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市場調査レポート - 244829

モバイルエンターテインメント市場:レジャー、ビデオ、音楽、ゲーム、アダルトおよびギャンブル

Mobile Entertainment: Leisure, Video, Music, Games, Adult & Gambling 2013-2018

発行 Juniper Research
出版日 ページ情報 英文 86 Pages
価格
モバイルエンターテインメント市場:レジャー、ビデオ、音楽、ゲーム、アダルトおよびギャンブル Mobile Entertainment: Leisure, Video, Music, Games, Adult & Gambling 2013-2018
出版日: 2013年12月10日 ページ情報: 英文 86 Pages
概要

当レポートでは、急速に拡大するモバイルエンターテインメント市場について調査し、サービス成長の主要部門および新しいビジネスモデルを明らかにしており、部門別の評価、製品・地域別の収益分析、バリューチェーン全体の課題などの分析、部門別による5ヵ年の収益予測を提供し、概略以下の構成でお届けします。

エグゼクティブサマリー

第1章 モバイルエンターテインメント市場の発展

  • イントロダクション
  • モバイルエンターテインメントサービスの種類

第2章 モバイルエンターテインメント市場予測

  • 予測の定義・手法
  • 世界のモバイルエンターテインメント市場
  • モバイルエンターテインメント製品の部門別予測
  • モバイルエンターテインメントの地域別予測

第3章 モバイルエンターテインメントの貨幣化

  • モバイルエンターテインメントの機会
  • モバイルコンテンツのビジネスモデル
  • コンテンツ課金の課題
  • アプリ内広告
  • アプリケーションストアを越えて:コンテンツ配信の代替手段

第4章 エンターテインメントのバリューチェーンにわたる課題

  • MNOの課題
  • 店頭ベンダーの課題
  • コンテンツプロバイダーの課題
  • 発展中の市場機会と関連課題

第5章 エンターテインメント・イベントのモバイルチケッティング

  • イントロダクション
  • 市場予測

第6章 モバイルエンターテインメントの規制

  • イントロダクション
  • 規制環境

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目次

Overview

  • Sector-by-sector analysis
  • Revenue breakdown by product and region
  • Challenges assessed across the value chain

The greatly anticipated 8th edition of this industry leading Report provides a definitive top level view of the rapidly growing mobile entertainment market. This highly regarded

Report provides the reader with valuable insights into the key sectors of the mobile entertainment market, in addition to the new business models which will shape the way content is monetised. The Report's associated Excel contains all regional and sector forecasts from this report, plus country level forecasts for US, Canada and UK.

This Report Covers

Challenges Across The Value Chain - This Report explores the monetisation issues involved in the mobile entertainment market and outlines the key trends, challenges and potential strategies for all stakeholders across the sector. These include:

  • The rise of Smartphones & Tablets.
  • The trend for multi-screen usage.
  • The growing challenges of content billing.
  • The advantages and challenges of HTML5.
  • Key Drivers - The Report also analyses the key drivers behind the growth in this space, and evaluates the change in mobile content business models that are reinventing the mobile entertainment ecosystem.

Interviews - This Report is supported with interviews from industry leaders; Amazon, Bango, Getjar & Mozilla.

Market Sizing & Forecasts - This Report brings together in a single volume the key five-year revenue forecasts from across Juniper's latest sector-specific reports:

Leisure & eReader Apps (NEW 2013) Mobile TV & Video Music Games Adult Gambling

Companies Referenced

3, ACMA (Australian Communications and Media Authority), Adobe, Amazon, Amdocs, Apple, Appy Entertainment, Assanka, AT&T, Backflip Studios, Bango, BBFC (British Board of Film Classification, Bharti Airtel, BlackBerry, Bouygues Telecom, China Mobile, Cosmote, CTIA (Cellular Telecommunications and Internet Association), Debitel, Deutsche Telekom, DiGi, Disney, Distimo, EA, EC (European Commission), Facebook, Fandango, FEDMA (Federation of European Direct and Interactive Marketing). Financial Times, GetGlue, GetJar, Go Mobile, Google, GSMA, Hutchison Whampoa, Imangi Studios, Inneractive, Instagram, IWF (Internet Watch Foundation), Jamba!, Japan Racing Association, Kabam, King, LG, LinkedIn, Live Nation Entertainment, LSE (London School of Economics), Microsoft, MiKandi, Mobage, Mobile Entertainment Forum, Movistar, Mozilla, NaturalMotion, NBC Universal, Netflix, Nintendo, Nokia, O2 UK, OFCOM, Open Rights Group, Opera, Orange, Pandora Media, PayPal, PhonepayPlus, Pinterest, Playtika, Popcap, Probability PLC, Regal Cinemas, Rovio, Royal KPN, Sencha, SFR, Sling Media, Smartling, Sony, Sprint, Supercell, Tapjoy, Telecom Italia, Telefónica, Telenor, TeliaSonera, Telstra, The Wireless Association, Ticketscript, T-Mobile, TomTom, Tracfone, Twitter, Verizon, Vodafone, VODone, WASPA (Wireless Application Service Providers' Association) of South Africa, YouTube, zeebox, Zynga.

Extra Info

†8 Key Regions include: North America; Latin America; Western Europe; Central & Eastern Europe; Far East & China; Indian Subcontinent; Rest of Asia Pacific and Africa & the Middle East.

Key Questions

  • Which mobile entertainment sectors will generate most revenues by 2018?
  • What are the key drivers behind mobile entertainment growth?
  • What are the primary business models for mobile entertainment services?
  • Which regions will see the highest levels of growth from mobile entertainment?
  • What are the primary constraints on utilising browser-based applications?
  • How has consumer tablet adoption impacted upon the mobile entertainment space?
  • How can players best tailor their products for emerging markets?
  • What are the key challenges facing network operators as a result of the entertainment revolution?

Table of Contents

Executive Summary

1. Mobile Entertainment: A Market In Perpetual Growth

  • 1.1 Introduction
  • 1.2 Types of Mobile Entertainment Service
    • 1.2.1 Mobile Gambling
    • 1.2.2 Mobile Adult Content
    • 1.2.3 Mobile Games
    • 1.2.4 Mobile Music
    • 1.2.5 Mobile TV & Video
    • 1.2.6 Mobile Leisure & eReader Apps

2. Mobile Entertainment Market Forecasts

  • 2.1 Forecast Definitions & Methodology
    • 2.1.1 Forecast Methodology
    • Figure 2.1: Mobile Entertainment Forecast Methodology
  • 2.2 The Global Market for Mobile Entertainment
    • 2.2.1 Global Market Product Breakdown
    • Figure 2.2 & Table 2.1: Total Revenues from Mobile Entertainment ($m) Split by 6 Products 2013 2018
    • Figure 2.3: Total Revenues from Mobile Entertainment (%) Split by 6 Products, 2013
    • Figure 2.4: Total Revenues from Mobile Entertainment (%) Split by 6 Products, 2018
    • 2.2.2 Global Market Regional Breakdown
    • Figure 2.5 & Table 2.2: Total Revenues from Mobile Entertainment ($m) Split by 8 Key Regions 2013 2018
    • Figure 2.6: Total Revenues from Mobile Entertainment (%) Split by 8 Key Regions, 2013
    • Figure 2.7: Total Revenues from Mobile Entertainment (%) Split by 8 Key Regions, 2018
  • 2.3 Mobile Entertainment Product Sector Forecasts
    • 2.3.1 Mobile Gambling
      • i. Quantifying Mobile Gambling: Wagers & Gross Win
      • ii. Methodology
      • iii. Total Mobile Gambling Wagers
      • Figure 2.8 & Table 2.3: Total Annual Wager on Mobile Gambling Services ($m) Split by 8 Key Regions 2013-2018
      • iv. Total Mobile Gambling Gross Win
      • Figure 2.9 & Table 2.4: Total Gross Win from Mobile Gambling Services ($m) Split by 8 Key Regions 2013-2018
    • 2.3.2 Mobile Adult Content
    • Figure 2.10 & Table 2.5: Total End-User Revenues from Mobile Adult Content ($m) Split by 8 Key Regions 2013 2018
    • 2.3.3 Mobile Games
    • Figure 2.11 & Table 2.6: Total Consumer Spend on Mobile Games ($m) Split by 8 Key Regions 2013 2018
    • 2.3.4 Mobile Music
    • Figure 2.12 & Table 2.7: Total Revenues from Mobile Music ($m) Split by 8 Key Regions 2013 2018
    • 2.3.5 Mobile TV & Video Services
    • Figure 2.13 & Table 2.8: Total Revenues from Mobile TV & Video Services ($m) Split by 8 Key Regions 2013-2018
    • 2.3.6 Mobile Leisure & eReader Apps
    • Figure 2.14 & Table 2.9: Total Revenues from Mobile Leisure & eReader Apps ($m) Split by 8 Key Regions 2013-2018
  • 2.4 Mobile Entertainment Regional Forecasts
    • 2.4.1 North America
    • Figure 2.15 & Table 2.10: Revenues from Mobile Entertainment Services in North America ($m) Split by 6 Products 2013-2018
    • 2.4.2 Latin America
    • Figure 2.16 & Table 2.11: Revenues from Mobile Entertainment Services in Latin America ($m) Split by 6 Products 2013-2018
    • 2.4.3 Western Europe
    • Figure 2.17 & Table 2.12: Revenues from Mobile Entertainment Services in Western Europe ($m) Split by 6 Products 2013-2018
    • 2.4.4 Central & Eastern Europe
    • Figure 2.18 & Table 2.13: Revenues from Mobile Entertainment Services in Central & Eastern Europe ($m) Split by 6 Products 2013-2018
    • 2.4.5 Far East & China
    • Figure 2.19 & Table 2.14: Revenues from Mobile Entertainment Services in Far East & China ($m) Split by 6 Products 2013-2018
    • 2.4.6 Indian Subcontinent
    • Figure 2.20 & Table 2.15: Revenues from Mobile Entertainment Services in the Indian Subcontinent ($m) Split by 6 Products 2013-2018
    • 2.4.7 Rest of Asia Pacific
    • Figure 2.21 & Table 2.16: Revenues from Mobile Entertainment Services in Rest of Asia Pacific ($m) Split by 6 Products 2013-2018
    • 2.4.8 Africa & Middle East
    • Figure 2.22 & Table 2.17: Revenues from Mobile Entertainment Services in Africa & the Middle East ($m) Split by 6 Products 2013-2018

3. The Question of Mobile Entertainment Monetisation

  • 3.1 The Opportunity for Mobile Entertainment
    • 3.1.1 The Rise of the Smartphone
    • Figure 3.1: Smartphone Shipments (m) Split by Vendor, 2007 2012
    • 3.1.2 Emergence of the Smarter Featurephone
    • 3.1.3 The Rise of the Tablet
    • Figure 3.2: Quarterly Sales and Cumulative Sales of the iPad (m) 2010-2013
    • 3.1.4 The Multi-screen Environment
    • Figure 3.3: The Multi-screen Solution
    • 3.1.5 The Growth of Mobile Internet Usage
    • 3.1.6 mCommerce Escalates
  • 3.2 Mobile Content Business Models
    • Figure 3.4: Mobile Content Monetisation Models
    • 3.2.1 Pay-Per-Download
      • i. Hitting the Top 100
    • 3.2.2 Free-to-Download
    • Table 3.1: Top Grossing Apps in Apple's App Store 2012
      • i. Freemium
        • a. The In-App Purchase
        • b. Virtual Currency
        • c. 'Lite' Apps
    • 3.2.3 Combining Business Models
  • 3.3 The Challenges of Content Billing
    • 3.3.1 Encouraging Users to Pay
      • i. A/B Testing
    • 3.4 Advertising in Apps
    • 3.5 Beyond the App Store: An Alternative to Content Distribution
    • 3.5.1: HTML5: An Introduction
      • i. Case Study: The Financial Times Web App
        • a. Company
        • b. Products and Services
    • 3.5.2 The Drawbacks and Challenges of HTML5
    • 3.5.3: The Best of Both Worlds: Hybrid Apps
    • Figure 3.5: Key Advantages to Writing HTML5, Native and Hybrid Apps

4. Hurdles Across the Mobile Entertainment Value Chain

  • 4.1 Challenges for MNOs
    • 4.1.1 The Bitpipe Scenario
    • 4.1.2 Carrier Billing
    • Table 4.1: Operator Billing Availability across OTT Storefronts, December 2013
      • i. Beyond the App Store: Further Opportunities for Carrier Billing
      • ii. Case Study: Bango
        • a. Company
        • b. Products & Services
    • 4.1.3 The Content and Data Bundle
  • 4.2 Challenges for Storefront Vendors
    • Figure 4.1: Leading App Store by Downloads and App Catalogue - December 2013
    • 4.2.1 App Discovery
    • Figure 4.2: The Guardian App for iPhone
    • 4.2.2 Web-Based Apps
    • Figure 4.3: The Routes from Developer to End-User
  • 4.3 Challenges for Content Providers
    • 4.3.1 Fragmentation
      • i. Android: Built for Fragmentation?
  • 4.4 The Developing Market Opportunity, & Associated Challenges
    • Figure 4.4: App Store Availability by Country and Language, December 2013
    • 4.4.1 Localisation

5. Mobile Ticketing for Entertainment & Events

  • 5.1 Introduction
    • 5.1.1 Entertainment & Events Mobile Ticketing Market Challenges
    • Figure 5.1: Fandango Mobile Ticketing
  • 5.2 Market Forecast
    • 5.2.1 Entertainment & Events Mobile Ticketing Landscape
    • 5.2.2 Entertainment Events Mobile Ticketing Transaction Value
    • Figure 5.2 & Table 5.1: Total Entertainment Events Mobile Ticketing Transaction Value ($m) Split by 8 Key Regions 2013-2018

6. The Regulation of Mobile Entertainment

  • 6.1 Introduction
  • 6.2 Regulatory Environments
    • 6.2.1 International Privacy Regulation
      • i. Directive 95/46/EC: Processing Personal Data and the Protection of Privacy
      • ii. The Electronic Communications Sector Data Protection Directive (2002/58/EC)
      • iii. The Data Retention Directive (2006/24/EC)
      • iv. The Distance Selling Directive (97/7/EC)
      • v. The E-money Directive (2009/110/EC)
    • 6.2.2 Mobile Content Regulation
      • i. Pan-European Activities
        • a. European Framework on Safer Mobile use by Younger Teenagers and Children
        • Table 6.1: Key EU Operator Codes of Conduct Concerning Child Protection, Selected Countries
      • ii. National Legislation Pertaining to Mobile Services
        • a. ISPs (Internet Service Providers) in the UK
        • b. Case Study: PhonepayPlus
        • c. Case Study: Australian Communication and Media Authority (ACMA)
      • iii. National Self-Regulation
        • a. Case Study: US
        • b. Case Study: South Africa
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