Report Information More information from: https://www.wis eguyreports.com/reports/443261 Global Digital and Mobile Media - Video Streaming, Smart TV and Entertainment Industries Report / Search Code: WGR443261 Publish Date: 27 April, 2016 Price 1-user PDF : $ 1100.0 Site PDF : $ 4400.0 Description: Executive Summary The global streaming revolution is taking place The global digital media entertainment market continues to go from s trength to s trength in 2016. In particular the global s treaming revolution is gathering pace. Streaming is closing in on broadcast TV and the Internet now rivals broadcast TV as a vehicle to deliver cons umer content. The entertainment indus try generally is flouris hing on the back of improved mobile and broadband infras tructure and cons umers today have an enormous appetite for gaming, s ocial media, video streaming and music. The success of social networking remains undiminished and the evolution of social media as a marketing and purchasing tool continues. Accessing social media via mobile devices has become the norm in the developed markets and mobile social networking companies are now hoping to capitalis e on the developing markets where mobile devices have the potential to be a much larger market than fixed bas ed internet s ervices. Mobile video communication in the developed markets is also a key area for potential growth via services such as FaceTime. Facebook continues to dominate s ocial media platforms. Music was one of the key drivers behind the early developments in digital media and the music market was revolutionised when Apple s itunes Music Store was launched in 2003. With faster speeds, music streaming is now rising in popularity in both the fixed and mobile networks. The industry is finally seeing an acceptance of licensed music services and by the end of 2015 there were around 68 million subscribers to music services worldwide. In 2016 the digital music sector continues to have strong growth as it expands into new international markets and the number of licensed digital music services increases. While the concept of Smart TVs presents a lot of possibilities in reality many consumers feel that Smart TV has so far failed to deliver. Criticisms include that lack of us er-friendly interfaces and frus tration that applications are not updated as quickly as those on mobile devices. Despite this sentiment; some countries around the world are adopting smart TVs faster than others with uptake being driven by the s treaming capabilities offered by Smart TV along with increas ing demand for HD 4K. Pay TV appears to have flat-lined, mos tly in countries where cable has achieved 90% hous ehold penetration. There is increas ing evidence of cord-cutting consumers are turning off their TV and opting for over-the-top internet services. As a result, services such as the US video streaming service-provider Netflix are thriving. Netflix is currently expanding outs ide of its domes tic market and in early 2016 it had over 75 million s ubs cribers worldwide. In 2015 Hollywood s revenues saw video streaming overtake revenue from DVDs for the first time. Looking ahead, BuddeComm s ees the continuing adoption of cloud technology in the digital entertainment s ector along with the increas ing implementation of wearable technology. Mobile gaming s till has cons iderable growth opportunities, es pecially as mobile broadband infrastructure continues to improve. This will also assist the ongoing progres s of mobile TV/video. The developing markets s till offer enormous pros pects for digital entertainment with changes to bus ines s models and content perhaps required in order to capitalis e upon this potential.
Key developments: Revenue generation for digital s ervices is s till highly dependent on the advertis ing s ector. Global mobile app revenues in 2016 are expected to reach over $50 billion. Around half of all digital music revenue globally is now generated by streaming music sales. By early 2015 digital music distribution accounted for more than 70% of music revenue in the US, compared to about 21% for CDs. Games are by far the most popular genre of app downloaded. Social networks are subject to the fickle nature of consumer preferences and in recent years Twitter has felt the impact of s lowing popularity. In 2016 Facebook further s trengthened its video capabilities with the launch of its Facebook Live Video feature. The switch-over to digital TV is well underway with over 1 billion digital hous eholds globally. China, USA and India account for the majority of digital homes. Movement towards TV channel-unbundling are s till underway in Canada. Contents: 1. Digital media led by entertainment 1.1 Social networks, apps and digital gaming - global trends and statistics 1.1.1 Entertainment driving digital and mobile s ervices 1.1.2 Mobile entertainment 1.1.3 Video s treaming 1.1.4 Social networks 1.1.5 Adult s ervices 1.1.6 Online and mobile dating 1.1.7 Mobile photo-mes s aging 1.1.8 Online and mobile gaming 1.1.9 Online and mobile gambling 1.1.10 Online and mobile mus ic 1.1.11 Advertising a key revenue source 2. Global broadcasting transformation 2.1 Smart TV, pay TV and digital TV global trends and statistics 2.1.1 Broadcas ting changing beyond recognition 2.1.2 Digital TV 2.1.3 Pay TV 2.1.4 Cable TV 2.1.5 HDTV
2.1.6 The Smart or Connected TV 3. Global streaming media fixed and mobile 3.1 Video streaming - global trends and statistics 3.1.1 Definitions 3.1.2 The video s treaming market 3.1.3 Online video media 3.1.4 Video-On-Demand s ervices 3.1.5 Indus try ins ights 3.1.6 Brief case studies 3.1.7 Video s treaming over mobile networks 3.1.8 Conclus ion: The future of video in telecoms 4. Global triple and quad play 4.1 Triple and quad play global trends and country case studies 4.1.1 Triple play 4.1.2 Quad play 4.1.3 Key statistics 4.1.4 The three elements 4.1.5 National broadband networks are ideal for triple play 4.1.6 What went wrong with triple play initially? 4.1.7 The future of triple-play 4.1.8 Key multi-play markets 4.1.9 Case study: France 4.1.10 Case study: The Netherlands 4.1.11 Case study: Italy 4.1.12 Case study South Africa 4.1.13 Unified Communications (UC) 5. Cloud technology and wearable devices 5.1 Cloud technology and digital entertainment global trends 5.1.1 The cloud computing revolution 5.1.2 Cloud Computing market analys is 5.1.3 Cloud computing for government 5.1.4 Cloud computing for enterpris e 5.1.5 The complexities of cloud computing
5.1.6 Unified Communications (UC) and the cloud 5.1.7 Cloud computing market s tatis tics 5.1.8 How to manage and secure big data 5.1.9 Cloud technology trends and opportunites 5.1.10 China - cloud computing and data centres 5.1.11 Conclus ion 5.2 Wearable devices and digital entertainment global trends 5.2.1 Wearable technology 5.2.2 Wearable wireles s devices 6. Digital services impact on the media sector 6.1 The Disruptive Impact of Digital Services 6.1.1 The digital economy what is at stake for you? 6.1.2 Advertis ing important to media indus try 6.1.3 Collaps e of the traditional media indus try 6.1.4 Market ins ights 6.1.5 Media companies need to dis aggregate and rebuild 6.1.6 E-books and e-news papers 6.1.7 The anomaly of the mass media Table 1 Global - mobile entertainment revenues 2011-2017 Table 2 Global - leading app store competitors by number of apps 2011 Mid 2015 Table 3 Examples of social networks by user numbers Table 4 Global subscribers to digital music services 2010-2015 Table 5 Global - digital music revenue 2007-2014 Table 6 Social network advertising revenue by region 2013-2015 Table 7 Global - digital TV households 2009 2016; 2020 Table 8 Global - digital TV market share 2006; 2009; 2011-2014; 2020 Table 9 Top 10 countries digital TV households - 2014 Table 10 Global - pay TV subscribers 2010 2015; 2021 Table 11 Top 10 pay TV countries in Europe 2014 Table 12 Cable TV subscribers 2010 2014; 2020 Table 13 Global IPTV subscribers 2010 2016 Table 14 Global OTT video streaming revenue 2015; 2020 Table 15 Netflix domestic and international subscriptions 2011 Q1 2016
Table 16 Netflix consolidated revenue 2009 Q1 2016 Table 17 Online video unique visitors top online video properties in the US 2010; 2012; 2014; 2015 Table 18 Global multi-play subscribers 2015-2020 Table 19 Netherlands - bundled services subscribers 2011-2014 Table 20 Netherlands - double play subscribers 2013-2014 Table 21 Netherlands - market share of broadband in bundled services 2011-2014 Table 22 Netherlands - market share of fixed-voice in bundled services 2011-2014 Table 23 Netherlands - market share of TV in bundled services 2011-2014 Table 24 KPN subscribers with bundled services 2008-2015 Table 25 Global Platform as a Service (PaaS) revenue 2014-2018 Table 26 Global Software as a Service (SaaS) revenue 2014-2018 Table 27 Global enterprise spending on cloud services and infrastructure 2011-2017 Table 28 Global wearable devices by category market share 2013-2015 Table 29 Global wearable device shipments 2014-2020 Table 30 Global media ad spending and annual change 2011-2016 Table 31 Global digital ad spending and annual change 2011 2016 Table 32 Ad spending by major countries total media, digital, mobile internet 2014-2015 Table 33 Global advertising spending market share by major types 2012-2014 Table 34 Most popular formats for receiving news in the UK 2015 Table 35 Most popular formats for receiving news in the USA 2014 Chart 1 Global wearable devices by category at a glance 2013-2015 Exhibit 1 Popular mobile app examples - 2016 Exhibit 2 Examples of key IPTV vendors worldwide Exhibit 3 Mobile video chat and conferencing a key growth area Exhibit 4 Will broadcasting move to the cloud? Exhibit 5 Set-Top Boxes (STBs) Exhibit 6 Historical overview - HDTV Exhibit 7 Examples of key IPTV vendors worldwide
Exhibit 8 Examples of online VoD sites Exhibit 9 Equivalence between acces s modes and traditional audiovisual use Exhibit 10 Blockbuster closes its stores across America Exhibit 11 Definition: Content Delivery Networks (CDN) Exhibit 12 Multi-play definition Exhibit 13 Types of telecom convergence Exhibit 14 Definition: Cloud computing Exhibit 15 Amazon Web Services a public cloud leader Exhibit 16 Examples of key cloud models Exhibit 17 Examples of government cloud projects Exhibit 18 Cloud principles Exhibit 19 Examples of enterpris e cloud projects and development Exhibit 20 Planning Tool for Res ource Integration, Synchronization, and Management (PRISM) Exhibit 21 IBM SmartCloud Exhibit 22 Wearable smart rings Exhibit 23 Monitoring s wimmers Exhibit 24 Price fixing allegations wiseguyreports.com / Phone (US) + 1-646-845-9349 (UK) +44 208 133 9349