2007 Australia - Digital Content Markets Report
http://www.chinaccm.com 2007-3-12 14:49

Published:

March 2007

Format:

PDF/Hard Copy

Price:

US$495.00 Single User PDF
US$595.00 Hard Copy

Pages:

Key Words:

Australia Communication

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

The content areas covered in the report include:

-  Video Communications and Video Entertainment including IPTV
-  User-generated Content
-  P2P, Instant Messaging (IM), Social Networks and Blogging
-  Electronic Programming Guides, Portals, Directories, Searching and Publishing
-  Games and Gambling
-  Dating and Adult Entertainment
-  Music and MP3
-  E-commerce
-  Mobile Content
-  VoIP, Services and Projects

Report Summary

Social networking and user-generated-content (UGC) have really taken off, and it is mind-boggling to watch what is happening around what can only be classified as the model-T of the new digital content.  We are all learning and, unlike other content markets, we are all participating.

MySpace and Second Life are opening the eyes, not only of the users, but also of the various industries that are (or should be, or could be) involved in this market.  Ultimately there is only so much time that customers can spend on these services, so there will be a limit to which services will be commercially successful.  However, the Internet media companies have taken the lead and it will be interesting to see who will buy what in the end.

The major difference with the past is that digital media is about video.  While there is room for animation as well, the real driver behind digital content will be video-based.  But, again, it will be driven by content made by users.  Commercial content will be less than 20% of the total.

We have already watched the IPTV model fail.  The industry can't just copy old models over into new technologies, more innovation will be needed.

In the initial models voice will play a key role, if only for its revenue generating capacity.  At the moment this revenue still underpins many of the new digital media productions.  Skype and many local VoIP providers are all participating in the minute game (selling telephone minutes).  However, new voice services will need to be integrated into the digital media.  The Internet needs a voice.

The sky is the limit and we are sure that in next year's report we will be marveling about developments that haven't even been thought of at this stage.

Key Highlights

-  The key application of digital media will be communication.  Digital media will include an additional important element, video-based communication.  Linked to cheap broadband and interactivity, this will result in over 75% of all new media being generated by the users themselves.
-  Companies involved in commercial media will need to drastically change their business models to allow for user participation and user-generated services and applications.
-  IPTV has failed because copying a traditional media model into a new technological environment doesn't work.
-  Traditional media (TV, press, radio) can use their media as platforms to launch new (niche market) multimedia services, utilizing digital media.
-  Social networks and user-generated content networks are demonstrating that the consumer-led era has begun.  MySpace and Second Life are some of the developments to watch.
-  Other communication-driven applications such as instant messaging (IM), peer-to-peer (P2P) networks and blogging are all associated with this trend.
-  Music has been the key driver behind digital media, both in mobile and fixed networks.  This is also a fair indication of the future direction of the video entertainment and wireless broadband (mobility) market.
-  VoIP has already started to gain traction in the market.  The product certainly will become very popular in broadband-based triple play business models.  We estimate that over the next two years the market will grow to over one million paid VoIP subscribers.
-  After nearly ten years less than 5% of mobile users have ventured beyond SMS.  The mobile operators content business models, in which content providers have to pay up to 50% of their revenue to the operators, are completely flawed.  New models are needed before this market will start to move.  Slowly but surely the walls are crumbling, with Hutchison doing most of the chipping away.

Australian Content Market Revenue

Year

Premium SMS

Carrier Portal

Total

 

$ millions

2005

200

100

300

2006

180

200

380

2007

260

300

560


This report provides an overview of the various content markets, and analyses the business models used, the key players involved and the major trends and developments in each of these segments.  It gives further information on:

1.  Video content as one the major drivers behind the digital media explosion.  The emphasis will be on user-generated video content, such as we see on YouTube; however every site will soon need its own YouTube section.
2.  The user-led content revolution is what set the digital media apart from the traditional media.  Combined with video this gives rise to a very disruptive development.
3.  Accessing information is already big business, as we know from the Google phenomenon.  But, as well as this, another market is emerging around the thousands of portals and other search and find developments using social networks, friends and families.
4.  After a disastrous entry into digital media the music industry is generating some interesting new business models and music products that have already become very popular.
5.  Voice continues to be a key revenue earner in this market.  It underpins many business models, in particular those of the telcos and ISPs.  VoIP, as part of triple play models, is going to grow to one million users by 2008.
6.  The potential of mobile content is phenomenal, if only the mobile operators would move out of the way.  Currently accounting for less than 5% of mobile revenues, however, it will take until 2010-2012 before we start to see major changes in this market.


Table of Contents

Section 1    Market in 2007

1.1    Latest developments
    1.1.1  Broadband and TV - not converging, but complementary
    1.1.2  Video-on-Demand (VoD) - missed the boat
    1.1.3  Every site needs its own YouTube
1.2    Developing markets
    1.2.1  User Generated Content (UGC)
    1.2.2  Social networking
1.3    Market overview
    1.3.1  Introduction
    1.3.2  Digital Content Industry Action Agenda

Section 2    Video Content

2.1    Video entertainment
    2.1.1  Market analysis
    2.1.2  Video entertainment overview
    2.1.3  Key developments in Australia
    2.1.4  Personal video services
    2.1.5  Digital film distribution
2.2    Broadband TV
    2.2.1  From IPTV to multimedia events
    2.2.2  IPTV: Australia isn't America
    2.2.3  Are you ready for the video explosion?
    2.2.4  Broadband TV - first financial results
    2.2.5  Regulations
    2.2.6  Movies downloading
    2.2.7  IPTV developments
    2.2.8  Tips for successful video over IP
2.3    Broadband video - key players
    2.3.1  Introduction to broadband TV
    2.3.2  Telstra's complex convergence strategy
    2.3.3  Other players
    2.3.4  OfTheWorldTV
    2.3.5  Southern Cross Broadcasting

Section 3    Social Networks & User Generated Content (UGC)

3.1    Personal video
3.2    Social network sites
    3.2.1  Redefining the media world
    3.2.2  MySpace - Australia
    3.2.3  Advertising is king on social network sites
    3.2.4  My Second Life
3.3    The future of VoIP lies in videoconferencing
3.4    Instant messaging services
    3.4.1  Thanks to video facing a revival
    3.4.2  Interoperability between applications
    3.4.3  Additional functionality
    3.4.4  Messenger services on mobile phones
3.5    Peer-to-peer networks
    3.5.1  File sharing networks
    3.5.2  Influence on Internet resources
    3.5.3  Commercialization of P2P services
3.6    Blogging
    3.6.1  Creating havoc in news media
    3.6.2  Media racy
    3.6.3  Affecting traditional news media
    3.6.4  Other blog terms
3.7    Analysis
    3.7.1  Introduction
    3.7.2  Consumer-led era
    3.7.3  Types of consumers
    3.7.4  Business opportunities
    3.7.5  Social networks
    3.7.6  User Generated Content (UGC)
    3.7.7  Internet media consumption
    3.7.8  Wireless digital media

Section 4    Electronic Program Guides (EPGS)

4.1    Introduction
4.2    Brief overview of DVRs
4.3    Brief overview of Home Media Centres
4.4    The EPG market
    4.4.1  The market in 2007
    4.4.2  EPGs essential for success of DVRs
    4.4.3  Mixing pot of industries
    4.4.4  New business models for EPG
    4.4.5  Competition
4.5    Key players
    4.5.1  TiVo
    4.5.2  Foxtel launches Online Guide
    4.5.3  IceTV (discontinued)
    4.5.4  Hobbyists
4.6    EPG analyses
    4.6.1  Delaying tactics from FTA broadcasters
    4.6.2  Broadcasters conspired to block EPGs
4.7    Forecasts

Section 5    Portals

5.1    Overview
5.2    Advertising model
5.3    Search and advice models
5.4    Vertical portals from content providers
5.5    Our own experiences

Section 6    Directories

6.1    Directory service overview
6.2    Needed: competition in directory services

Section 7    Searching

7.1    Google clear winner
7.2    Interesting new deals around Telstra's digital media activities
7.3    Google Schmoogle - the battle continues
7.4    Australia's largest online library
7.5    Mapping and tracking

Section 8    Web Publishing

8.1    Personal web publishing sites
8.2    Creating havoc in news media
8.3    Media racy
8.4    Affecting traditional news media
8.5    News online
8.6    One-stop news shop from Unwired
8.7    Other blog terms

Section 9    Games

9.1    Introduction
9.2    Market crossing the $1 billion market
9.3    The market moving towards 2010
9.4    Statistics
9.5    Major players

Section 10    Gambling

10.1    Overview
10.2    ABS Report, 2006
10.3    Contribution of gambling to retail estimates
10.4    Casinos
10.5    Historic data

Section 11    Dating

11.1    Online dating

Section 12    Adult Services

12.1    Adult entertainment

Section 13    Music & MP3

13.1    The market in 2007
13.2    Statistical overviews
    13.2.1  Australian digital music downloads to grow to $200m a year
    13.2.2  Ericsson Consumer Lab survey
13.3    Key players
    13.3.1  destra media
    13.3.2  ninemsn assault on the online music market
    13.3.3  Telstra
13.4    MP3 and podcasting
    13.4.1  Digital Media Players - MP3/iPods
    13.4.2  Statistical overview
    13.4.3  Podcasting advertising
    13.4.4  Podsurf.tv
    13.4.5  The Podcast network
13.5    Historical data

Section 14    E-Commerce

14.1    The key drivers of growth
14.2    The role of service providers
    14.2.1  Service providers as e-commerce facilitators
    14.2.2  E-cash service providers
    14.2.3  The role of ISPs
    14.2.4  New telcos - no winner, many losers
14.3    Market statistics and surveys
    14.3.1  Sensis - 2006 e-Business Report for SMEs
    14.3.2  E-business and Internet trends amongst SMBs
    14.3.3  The Sensis e-Business index, 2006
14.4    Advertising strategies (separate report)

Section 15    Mobile Content

15.1    Industry overview, forecasts
    15.1.1  The mobile content market moving into 2007
    15.1.2  A market still kept hostage - analysis
    15.1.3  New marketing and distribution models
    15.1.4  Mobile TV
    15.1.5  Revenue forecast
    15.1.6  Operators - developments
    15.1.7  Service providers
    15.1.8  Premium Rate SMS
15.2    Services overview and stats
    15.2.1  Ringtones and wallpaper
    15.2.2  Mobile gaming
    15.2.3  Mobile email
    15.2.4  Gambling
    15.2.5  Voting
    15.2.6  MP3/iPods
    15.2.7  Music
    15.2.8  ninemsn
    15.2.9  Seven back into mobile
    15.2.10  AdultShop
15.3    Regulatory framework
    15.3.1  SMS numbering
    15.3.2  Adult content
    15.3.3  SMS spam

Section 16    VoIP

16.1    Stats, overview, analyses
    16.1.1  Statistical overviews
    16.1.2  The future of VoIP lies in videoconferencing
    16.1.3  IT and telecoms no happy convergence
    16.1.4  Market analysis
    16.1.5  Regulatory issues
16.2    Services and projects A-N
    16.2.1  AAPT
    16.2.2  AT&T
    16.2.3  Bigair - business-grade VoIP
    16.2.4  Broadband Phone
    16.2.5  BroadIP (since September 2006 MyNetPhone)
    16.2.6  Clarinet
    16.2.7  Country Energy - VoIP over BPL
    16.2.8  engin - broadband telephony
    16.2.9  Freshtel
    16.2.10  gotalk
    16.2.11  iiNetphone
    16.2.12  ISPhone
    16.2.13  iVox carrier-grade VoIP wholesaler
    16.2.14  MyNetPhone
    16.2.15  Neighborhood Cable
    16.2.16  Newsnet.com
    16.2.17  Optus
    16.2.18  PBA - VoiP over wireless
    16.2.19  Pipe Networks - VoIP peering
    16.2.20  PowerTel introduces wholesale VoIP business network
    16.2.21  Primus Telecom
    16.2.22  smartMeeting
    16.2.23  SP Telemedia
    16.2.24  TalkNet
    16.2.25  Telecorp's VoIP over broadband
    16.2.26  Telstra initiatives
    16.2.27  Unwired and Freshtel - wireless VoIP
    16.2.28  Australian VoIP Association (AVoIPA)

Section 17    Glossary of Abbreviations

Exhibits

Exhibit 1  Examples of social networking websites, 2006
Exhibit 2  Video Ezy
Exhibit 3  IPTV applications
Exhibit 4  Proposed retail pricing strategy
Exhibit 5  Video Ezy
Exhibit 6  Second Life Financial, February 2007
Exhibit 7  Second Life in Stats, 2007
Exhibit 8  Definitions
Exhibit 9  UGC key success factors
Exhibit 10  Unique mobile users - aspects to social networks and UGC
Exhibit 11  Top ten game consols ranked by total units sold, 2005
Exhibit 12  Selected licensed Australian online gambling operators
Exhibit 13  Podcast advertising benefits
Exhibit 14  Mobile facts and figures
Exhibit 15  What users want
Exhibit 16  BlueSkyFrog clients and partners
Exhibit 17  BlueSkyFrog services
Exhibit 18  Key m-gambling market segments
Exhibit 19  VoIP quality survey
Exhibit 20  VoIP issues
Exhibit 21  BroadIP price plans
Exhibit 22  Westpac one of the largest VoIP rollouts

Tables

Table 1  Online advertising spend USA, 2006-2008
Table 2  EPG forecasts Australia, 2005; 2007; 2010; 2015
Table 3  Forecast telecommunications services revenue by product, 2005; 2010; 2015
Table 4  Ten most visited Australian search engines, week ending 14 October 2006
Table 5  Australian games software sales and growth, 2000 - 2009
Table 6  Gambling as a portion of hotels/licensed clubs & total retail (seasonally adjusted), 2004-2006
Table 7  Gambling in retail trade (seasonally adjusted), 2004-2006
Table 8  Contribution of gambling to total turnover, by state (seasonally adjusted), 2004-2006
Table 9  Electronic gaming machines per state, 2002
Table 10  Listening to music, 2006
Table 11  Getting/buy music habits, 2006
Table 12  Net wholesale sales of sound recordings & music videos, Jan-June 2005
Table 13  Net wholesale sales of sound recordings & music videos, percentage change since 2004
Table 14  Digital music market - revenue and forecasts, 2004-2009
Table 15  Online users and other media usage
Table 16  Computer ownership by industry sector, May 2006
Table 17  Computer ownership by business size and location, May 2006
Table 18  Telecommunication equipment ownership, May 2006
Table 19  SME computer equipment ownership trends, 1999-2006
Table 20  SME computer hardware & software expenditure, 2005 calendar year
Table 21  SME trends in mean expenditure, computer hardware & software, 1998-2005
Table 22  SME expected computer hardware & software expenditure, 2006 calendar year
Table 23  New software applications purchased/planned by SMEs, 2005/06
Table 24  Buying over the Internet by business size, 2006
Table 25  Buying over the Internet by industry sector, 2006
Table 26  Proportion of orders placed over the Internet, 2006
Table 27  What businesses buy over the Internet, 2006
Table 28  Business trends in Internet connections, 1995-2006
Table 29  Reasons for connecting to the Internet by business size, May 2006
Table 30  How SMEs access the Internet, May 2006
Table 31  SME broadband access questionnaire, May 2006
Table 32  Summary of current and expected uses of the Internet by SMEs, May 2006
Table 33  Australian content market revenue, 2005-2007
Table 34  Mobile content ARPU per customer, 2006
Table 35  Skype users Australia, 2004-2008
Table 36  Paid VoIP users Australia, 2004-2008
Table 37  Main business distribution Australian VoIP market, July 2006
Table 38  Unwired/Freshtel pricing


        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

+86-10-58303339

+86-10-58303342

+86-10-58303470
(Global)