it pretty tough competing with cable and pay TV operators. However, as PCCW has shown, it can be done. The market is progressing; in 2008 there are initial global standards and architecture specifications in place and interesting developments are taking place in Europe (particularly France and Italy), China, Hong Kong and the Netherlands. For more information, see chapter 3.1, page 41.

Video consumption via the Internet is producing promising statistics and advertisers have begun to seriously take note. In the USA around one in every three videos watched online is done via a Google property (primarily YouTube) - evidence that this industry leader continues to dominate. In 2008 it will be interesting to watch the impact of Hulu upon the online video market in the US. Launched by NBC Universal and News Corp's Fox, Hulu offers access to advertising-supported television shows, movies and other video - differentiating itself from sites such as YouTube which are based on content generated by the users. For more information, see chapter 4.3, page 68.

The Internet has also increasingly become a forum for User Generated Content, from the early bulletin boards to today's video blogs that allow for new levels of interaction. In recent times social networking has become a major focus - dominated by industry leaders MySpace and Facebook. Other competitors are also scrambling to capture market share. In 2008, AOL purchased popular European social networking site Bebo. Social network services are now evolving in order to maintain users' attention. Mobile social networking services are also in development. For more information, see chapter 4.4, page 76.

Virtual worlds are another example of the developments occurring as part of the digital media evolution. The most high profile of these is ‘Second Life'; the popularity of this virtual world has exploded over the past couple of years from around 1.5 million users in 2006 to nearly 13 million registered users in 2008. However, the departure of some high-profile companies in 2007 has the industry wondering if Second Life's growth will continue unabated. Attention is turning towards its competitors such as Telecom. With recent entrants such as China's HiPiHi and the emergence of worlds designed specifically for teenagers and children, this sector has become a focus for marketing opportunities. For more information, see chapter 4.5, page 88.

There is currently a lot of interest in both the online gambling and gaming sectors, with both being readily adopted into mobile devices. The increased penetration of high-speed broadband is assisting in this growing popularity and recently developed online game consoles are driving video game growth. The innovation of placing advertisements within games is creating potential new revenue streams with one industry leader, Microsoft, making strides in this area. In terms of online gambling, the regulatory environment continues to create uncertainty but the industry is still growing and looking towards other markets beside the US. For more information, see chapter 4.2, page 61.

Several different industries are vying for networked home media sector. They all want to become the gateway to the customer. While most of the initial home automation efforts have concentrated on the PC, there is now a noticeable shift away from PCs as home media centres. Focus has shifted to game consoles but eventually we see the future will be based on TV and DVR players. For more information, see chapter 5.1, page 95.

This report provides an insight and analyses into the trends and developments taking place in digital media with a focus on entertainment services. The report comprises a global overview of the progress of digital media entertainment developments, including digital TV, HDTV, iTV, IPTV and Internet based services. Mobile developments have been incorporated where applicable. Developments and statistics at a regional level are also provided for North America, Latin America, Europe, Middle East, Africa and Asia Pacific.

Key highlights

By 2009 yearly sales of Set-top boxes are expected to reach almost 150 million worldwide. For more information, see chapter 2.1.2.1, page 6.
Digital cable is expected to grow significantly over the next few years as analogue cable switches to digital services. For more information, see chapter 2.4, page 31.
Legitimate sales of digital music have increased by 40% worldwide in the past 12 months or so.
The US, Japan, UK, Canada, China, South Korea and Germany are considered the leaders in terms of HDTV. However, the penetration of HDTV sits at less than 10% of TV homes worldwide. For more information, see chapter 2.2, page 11.

Installed base of homes with networked entertainment centres worldwide - 2009 - 2011

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


        Please fill in the below form and select the interested industries. After registered we will give you detailed advisory services and share you with the latest report information.
First Name: Last Name:
Company:
Business Title: Tel:
E-mail: State/Province:
Message:
Agriculture
Automobile
Clothing& Textile
Consumer Goods
Electronics
Energy & Environment
Food & Beverage
Machinery
Manufacturing & Construction
Materials & Chemicals
Petroleum
Service Industry
Telecommunications & IT Market
Transportation & Shipping
Other Industries

E-news Subscription

Register to receive email alerts of new market research reports and upcoming events in your industry

Subscribe Now!

Contact our customer services team

E-mail
andy(at)chinaccm.com 
Tel.
+86-10-58303339  
Fax
+86-10-58303388