Social and digital entertainment market and forecast analysis 2013 2018

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Social and digital entertainment market and forecast analysis 2013 2018

  1. 1. Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018 URL: http://mindcommerce.com/Publications/SocialDigitalEntertainment_2013-2018.php Contact: kabir@mindcommerce.com Published: Apr 2013 Pages: 57 Single User: $1,995.00 Company Wide: $4,995.00 Team License: $2,865.00 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. This research analyzes the digital entertainment ecosystem and the profound impact of social networking including evaluation of the multiscreen role in business strategy. The report analyzes the market approach of ecosystem players with case study analysis. The report provides revenue forecasting analysis globally as well as regional and by country. The report also provides quantitative analysis of user engagement and interaction. Target Audience: Social networking companies Media companies and portals Advertising agencies and brands Consumer electronics companies Gaming and gamification companies Content Delivery Network (CDN) companies Network operators and service providers of all types Personalization, identity, and preference control companies Companies in Report:
  2. 2. Facebook, Twitter, Tumblr, Google, Adobe, Akamai, Alcatel Lucent, Best Buy, Sky Broadcasting, British Telecom, Cisco, Fox Entertainment, Fujitsu, HP, Huawei, IBM, Intel, LG, Liberty, Microsoft, Motorola, NBC Universal, Netflix, Neustar, Panasonic, Paramount Pictures, Samsung, Sony, VeriSign, Warner Bros Entertainment, 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, Catch Media, 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, Sonic Solutions, 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, Japan Airlines, Miaozhen Systems, IFPI, Zavvi, Woolworths, Borders, , Musicload, AOL, Musik, Saturn, Media Markt, ECO, Mondia Media Key Findings: Video is the most consuming & revenue generating segments North America is the top revenue contributor among regions and USA among countries Most user interaction and engagement including social will occur on Second Screen Space Social and digital entertainment users is predicted to reach 2.4 billion by 2018 with 7.9% CAGR Digital entertainment revenue including social driven is expected to grow 10.06% CAGR reaching US$ 850 billion by 2018 Table of Contents: 1.0 SOCIAL NETWORKING & DIGITAL ENTERTAINMENT 6 2.0 DIGITAL ENTERTAINMENT ECOSYSTEM ANALYSIS IN SOCIAL ERA 7 3.0 DIGITAL ENTERTAINMENT REVENUE & FORECAST 2013 – 2018 8 3.1 GLOBAL DIGITAL ENTERTAINMENT REVENUE FORECAST 8 3.2 SOCIAL DRIVEN ENTERTAINMENT REVENUE VS. GLOBAL DIGITAL ENTERTAINMENT REVENUE 8 3.3 DIGITAL ENTERTAINMENT PLATFORM CONTRIBUTION IN DIGITAL ADVERTISING SERVICES REVENUE 9 3.4 REVENUE BREAKDOWN: MUSIC VS. GAMING VS. MOVIES VS. VIDEO VS. USER
  3. 3. GENERATED CONTENT 93.5 REVENUE BREAKDOWN BY 5 SCREEN CONTENT DELIVERY PLATFORM 103.6 REGIONAL BREAKDOWN: AMERICAS VS. EMEA VS. APAC 103.7 BREAKDOWN BY COUNTRY: TOP 10 COUNTRIES 113.8 MOBILE BROADBAND AS A COMPONENT OF GLOBAL DIGITAL ENTERTAINMENTREVENUE 124.0 DIGITAL ENTERTAINMENT USER PREDICTION 2013 – 2018 134.1 GLOBAL UNIQUE DIGITAL ENTERTAINMENT USERS 134.2 SOCIAL USER IN THE DIGITAL ENTERTAINMENT ECOSYSTEM 134.3 GLOBAL UNIQUE USERS: MUSIC VS. GAMING VS. MOVIES VS. VIDEO VS. USERGENERATED CONTENT 144.4 GLOBAL UNIQUE USER BREAKDOWN IN 5 SCREEN CONSUMING PLATFORMS 144.5 REGIONAL UNIQUE USER BREAKDOWN: AMERICAS VS. EMEA VS. APAC 154.6 COUNTRY WISE UNIQUE USER: TOP 10 COUNTRIES 164.7 MOBILE BROADBAND USER AMONG GLOBAL DIGITAL ENTERTAINMENT USERS 175.0 SOCIAL & DIGITAL ENTERTAINMENT USER BEHAVIOR ANALYSIS 185.1 SOCIAL ENTERTAINMENT BEHAVIOR & KEY FINDINGS 185.1.1 INTERACTION ON PERSONAL COMPUTER 185.1.2 INTERACTION ON SMARTPHONES 195.1.3 TABLETS INTERACTION 195.1.4 CONSOLE INTERACTION 195.1.5 TV INTERACTION 205.2 USER PREFERENCE OVER SECOND SCREEN DELIVERY PLATFORM 205.2.1 AGGREGATED TIME SPENT OF USERS ON ACTIVITIES WHILE SEQUENTIALLYSCREENING DEVICES 205.2.2 BREAKDOWN OF THE AGGREGATE TIME SPENT SEQUENTIALLY ONSMARTOHONE, PC & TABLET 215.2.3 BREAKDOWN OF THE AGGREGATE TIME SPENT SEQUENTIALLY ON TABLET,SMARTOHONE, & PC 215.2.4 AVERAGE MINUTES SPENT VS. INTERACTION BREAKDOWN BY USERS OVER 5SCREEN PLATFORM 225.2.5 PLATFORM WISE INTERACTION LOCATION PREFERENCE 225.3 SOCIAL ENGAGEMENT & BUSINESS OPPORTUNITIES 225.3.1 SOCIAL RESPONSE/ENGAGEMENT RATE BY PC VS. SMARTPHONE VS. TV VS.TABLET VS. CONSOLE 225.3.2 LEAD GENERATION PERCENTAGE BY 5 SCREEN PLATFORM VS. AVERAGE 235.3.3 ANALYSIS OF LEAD GENERATION AND LOCATION PREFERENCE 236.0 DIGITAL ENTERTAINMENT CONTENT ECOSYSTEM AND INDUSTRY INITIATIVES 256.1 HOLLYWOOD ULTRAVIOLET CLOUD CASE 267.0 MOBILE NETWORK OPERATORS (MNOS) IN DIGITAL ENTERTAINMENT MARKET 277.1 MARKET CONSIDERATIONS FOR MNOS 27
  4. 4. 7.2 INDUSTRY CHALLENGES FOR MNOS 287.3 VENDOR LED SOLUTION: ACCENTURE DIGITAL ENTERTAINMENT SOLUTION (DES)CASE 287.3.1 CREATING DISTINCTIVE MEDIA EXPERIENCE 297.3.2 DES ARCHITECTURE: SUPPLY CHAIN, CONTENT MANAGEMENT & DIGITALDISTRIBUTION 297.4 CONNECTED HOME SEGMENT: INTEGRATED ENTERTAINMENT AND GAMIFICATION308.0 CONSUMER ELECTRONICS COMPANY IN DIGITAL ENTERTAINMENT 328.1 NOKIA MUSIC+ STRATEGY 328.2 SONY’S CONSUMER EXPERIENCE STRATEGY 328.2.1 SMARTPHONES 328.2.2 ONE-TOUCH FUNCTION: 338.2.3 4K 338.2.4 TELEVISIONS WITH ENHANCED USABILITY AND CONNECTIVITY 348.2.5 TRILUMINOS DISPLAY 358.2.6 DIGITAL IMAGING PRODUCTS 358.3 CONSUMER INTERNET COMPANY GOOGLE DELIVERING MOVIE 359.0 BRANDS DISTINCTIVE APPROACH WITH DIGITAL ENTERTAINMENT &INVOLVEMENT OF SOCIAL NETWORKING COMPANY 379.1 BBC PARTNERSHIP WITH 6WAVES 379.2 BRANDED GAMING 3710.0 SELECT INDUSTRY PLAYERS 3910.1 HUNGAMA.COM 3910.2 BOX 3910.3 JELLI 3910.4 LIFO INTERACTIVE 3910.5 TRANSMENSION 4010.6 UUCUN (CHINA) 4011.0 CASE STUDY ANALYSIS 4111.1 UK ANALYSIS 4111.1.1 HMV 4211.2 JAPAN VS. USA ANALYSIS 4311.2.1 THE BATTLE FOR THE GLOBAL ENTERTAINMENT INDUSTRY 4311.2.2 DIGITAL ENTERTAINMENT ECONOMY: A SOLUTION FOR RECESSION 4411.2.3 COMPONENTS OF THE NEW DIGITAL INDUSTRY 4411.2.4 FILMS AND VIDEO IN US VS. JAPAN 4511.2.5 TWO SIDES OF INTELLECTUAL PROPERTY RIGHTS 4511.2.6 COMPUTER GAMES, YU-GI-OH, AND CELL PHONES 4611.2.7 CULTURAL STRENGTH 4711.3 CHINA ANALYSIS 48
  5. 5. 11.3.1 NBA - DIGITAL ENTERTAINMENT MODEL 4911.4 INDIA ANALYSIS 5011.5 GERMANY ANALYSIS 5211.5.1 DEMAND FOR PHYSICAL 5211.5.2 DIGITAL MARKET PENERATION 5311.5.3 DOMESTIC REPERTOIRE 5411.5.4 PERFORMING RIGHTS 5411.5.5 NEW FORUM ENTERTAINMENT COMPETENCE GROUP 5411.5.6 PARTNERSHIP OF MONDIA MEDIA WITH O2 GERMANY 5512.0 RECOMMENDATIONS FOR ECOSYSTEM PLAYERS 5612.1 KEY CONSIDERATION FOR INDUSTRY PLAYER 5612.2 CROSS-PLATFORM STRATEGY FOR MARKET PLAYER 56GraphsFigure 1: Global Digital Entertainment Revenue Forecast 2013 -2018 8Figure 2: Social Driven Portion among total Global Entertainment Revenue 2013-2018 9Figure 3: Digital entertainment platform’s contribution to DAS Revenue 2013-2018 9Figure 4: Revenue Generation % of Music vs. Game vs. Movie vs. Video vs. UGC 10Figure 5: Contribution of 5 screen platform (content delivery) to Global Revenue 10Figure 6: North America vs. Latin America vs. EMEA vs. APAC Digital EntertainmentRevenue in US$ billion 2013 – 2018 11Figure 7: Top 10 Countries Digital Entertainment Revenue in US$ billion 2013 – 201811Figure 8: Contribution of mobile broadband among global digital entertainment revenue2013 – 2018 12Figure 9: Global Unique Digital Entertainment User Prediction 2013 – 2018 13Figure 10: Social users in digital entertainment ecosystem 2013 - 2018 14Figure 11: Unique User % in Music vs. Game vs. Movie vs. Video vs. UGC 14Figure 12: Unique user % of global users in 5 screen platform (content consumption)15Figure 13: North America vs. Latin America vs. EMEA vs. APAC Digital EntertainmentUsers in million 2013 – 2018 16Figure 14: Top 10 Countries Unique Digital Entertainment Users in million 2013 – 201816Figure 15: Mobile broadband users among global digital entertainment users 2013 –2018 17Figure 16: Aggregated Time spent % of Users on Activities while Sequentially ScreeningDevices 20Figure 17: Breakdown of Aggregated time spent % by User Sequentially onSmartphone, PC & Tablet 21
  6. 6. Figure 18: Breakdown of Aggregated time spent % by User Sequentially on Tablet,Smartphone, & PC 22Figure 19: Interaction Location Preference % by User on 5 Screen Platforms 22Figure 20: Unaided Recall vs. excitement vs. attention vs. clutter ratio by 5 screenplatform 23Figure 21: Average vs. 5 screen platform wise generated attention values among users23Figure 22: DES Architecture: Supply Chain, Content Management & Digital Distribution30Figure 23: US Connected Home Users Percent on Device / Medium 30Figure 24: Screenshot of Top Gear: Stunt School Revolution, Branded gaming App 38Figure 25: India Entertainment & Media Market Projection 2015 50Figure 26: Entertainment Segment Wise Break-up 2015 51

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