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Facts and Figures for Understanding Market Trends in Digital Content Industry
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Facts and Figures for Understanding Market Trends in Digital Content Industry

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Media industry trends for 2008

Media industry trends for 2008

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  • 1. Facts and Figures for Understanding Market Trends in Digital Content Industry Timo Argillander Digital Media Finland Barcelona, 27.3.2008
  • 2. About the Study
    • The goal of the study was to collect market data from public sources to help companies in understanding the business environment
    • The study was implemented in December 2007
  • 3. Media and Entertainment Industry
    • Market volume (Pricewaterhousecoopers)
      • 2006: 1500 bn$
      • 2011: 2000 bn$
      • annual growth 6,4%
  • 4. Television Industry
    • Television industry 2006: 340 bn$ (Ofcom)
      • annual growth 7,2%
      • subscription revenue share 40%
    • Cable TV business volume (SNL Kagan)
      • 2006: 72 bn$
      • 2011: 109 bn$
    • Home entertainment total market (TV, movies, music, games) (Informa)
      • 2006: 262 bn$ (TV share 43%)
      • 2010: 328 bn$ (TV share 53%)
  • 5. The Biggest Media Companies
    • Time Warner 44,8 bn$
    • Walt Disney 34,3 bn$
    • Bertelsmann 28,6 bn$
    • News Corp. 25,3 bn$
    • (2006 revenues; Fortune 500, Bertelsmann annual report)
  • 6. Other Media Related Companies
    • General Electric 168,3
      • NBC Universal share 16,2
    • NTT 98,3*
    • Sony 75,4
      • games and movies 21,8 % 16,4
    • Vodafone 64,5
    • Nokia 60,9
    • Microsoft 44,3
    • Vivendi 29,7
    • Apple 19,3
    • Google 10,6
    • BBC 8,7*
    • Mediaset 5,5
    • (Revenues 2006 in bn$; * = different accounting period)
  • 7. Media Industry Mergers and Acquisitions
  • 8. Media Industry Mergers and Acquisitions
  • 9. Advertising ZenithOptimedia
  • 10. Games Industry
    • Industry volume in 2006 w/o hardware 25,5 bn$ (Games Investor)
      • Retail channel 19 bn$
      • Online sales 5,5 bn$
    • Industry volume incl. hardware (Neogames)
      • 2004: 25,5 bn$ (35% hardware, 65% games)
      • 2009: 54,4 bn$
  • 11. Games Industry
    • Some demographic data (Games Investor)
      • 43% of all gamers are female
      • 20% of console gamers are female
      • 72% of all gamers are over 18 yrs old
      • 19% of all gamers are over 50 yrs old
    • Mobile games market volume (Juniper)
      • 2007: 5 bn$
      • 2009: 10 bn$
      • 2012: 16 bn$
    • In 2007, 7,2% of all mobile users were playing mobile games
  • 12. Games Consoles console cumulative shipments 9/07, million units Nintendo Gameboy 119 Sony PS2 115 Sony PS 103 Game Boy Advance 80 Nintendo DS/Lite 54 Microsoft Xbox 25 Sony PSP 25 Nintendo Gamecube 22 Nintendo Wii 13 Microsoft Xbox 360 12 Sony PS3 5
  • 13. Mobile Users
    • In 2012, one mobile user out of three will be using mobile internet (Juniper)
    • In 2007 there were about 100 broadband-capable mobile networks in operation globally
      • (Broadband-capable mobile networks: HSPA and EV-DO networks)
  • 14. Mobile Users
    • 2007 mobile handset sales 1,1 billion units (Gartner)
    • 2007 multimedia-capable mobile handset sales 300 million units (Multimedia Intelligence)
    • Mobile entertainment market in 2010: 47.5 bn$ (Juniper)
  • 15. Mobile Content Usage M:Metrics
  • 16. Location Based Services
    • LBS services market in 2007: 1,5 bn$ (Berg Insight)
    • LBS services market in 2012: 6 bn$ (Strategy Analytics)
    • Personal navigation device shipments (ABI Research)
      • 2007: 29 million units
      • 2012: 80 million units
  • 17. Mobile TV
    • Mobile TV revenues (Screen Digest)
      • 2007: 0,4 bn$
      • 2011: 4,4 bn$
    • 2011 revenue split by market (Screen Digest)
      • Northern America 43,5%
      • Europe 40,5%
      • Asia 17%
    • In 2006, mobile broadcast networks were in operation in six countries, in 2008 in 18 countries (Screen Digest)
    • In 2007 there are globally 25 million mobile TV users, in 2011 140 million (Screen Digest)
  • 18. IPTV
    • Number of IPTV households (Informa)
      • 2007: 10,6 million
      • 2012: 38,4 million
    • IPTV revenues (Informa)
      • 2006: 1,5 bn$
      • 2012: 14,7 bn$ (13,6 bn$ subscriptions, 1,1 bn$ video-on-demand)
  • 19. On-line Videos
    • Market volume (Strategy Analytics)
      • 2007: 1,5 bn$
      • 2010: 5,9 bn$
    • On-line video related advertising business volume in 2012: 7 bn$ (Forrester)
  • 20. Music
    • IFPI’s statistics 2006:
      • Recorded music market: 31 bn$ (decline 5%)
      • Music publishing market: 6-7 bn$ (growth 2-4%)
      • Live music market: 17 bn$ (growth 16%)
    • Digital music market 2006: 2 bn$ (IFPI)
    • Digital music market 2010: 10,7 bn$ (In-Stat)
  • 21. User-generated Content
    • UGC-related business volume in 2011: 13,2 bn$ (Informa)
    • Number of bloggers has stagnated to the level of 100 million people. For the time being, there are 200 million ex-bloggers. (Gartner)
  • 22. Findings (1/2)
    • Television is the most used and in economic terms the most important media; its position is still getting stronger
    • Big media companies are investing in digital services, digital services are starting to play a role revenue-wise, too
    • Digital services move from niche services to mainstream
    • The growth in broadband connections foster digital services business growth
    • Mobile broadband is starting to take off, however content services are rare
  • 23. Findings (2/2)
    • Digital services grow on all markets, China has become a major market
    • In the games industry the average age of the customers is growing and the number of female gamers is becoming bigger
    • User-generated content is still gaining more importance and also business volume
    • Community services are driven by technology rather than media companies
    • New technologies bring new business models
    • Mobile TV has potential, but there hasn’t been success yet
  • 24. Comparing Some Figures Figures bn$. For rough comparison only due to different data sources!
  • 25. Thank You!

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