佐思市场研究报告网
最新报告 网站地图 联系我们 登陆 首页
研究报告
报告定制
资料下载
竞争情报
行业情报
企业研究
佐思软件
佐思年鉴
English
报告购买流程
定购方法
① 注册订购:
点击在线订购进行报告订购
我们的服务人员将在24小时内与您联系。

② 电话订购:
拔打电话

北京:010-51266615
    010-82863480/1/2/5
24小时:13436696826
传真:010-82863486

上海:021-64871266
             021-64872612
24小时:13524982235
传真:021-64872324

签订协议
可从网上下载报告订购表或由我们传真报告订购表或订购协议。
传真:010-82863486

付款方式
① 通过银行转帐的形式支付报告购买款项
② 我们收到款项后,24小时内快递报告或者发送报告邮件

③ 款项到帐后快递发票

银行电汇:
北京:
开户行:
上海浦东发展银行北京知春路支行
帐号:91170154740001300
户名: 北京佐思信息咨询有限责任公司
联系人:张小姐

研究报告导航
[TMT产业]
通信业 电子元器件 传媒业
计算机 软件行业 互联网
[医药产业]
化学原料药及化学制剂
中药业 生物制药业
医药综合及医疗器械行业
[化学工业]
化肥和农药 化学纤维 石化
化工综合 日用及有机化工
塑料业
[能源材料]
能源电力 煤炭 有色金属
钢铁 玻璃 新能源新材料
[公共服务]
金融银行 百货零售 旅游 文体娱乐 宏观经济 外贸
[交通运输]
汽车及相关行业 民航业
公路及铁路运输
港口与物流
[日用产品]
家电家居 纺织业
服装业 纸业
[工业设备]
输配电及控制设备
锅炉及原动机 金属制品
专用设备制造 通用设备
[食品其它]
食品饮料 制酒
农林牧渔业 其它
[房产建筑]
房地产 建筑业 水泥
您的位置:佐思研究报告和竞争情报网>>研究报告交易平台>>TMT产业>>传媒业

2008年全球数码媒体娱乐市场研究报告——2008 Global Digital Media - Entertainment Market
字体
纸介版价格:美元/篇 字数:万字
电子版价格:695美元/篇 页数:173页
纸介版+电子版价格:美元 图表数:
完成日期:2008-06-23
关键字: 全球|数码媒体|娱乐|Global| Digital Media |Entertainment|
 联系方式: 北京:010-51266615 010-82863480/1/2/5 传真:010-82863486  上海:021-64871266 021-64872612 传真:021-64872324    [在线订购]  

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

 

如果这份报告还不能满足您的需求,或者您对这份报告还有什么意见或者建议,请您填写以下反馈信息。
百度主题推广
关于我们 | 报告购买帮助 | 定制服务 | 关于佐思软件 | 会员服务申请 | 常见问题 | 版权申明 | 友情链接 | 联系我们
2005-2007 OKOKOK.com.cn All rights reserved. 佐思信息 版权所有 京ICP证041200号
北京:010-51266615 010-82863480/1/2/5 传真:010-82863486 上海:021-64871266 021-64872612 传真:021-64872324
Email: 地址:北京市海淀区五道口华清商务会馆906D(100083)


PDF阅读软件