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The Future of Digital Home Entertainment: Key trends and drivers shaping devices, content and services
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170 seiten | |||||||||||
| Inhalt der Studie: |
Despite the economic slowdown of recent years, digital home entertainment looks set to evolve and grow significantly over the next five years. The convergence of technologies and platforms, lifestyle .....
Despite the economic slowdown of recent years, digital home entertainment looks set to evolve and grow significantly over the next five years. The convergence of technologies and platforms, lifestyle trends, a growing need for mobility, and technological advances are all combining to fundamentally change the ways in which consumers interact with digital content. In turn, these trends and ‘meta-themes’ are forcing broadcasters, media agencies and conglomerates, service providers, device and consumer electronics manufacturers, and communications operators to rethink the value chain and restructure their business models. In the future digital home, content will be king, and consumers will expect to be able to access synchronized content and digital content libraries instantaneously on a range of connected devices, in a variety of locations. The consumption of digital entertainment content is being driven by the rapid transition to online and mobile platforms, on which consumers of tomorrow will expect the ability to watch broadcast TV, access video content on-demand, personalize Internet radio stations to suit their own preferences, play games, and store media collections, whether inside or outside the home - this concept of the ‘porous home’ will be a defining feature of the future of digital home entertainment. This report analyzes the trends, technologies and business models of the enablers and providers of digital content. Furthermore, it defines six ‘Meta-themes’ that can be used as a template for defining and considering the future shape and growth of the digital home entertainment market. These six meta-themes are then applied to each of three main digital home entertainment markets: TV and video; Music and audio content; and Gaming. Key features of this report • Defines six ‘Meta-themes’ that can be used to define the future shape and evolution of the digital home entertainment market. • Applies each meta-theme to analyze and forecast the future evolution of three sub-markets of the digital home entertainment market, namely: TV & Video; Music & audio; and Gaming. • Provides market sizing and opportunity statistics for consumer electronics manufacturers. • Provides forecasts for the growth of the IPTV, DTT, cable and satellite TV markets. • Explains how new entrants to the market are already disrupting traditional business models of content providers and media publishers, and how they can respond and adapt to the changing conditions. • Offers in-depth analysis of the future of the gaming market. • Explains and analyzes the concept of the ‘Porous home’. Key Market Issues • The economic downturn and it’s impact on sales of consumer electronics devices over the next few years. • The increasing convergence of devices, services and content delivery platforms. • The impact of emerging technology platforms for the delivery of TV and video, music and gaming content. • The impact of the cloud on technological evolution in the future digital home. • Changing consumer lifestyles and how this alters preferences in how they consume media. • How vendors and service providers can differentiate themselves in a crowded and converged marketplace. • Certain devices are becoming ‘content hubs’ for digital home entertainment. Key findings from this report a) The future of digital home entertainment can be defined and analyzed using six key ‘meta-themes’. All of these themes interrelate with each other, but the key ones are convergence and specialization. b) Around 45% of mobile Internet users are expected to be in Asia-Pacific by 2014 . c) The CAGR for mobile music over the period 2009-2013 is forecast to be 38%, almost double that for the online channel. e) The number of households receiving digital TV globally is expected to grow from just over 211m in 2009 to reach 274m by 2012. Satellite and cable will remain the two largest delivery platforms for digital TV between now and 2012, however, IPTV will grow the fastest. f) The VOD market is expected to generate almost $9bn in revenues in 2012. Key questions answered a) Which technology platform for delivering TV content in future represents the largest market opportunity? b) How will the cloud shape the evolution of the digital home entertainment market? c) Will consumers pay for digital content in future? d) What are the six meta-themes that can be used to forecast the evolution of the market? e) How can vendors and service providers create new market opportunities and attract new consumers? f) What role will mobile devices have in the future digital home? Report Highlights [Studien Infos ausblenden] |
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The Future of Digital Home Entertainment Executive summary 12 Drivers and inhibitors of digital home entertainment 12 Trends and meta-themes in digital home entertainment 13 The future of digital home entertainment: TV and video 14 The future of digital home entertainment: Music 15 The future of digital home entertainment: Gaming 16 Chapter 1 Introduction 20 What is this report about? 20 Who is this report for? 21 Definitions 21 Chapter 2 Drivers and inhibitors of digital home entertainment 24 Summary 24 Introduction 25 Market context 25 Content provision and delivery models 26 Market drivers 28 Connectivity 29 Fixed broadband penetration 29 Mobile broadband penetration 32 Mobility, the cloud and the ‘porous home’ 33 Consumer behavior and lifestyle 35 Work-life balance 35 Media consumption 37 Entertaining at home 44 Market inhibitors 45 Global economic downturn 45 Retail sales hit in 2009-2010 45 Recovery begins in 2011 45 Converged devices restrict sales growth 46 Slow technology pipelines 46 Media and content provider challenges 47 The consumer sets the agenda 47 Certain consumers are not comfortable with new technologies 48 Providers need to differentiate themselves from the pack 49 Conclusions 50 Chapter 3 Trends and key themes in digital home entertainment 52 Summary 52 Introduction 53 Six technology meta-themes 54 Analysis of the six technology meta-themes 57 Convergence 57 Service convergence 58 Media platform convergence 59 Device convergence 60 Convergence encourages the 'good enough' concept 61 Maturity 61 Convergence to dominate the evolution of digital home entertainment 62 Specialization 62 Dangers in attempting to appeal to all 62 Understanding consumer preferences 63 Converged services: specialization and customization often overlap 64 Personalization 66 Consumer lifestyle trends point towards individualism 66 The popularity of mobile apps 66 Media and broadcasting sectors driving personalized content 68 Maturity 69 Portability and the porous home 69 Digital content moves from fixed and portable storage devices into the cloud 69 Mobile technology is becoming more important to consumers 71 Fixed devices remain central to home life 73 Maturity 73 Simplification 73 Amount of new devices increases the complexity of the purchasing process 73 Consumer demands for simplicity vary between generation and demographic 74 Fixed and mobile Internet makes life easier 74 The need for simplification does not only apply to devices 75 Differentiation 75 Setting products and services apart from the crowd 75 Apple and Nintendo: examples of successful differentiation 76 Triple-play provides opportunities 77 Chapter 4 The future of digital home entertainment: TV and video 80 Summary 80 The future of TV and video 81 The broadcast industry 81 Web TV 83 IPTV 84 On-demand video 85 3DTV 85 Technology evolution 86 HDTV 87 Internet connectivity 87 3D TV 88 Mobile TV 88 Market sizing and forecast 89 TV and video hardware 89 Global TV sales snapshot 89 Digital TV 90 IPTV 92 HDTV 95 HDTV sets 95 HD services 96 Blu-ray 97 Set-top boxes and DVRs 98 Video-on-demand 99 Internet-based TV and video content 100 Online providers 100 Hulu 101 YouTube 103 BBC iPlayer 105 Comcast and TV Everywhere 105 MLB.tv 106 3D Television 107 Mobile TV 108 Applying the six meta-themes to the future of TV 111 Convergence 111 Differentiation 111 Personalization 112 Simplification 112 Specialization 113 Portability and the porous home 113 Chapter 5 The future of digital home entertainment: Music 116 Summary 116 The future of digital music 117 Evolution of business models 121 Technology evolution 123 Audio formats and quality 126 Digital audio content retailers 126 Market sizing and forecast 128 Digital audio content 128 Portable audio players 129 Networked audio products 131 Applying the six meta-themes to the future of digital music 134 Convergence 134 Portability and the porous home 135 Personalization 135 Simplification 136 Differentiation 136 Specialization 136 Chapter 6 The future of digital home entertainment: Gaming 140 Summary 140 The future of gaming 141 Emerging technologies and trends 141 On-demand gaming – OnLive 142 User-generated content 144 Social gaming 144 Serious gaming 145 Advergaming 146 Micropayment models 147 The changing demographic profile of gamers 148 Market sizing and forecast 152 Games console market 154 Hardware 154 Online consoles 156 Software 157 Online gaming market 158 Massively multiplayer online games (MMOGs) market 159 Mobile gaming market 160 PC gaming market 163 Applying the six meta-themes to the future of gaming 164 Convergence 164 Portability and the porous home 165 Personalization 165 Simplification 166 Differentiation 167 Specialization 168 Index 169 [Inhaltsverzeichnis ausblenden] |
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Table 2.1: Typical Internet connection speeds in different regions of the world, 2009 31 Table 2.2: Average consumer leisure time (hours/day), 2007-2012 36 Table 2.3: Average time spent consuming media (hours/day) by country, 2002-2012 39 Table 2.4: Daily Internet usage, Internet users (000s) and total % of population, by continent, 2008 40 Table 2.5: Average time spent watching TV by country (hours/day), 2008 42 Table 2.6: Average consumer leisure time spent consuming print media (minutes/day, by country) 2007-2012 43 Table 2.7: Electricals retail expenditure in the UK, 2003-2013 46 Table 3.8: Global mobile applications downloads (m), 2008-2014 68 Table 4.9: Global TV shipments by technology (000s), Q4 2009 89 Table 4.10: Global digital TV market by platform (households, m), 2008-2012 91 Table 4.11: European HDTV households (m), 2008-2018 96 Table 4.12: Global 3D TV unit sales and revenue, 2010-2015 107 Table 4.13: Worldwide mobile TV and video content revenues ($m) 109 Table 5.14: Charting global digital music changes, 2003 vs. 2009 119 Table 5.15: Global digital (online and mobile) music market ($bn), 2009-2013 129 Table 5.16: Global iPod and iPhone shipments (000s), 2007-2009 130 Table 5.17: Global sales of dedicated Internet radio units (000s), 2008-2013 131 Table 5.18: Western Europe and US sales of networked audio products (000s), 2007-2013 132 Table 6.19: UK breakdown of gamers and non-gamers by age (%), 2008 150 Table 6.20: The most popular console games worldwide (units sold, m) 151 Table 6.21: Global video gaming market size ($bn), 2003–2013 152 Table 6.22: Global video gaming market break-up by geographic region ($bn), 2008–2013 154 Table 6.23: Global console shipments (m), 2006-2013 156 Table 6.24: Global online console market ($bn), 2008-2013 157 Table 6.25: Smartphone shipments by region (m), 2009-2014 162 Figure 2.1: Drivers of the digital home entertainment market 28 Figure 2.2: Consumer fixed broadband subscribers by region (m), 2008-2014 30 Figure 2.3: Consumer mobile broadband subscribers by region (m), 2008-2014 33 Figure 2.4: Global mobile phone connections and revenue, 2007-2012 34 Figure 2.5: Average time spent consuming media per day, hours (by country), 2002-2012 38 Figure 2.6: Average time spent watching TV by country (hours/day), 2008 41 Figure 3.7: Relationships between the 6 meta-themes influencing the future of digital home entertainment 55 Figure 3.8: How the 6 meta-themes impact on the future of digital home entertainment 56 Figure 3.9: The role of convergence in the future of digital home entertainment 58 Figure 3.10: Global mobile applications downloads (m), 2008-2014 68 Figure 3.11: The porous digital home and the cloud 71 Figure 4.12: Media trends and technology enablers for the broadcasting industry 82 Figure 4.13: Global digital TV market by platform (households, m), 2008-2012 91 Figure 4.14: IP traffic growth (PB per month) to 2012 93 Figure 4.15: Global IPTV revenues and subscribers to 2012 (000s) 94 Figure 4.16: Global VOD revenues ($m), 2007-2012 95 Figure 4.17: European HDTV households (m), 2008-2018 96 Figure 4.18: Global 3D TV unit sales and revenue, 2010-2015 107 Figure 5.19: Music-related activities in the UK, 2009 (% of respondents) 120 Figure 5.20: Global market for online and mobile digital audio content ($bn), 128 Figure 5.21: Global iPod and iPhone shipments (000s), 2007-2009 130 Figure 5.22: Global sales of dedicated Internet radio units (000s), 2008-2013 131 Figure 5.23: Western Europe and US sales of networked audio products (000s), 2007-2013 132 Figure 6.24: Global in-game advertising market ($bn), 2008-2013 146 Figure 6.25: UK breakdown of gamers and non-gamers by age (%), 2008 149 Figure 6.26: Global video gaming market size ($bn), 2008-2013 152 Figure 6.27: Global video gaming market share by format (%), 2008-2013 153 Figure 6.28: Global video gaming market share by geography (%), 2008-2013 154 Figure 6.29: Global console shipments (m), 2006-2013 155 Figure 6.30: Global online console market ($bn), 2008-2013 157 Figure 6.31: Global online gaming market ($bn), 2008-2013 159 Figure 6.32: Global mobile gaming market ($bn), 2008-2013 160 Figure 6.33: Smartphone shipments by region (m), 2009-2014 161 [Tabellenverzeichnis ausblenden] |
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