发布时间:2008.4
摘要
The most important outcome of the convergence between telecommunications, media and IT is that the market is changing from stand-alone content and services (ie telephone, television, newspapers, radio) to multimedia (integrated content) applications and multimodal services (content delivered to various devices).
However while the entertainment, video and multimedia market is undergoing sweeping changes characterised by an expanding product offerings, the delivery systems and devices still remain highly heterogeneous due to the fact that they have always been separate.
The Internet was one of the first platforms to begin offering integrated content. Today the revenue generated from the large range of online content and services is rapidly increasing globally and interest in the Internet Economy has again be revived. Travel, gambling, adult content, music and health services have proved extremely popular, with more growth ahead.
Social networking services based on User Generated Content (UGC) are also flourishing. People naturally want to communicate, and the Internet has always provided a forum for this, from the early bulletin boards to today’s video blogs that allow for new levels of interaction. Websites such as MySpace and YouTube are proving to be hugely popular around the world, and there is no sign of this growth abating.
For more information on UGC, see chapter 4.2.2, page 87.
A huge array of video content is now also available from the Internet, from small User-Generated clips to full feature length films. However, while there are certainly opportunities for ‘TV and VoD’ applications, we see the future to be increasingly focused on the content produced by the users and viewers themselves.
Media centres in the home are also playing a key role in delivering the new Digital Media. Requiring a digital TV, Home Media Centres combine applications such as DVRs, home networking, CD/DVD playback and MP3. Cable TV operators, telcos, consumer electronics and IT companies are all vying for the Media Centre business.
DVRs and EPGs will form an important part of the digital revolution over the next few years. TiVo (USA) and BskyB (UK) are two of the leaders in this field.
For more information on DVRs, 1.1.8.1, page 14.
The take-up of Digital TV is expected to accelerate over the next five years, and while the UK continues to be a leader in digital television penetration today, this is expected to change as other parts of the world embrace the technology. Growth is particularly expected from parts of Asia. Cable will be the dominant delivery system, followed by satellite (DTH TV), Digital Terrestrial TV (DTTV) and Broadband TV (IPTV).
These developments in broadcasting have led to interactive TV coming back into favour. Many TV programs now have an interactive element to them, particularly in the Asian and European markets, and further advances are expected in this area.
For more information, see chapter 2, page 23.
Convergence in the mobile space is also occurring with services such as mobile TV, mobile gaming, mobile music, mobile Internet etc continuing to evolve and improve. Other recent developments include mobile VoIP and mobile UGC services – Hutchison’s Kink Kommunity is one example of a social networking service available via mobile.
Key highlights:
Around half a billion homes worldwide are expected to have digital TV by 2011, and in the future the integrated Media Centre will be at the heart of the Digital Home.
BuddeComm estimates there will be 20 and 25 million IPTV subscribers worldwide by 2010 – up from the current market of around five million users. For more information, see chapter 3.2, page 69.
Entertainment is important to the Internet economy, and in 2008 it is estimated that around 5 billion music tracks and 40 million feature films will be downloaded worldwide.
Unlike the e-commerce environment of old, the new Internet economy incorporates innovative services such as tele-education and tele-health.
It is estimated that around one million companies worldwide now rely on the Internet economy for more than 50% of their revenue. For more information, see chapter 4, page 76.
Convergence in the mobile space has brought about mobile gaming, and it is predicted that on average there will be more than 130 million monthly mobile game users worldwide by 2010.
Mapping applications are mainly PC-based at this stage, but there is a flurry of activity and investment directed at applying this service to handheld devices and mobile phones. For more information, see chapter 5, page 97.
Homes with connected entertainment networks worldwide - 2009 - 2011
Year (e) Homes with connected entertainment networks (million)
2009 110
2010 140
2011 180
目录及图表
Table of Contents
1. Introduction: Digital Media And Entertainment
1.1 Analyses of digital media and entertainment
1.1.1 Digital media and entertainment
1.1.2 Digital media trends
2. Broadcasting
2.1 Digital TV overview
2.1.1 Introduction
2.1.2 First digital TV developments
2.1.3 Market trends
2.1.4 Global overview and statistics
2.1.5 Regional overview and statistics
2.2 High definition TV
2.2.1 Introduction to digital HDTV
2.2.2 HDTV standards
2.2.3 HDTV set market statistics
2.2.4 Key technology innovations in 2008
2.2.5 HDTV included in DVB
2.2.6 Broadband TV
2.2.7 Datacasting
2.3 Interactive TV (iTV)
2.3.1 Introduction
2.3.2 Market analysis
2.3.3 i-advertising analysis
2.3.4 Market leaders – Europe, Asia
2.3.5 Business modelling
2.3.6 Interactive TV – early developments
2.4 Cable services
2.4.1 Introduction
2.4.2 DOCSIS
2.4.3 Regional cable overview
2.4.4 Cable market statistics
3. Broadband TV (IPTV)
3.1 IPTV
3.1.1 Introduction
3.2 The future of IPTV
3.3 Case studies
3.3.1 Introduction
3.3.2 Hong Kong
3.3.3 China
3.3.4 France
3.3.5 Netherlands
3.3.6 Italy
3.4 Business models
3.4.1 No one-size-fits all solutions
3.4.2 The pay TV business model
3.4.3 Event-staging opportunities
3.5 Telcos versus media companies
3.6 Value-added multimedia
3.7 Video-on-Demand (VoD)
3.7.1 Introduction
3.7.2 VoD needs more work
3.7.3 Other forms of VoD
3.7.4 Online VoD services
3.8 Market developments
3.8.1 First global standards
3.8.2 Gaming consoles and IPTV converge
3.8.3 Joost
3.8.4 Broadcasting over IP (BoIP)
3.9 IPTV market statistics and forecasts
3.10 IPTV services revenue 2006 - 2010
3.11 IPTV standards
3.11.1 Open IPTV Forum
3.11.2 ITU IPTV standard
3.11.3 DOCSIS 3.0
4. Internet Entertainment
4.1 Online dating, adult services and music
4.1.1 New emerging business models
4.1.2 The online content market
4.1.3 Online content and services
4.1.4 Digital Rights Management (DRM)
4.2 Online gambling and games
4.2.1 In-game advertising
4.2.2 Online gambling
4.2.3 Online gaming
4.2.4 Mobile gaming
4.3 Online video media
4.3.1 Video streaming/web tv/video
4.3.2 Focus shifts to web tv/video
4.3.3 New emerging business models
4.3.4 Personal video services
4.3.5 Other developments
4.3.6 Video media statistics and forecasts
4.3.7 The International Webcasting Association (IWA)
4.4 Social networks and UGC
4.4.1 User Generated Content (UGC)
4.4.2 Social networking
4.4.3 Blogging and web publishing
4.4.4 Initial craze stabilising?
4.4.5 Other developments
4.4.6 Statistics and forecasts
4.5 Virtual worlds
4.5.1 Introduction
4.5.2 Trends and developments
4.5.3 Virtual world statistics and forecasts
4.5.4 Case study: Second Life
5. Home Media Centres
5.1 Digital video recorders
5.1.1 Introduction
5.1.2 Market developments
5.1.3 DVR pioneer: TiVo
5.1.4 Developments in the USA
5.2 Home media centres
5.2.1 Market in progress
5.2.2 Home networking developments 2008
5.2.3 Market analysis
5.2.4 Key developments
5.2.5 Industry sectors vying for home media market
5.2.6 Consumer confusion – analyses
5.2.7 Industry consortia
6. Regional Overviews
6.1 North America
6.2 Latin America
6.2.1 Overview
6.2.2 Triple play models
6.2.3 Pay TV
6.2.4 Broadband TV (IPTV)
6.2.5 Digital Terrestrial TV (DTTV)
6.3 Europe
6.3.1 Western Europe
6.3.2 Eastern Europe
6.4 Africa/Middle East
6.4.1 Africa
6.4.2 Middle East
6.5 Asia
6.5.1 Market overview
6.5.2 China