Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018Overview: The digital entertainment market is exp...
2.0digital Entertainment Ecosystem Analysis In Social Era 73.0digital Entertainment Revenue & Forecast 2013 - 201883.1glob...
6.0digital Entertainment Content Ecosystem And Industry Initiatives256.1hollywood Ultraviolet Cloud Case267.0mobile Networ...
11.1uk Analysis 4111.1.1hmv4211.2japan Vs. Usa Analysis4311.2.1the Battle For The Global Entertainment Industry 4311.2.2di...
Blog: http://researchmoz.blogspot.com/Website: http://www.researchmoz.us/Social and Digital Entertainment Market and Forec...
Upcoming SlideShare
Loading in...5
×

Social and Digital Entertainment Market Analysis 2013 - 2018 | Researchmoz.us

168

Published on

The digital entertainment market is experiencing growing pains within the era of the multiscreen (TV, phone, tablet, PC, and more) environment. The ecosystem is expected to experience massive disruption with the evolution of social networking and the convergent usage of the so-called "Second Screen" devices including smartphones, tablet, phablet, netbook, laptop and other devices. Mind Commerce anticipates localization and other personalization methods on Second Screen applications and services as well as innovative OTT business models.

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
168
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
2
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Social and Digital Entertainment Market Analysis 2013 - 2018 | Researchmoz.us

  1. 1. Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018Overview: The digital entertainment market is experiencing growing pains within the era of the multiscreen(TV, phone, tablet, PC, and more) environment. The ecosystem is expected to experience massive disruptionwith the evolution of social networking and the convergent usage of the so-called "Second Screen" devicesincluding smartphones, tablet, phablet, netbook, laptop and other devices. Mind Commerce anticipateslocalization and other personalization methods on Second Screen applications and services as well asinnovative OTT business models. This research analyzes the digital entertainment ecosystem and theprofound impact of social networking including evaluation of the multiscreen role in business strategy. Thereport analyzes the market approach of ecosystem players with case study analysis. The report providesrevenue forecasting analysis globally as well as regional and by country. The report also provides quantitativeanalysis of user engagement and interaction. Target Audience: Social networking companies Mediacompanies and portals Advertising agencies and brands Consumer electronics companies Gaming andgamification companies Content Delivery Network (CDN) companies Network operators and serviceproviders of all types Personalization, identity, and preference control companies Companies in Report:Facebook, Twitter, Tumblr, Google, Adobe, Akamai, Alcatel Lucent, Best Buy, Sky Broadcasting, BritishTelecom, Cisco, Fox Entertainment, Fujitsu, HP, Huawei, IBM, Intel, LG, Liberty, Microsoft, Motorola, NBCUniversal, Netflix, Neustar, Panasonic, Paramount Pictures, Samsung, Sony, VeriSign, Warner BrosEntertainment, Walt Disney, Time Warner, Apple, Amazon, Verizon, AT&T, Accenture, Pinterest, NOKIA,Hollywood UltraViolet, Spotify, Rdio, Rhapsody, MOG, 6Waves, BBC, Hungama.com, Box, NetSuite,Salesforce, Xbox, Nintendo, HMV, Pokemon, McDonald, NTT DoCoMo, KDDI, NBA China, We7, Deezer,Vodafone, O2 Germany, HTC, DECE LLC, Arxan Technologies, BluFocus, CableLabs, castLabs, CatchMedia, Cineplex Entertainment, Comcast, Cox Communications, CSG Systems, Deluxe Digital, Dolby, DTS(sound system), Elemental Technologies, Empathy Lab, Fanhattan, FilmFlex, Irdeto, Kaleidescape,Lionsgate, LOVEFiLM, Marvell, MOD Systems, Nagravision, NDS, Ooyala, PacketVideo, Royal Philips Electronics,QuickPlay Media, RIAA, Red Bee Media, Rovi Corporation, Saffron Digital, SeaChange International, SonicSolutions, Switch Communications, Technicolor, Tesco, Testronic Labs, Toshiba, Verance, Verimatrix,Widevine Technologies, Zoran, Top Gear, Jelli, DreamWorks, Proctor & Gamble, Random House,TaylorMade, Jive, LIFO Interactive, Transmension, UUCun (China), Yu-Gi-Oh, Nippon Rental Cars, JapanAirlines, Miaozhen Systems, IFPI, Zavvi, Woolworths, Borders, , Musicload, AOL, Musik, Saturn, MediaMarkt, ECO, Mondia Media Selected Findings: Video is the most consuming & revenue generating segments North America is the top revenue contributoramong regions and USA among countries Most user interaction and engagement including social will occuron Second Screen Space Social and digital entertainment users is predicted to reach 2.4 billion by 2018 with7.9% CAGR Digital entertainment revenue including social driven is expected to grow 10.06% CAGRreaching US$ 850 billion by 2018table Of Contents:1.0social Networking & Digital Entertainment 6Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018
  2. 2. 2.0digital Entertainment Ecosystem Analysis In Social Era 73.0digital Entertainment Revenue & Forecast 2013 - 201883.1global Digital Entertainment Revenue Forecast83.2social Driven Entertainment Revenue Vs. Global Digital Entertainment Revenue 83.3digital Entertainment Platform Contribution In Digital Advertising Services Revenue93.4revenue Breakdown: Music Vs. Gaming Vs. Movies Vs. Video Vs. User Generated Content93.5revenue Breakdown By 5 Screen Content Delivery Platform103.6regional Breakdown: Americas Vs. Emea Vs. Apac103.7breakdown By Country: Top 10 Countries 113.8mobile Broadband As A Component Of Global Digital Entertainment Revenue 124.0digital Entertainment User Prediction 2013 - 2018 134.1global Unique Digital Entertainment Users134.2social User In The Digital Entertainment Ecosystem134.3global Unique Users: Music Vs. Gaming Vs. Movies Vs. Video Vs. User Generated Content 144.4global Unique User Breakdown In 5 Screen Consuming Platforms144.5regional Unique User Breakdown: Americas Vs. Emea Vs. Apac154.6country Wise Unique User: Top 10 Countries164.7mobile Broadband User Among Global Digital Entertainment Users 175.0social & Digital Entertainment User Behavior Analysis 185.1social Entertainment Behavior & Key Findings 185.1.1interaction On Personal Computer 185.1.2interaction On Smartphones195.1.3tablets Interaction195.1.4console Interaction195.1.5tv Interaction205.2user Preference Over Second Screen Delivery Platform205.2.1aggregated Time Spent Of Users On Activities While Sequentially Screening Devices 205.2.2breakdown Of The Aggregate Time Spent Sequentially On Smartohone, Pc & Tablet215.2.3breakdown Of The Aggregate Time Spent Sequentially On Tablet, Smartohone, & Pc 215.2.4average Minutes Spent Vs. Interaction Breakdown By Users Over 5 Screen Platform 225.2.5platform Wise Interaction Location Preference225.3social Engagement & Business Opportunities 225.3.1social Response/engagement Rate By Pc Vs. Smartphone Vs. Tv Vs. Tablet Vs. Console225.3.2lead Generation Percentage By 5 Screen Platform Vs. Average 235.3.3analysis Of Lead Generation And Location Preference 23Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018
  3. 3. 6.0digital Entertainment Content Ecosystem And Industry Initiatives256.1hollywood Ultraviolet Cloud Case267.0mobile Network Operators (mnos) In Digital Entertainment Market 277.1market Considerations For Mnos 277.2industry Challenges For Mnos287.3vendor Led Solution: Accenture Digital Entertainment Solution (des) Case 287.3.1creating Distinctive Media Experience297.3.2des Architecture: Supply Chain, Content Management & Digital Distribution297.4connected Home Segment: Integrated Entertainment And Gamification308.0consumer Electronics Company In Digital Entertainment 328.1nokia Music+ Strategy 328.2sonys Consumer Experience Strategy328.2.1smartphones328.2.2one-touch Function:338.2.34k 338.2.4televisions With Enhanced Usability And Connectivity 348.2.5triluminos Display358.2.6digital Imaging Products 358.3consumer Internet Company Google Delivering Movie359.0brands Distinctive Approach With Digital Entertainment & Involvement Of Social NetworkingCompany379.1bbc Partnership With 6waves379.2branded Gaming3710.0select Industry Players3910.1hungama.com 3910.2box 3910.3jelli 3910.4lifo Interactive 3910.5transmension4010.6uucun (china)4011.0case Study Analysis 41Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018
  4. 4. 11.1uk Analysis 4111.1.1hmv4211.2japan Vs. Usa Analysis4311.2.1the Battle For The Global Entertainment Industry 4311.2.2digital Entertainment Economy: A Solution For Recession4411.2.3components Of The New Digital Industry 4411.2.4films And Video In Us Vs. Japan 4511.2.5two Sides Of Intellectual Property Rights 4511.2.6computer Games, Yu-gi-oh, And Cell Phones4611.2.7cultural Strength4711.3china Analysis4811.3.1nba - Digital Entertainment Model 4911.4india Analysis 5011.5germany Analysis5211.5.1demand For Physical 5211.5.2digital Market Peneration5311.5.3domestic Repertoire 5411.5.4performing Rights5411.5.5new Forum Entertainment Competence Group 5411.5.6partnership Of Mondia Media With O2 Germany5512.0recommendations For Ecosystem Players 5612.1key Consideration For Industry Player5612.2cross-platform Strategy For Market Player 56About Us:Transparency Market Research is a market intelligence company providing global business informationreports and services. Our exclusive blend of quantitative forecasting and trends analysis providesforward-looking insight for thousands of decision makers. We are privileged with highly experienced team ofAnalysts, Researchers and Consultants, who use proprietary data sources and various tools and techniques togather, and analyze information. Our business offerings represent the latest and the most reliable informationindispensable for businesses to sustain a competitive edge.Contact:ResearchMoz90 State Street,Suite 700,Albany NY - 12207United StatesTel: +1-518-618-1030USA - Canada Toll Free 866-997-4948Email: sales@researchmoz.usSocial and Digital Entertainment Market and Forecast Analysis 2013 - 2018
  5. 5. Blog: http://researchmoz.blogspot.com/Website: http://www.researchmoz.us/Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018

×