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市場調査レポート - 244829

モバイル/オンライン・エンターテインメント市場

Mobile & Online Entertainment

発行 Juniper Research
出版日 ページ情報 英文
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モバイル/オンライン・エンターテインメント市場 Mobile & Online Entertainment
出版日: 2015年09月02日 ページ情報: 英文
概要

当レポートでは、世界のデジタル (モバイル/オンライン) エンターテインメント市場 (過去12ヶ月間の最新動向) について分析すると共に、部門別 (モバイル/オンラインアプリ、デジタルアダルトコンテンツ、テレビゲーム、オンライン動画、デジタル音楽、ギャンブル) の市場収益額の見通し (今後5年間分) や、効果的なビジネスモデル・課金方法、市場の変動に伴う新たな課題、主な市場促進・阻害要因などについて調査・考察しております。

第1部 市場動向および競争環境

第1章 デジタルエンターテインメント市場

  • イントロダクション
  • デジタルエンターテインメント・コンテンツの形態
    • モバイル/オンラインギャンブル
    • デジタルアダルトコンテンツ
    • モバイル/オンラインTV・動画
      • オンライン動画
      • モバイルTV
      • OTT (Over the Top)
      • VOD (ビデオ・オン・デマンド)
    • デジタル音楽
    • PC、ゲーム機、携帯ゲーム機
    • モバイル/タブレットアプリ

第2章 デジタルエンターテインメント市場の進化:促進要因と障害

  • コンテンツ配信の容易化
    • アプリストアへの参入
    • マルチスクリーン環境
    • 拡大し続けるオンラインスペースの中での、ネット接続型TVの市場の傾向
    • Windowsのリリース:消費者需要の変化とOTT効果
  • 主な障害:有料化と決済手段
    • 通信キャリアによる料金徴集
    • その他の課金手法

第3章 ビジネスモデルとバリューチェーン

  • OTTプレイヤーの登場:ポスト・アプリストアの影響度
    • OTT環境への移行の影響
    • バリューチェーンの進化:モバイルゲーム
  • コンテンツの配信手段
  • コンテンツ再生サービスのビジネスモデルの進化
    • フリーミアム:F2P (無料プレイ) モデル
  • クワッドプレイ市場への参入
  • デジタルエンターテインメント市場のその他のモデル
    • 動画ホスティングサイトのバリューチェーン
    • クラウドベースのバリューチェーン

第4章 イベントチケット発券:オンライン/モバイルチャネル経由

  • イベントチケット発券産業の変化:オンラインからモバイルへ
    • 消費者行動の変化
    • エンターテインメント/その他のイベント

第5章 法的制限と法令整備

  • デジタルエンターテインメント市場での規制
    • 「ネットの中立性」に関する議論
  • 業界固有の規制
  • デジタルアダルトコンテンツ
  • モバイル/オンラインゲーム
    • ギャンブルの制限・法令
    • リモート・ギャンブル
  • 世界各地のギャンブル規制・法令

第2部 市場規模の計測と予測

第1章 イントロダクション

  • イントロダクション
  • デジタルエンターテインメント・コンテンツの形態

第2章 市場規模の計測と予測:サマリー

  • イントロダクション・分析手法
  • 世界のデジタルエンターテインメント市場

第3章 モバイル/オンラインゲーム市場の予測:分析のポイント

  • 市場予測手法
  • デジタルギャンブルの年間賭け金総額
  • デジタルゲームサービスの年間総収益額

第4章 デジタルアダルトコンテンツ市場の予測:分析のポイント

  • 市場予測手法
  • デジタルアダルトコンテンツ業界

第5章 モバイル/オンラインTV/動画市場の予測:分析のポイント

  • 市場予測手法
  • デジタルアダルトコンテンツ業界

第6章 デジタル音楽市場の予測:分析のポイント

  • 市場予測手法
  • デジタル音楽業界

第7章 モバイル/タブレットアプリ市場の予測:分析のポイント

  • 市場予測手法
  • アプリ業界

第8章 PC・ゲーム機・携帯ゲーム機市場の予測:分析のポイント

  • 市場予測手法
  • ゲーム業界

第9章 モバイル/オンラインチケット発券市場の予測:分析のポイント

  • モバイル/オンラインでのエンターテインメント・イベントチケットの取引金額

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目次

Overview

Juniper Research is a market leader in the Digital Entertainment research area, having built an unrivalled source of market intelligence and forecast data over the past 12 years.

This highly regarded research suite provides the reader with influential insights into the key sectors of the Mobile and Online Entertainment market, in addition to the new business models which will shape the way content is distributed and monetised. The research provides analysis of the apps market, digital adult content, video games, online TV & video, digital music, and gambling.

Key Features

  • Provides analysis across key platforms in the digital entertainment sector:
    • Smartphones
    • Featurephones
    • Tablets
    • Desktop PCs & Notebooks
    • Games Consoles & and Handheld Games Devices
    • Connected TVs
  • Delivers insights and strategic recommendations for key stakeholders.
  • Value chain analysis and explores the prospects for different monetisation strategies.
  • Benchmark industry forecasts for size and growth of the digital entertainment market.
  • Interviews with leading players, including:
    • AT&T
    • Boku
    • Dimoco

Key Questions

  • 1. Which mobile and online entertainment sectors will generate most revenues by 2019?
  • 2. What are the primary business models for digital entertainment services?
  • 3. What are the key challenges facing network operators as a result of the entertainment revolution?
  • 4. What are the key market forces driving the digital entertainment industry?
  • 5. What are the challenges and benefits associated with the carrier billing model?

Companies Referenced

3 Minute Games, Advanced Ticketing, AIS, Amazon, Appgefahren, Apple, ARJEL (Autorité de Régulation des Jeux En Ligne), Arthur Cox, Associated Press, AT&T, Bango, BBC, Be iPhone, BEREC (Bureau of European Regulators for Electronic Communications), BetAmerica, Betfair, Bethesda, BlackBerry, Blue Square, Boku, Bookmyshow, BskyB, BT, Bwin, CBS Sports, China Sports Lottery, China Welfare Lottery, Cogent Communications, CSReport, Danal, De Lotto, Deezer, Deutsche Telekom, Dialogue, Digital Landing, DIMOCO, DTAC, EA, EE, ESPN, ETNO (European Telecommunications Network Operators), Facebook, Fandango, FATF (Financial Action Task Force), FCC (Federal Communications Commission), First Cagayan Leisure and Resort Corporation, Fonix, Francaise des Jeux, Fuugo, Globe, Google, HBO (Home Box Office), HKJC (Hong Kong Jockey Club), Hulu, Imangi Studios, IMI, Impulse, Indosat, ITU, ITV, JRA (Japan Racing Association), King, Ladbrokes, Life On Air, LinkedIn, Live Nation, Meerkat, Microsoft, MiKandi, Mojang, Movistar, Mozilla, Netflix, Net-M, Netsize (Gemalto), Nintendo, Nokia, NTT DoCoMo, O2, Oddset, OpenMarket, Opera, Orange, Orca, Oxygen8, Paddy Power, Payforit, PayPal, Periscope, Philippine Amusement and Gaming Corporation, PlayJam, Pokerstars, PornHub, Rhapsody, Rockstar Games, Roku, Sandvine, Showtime, Sling, Smart, Sony, Spotify, Starz, Supercell, Syniverse, Telkomsel, The Echo Nest, The National Lottery, Ticketmaster, ticketscript, Tom's Guide, Twitter, txtNation, UK Gambling Commission, Velti, Veoo, Verizon, Vietnamobile, Viettel, Virgin, Warner Bros, WhatsApp, William Hill, World Bank, XL Axiata, YouTube.

Data & Interactive Forecast

Juniper Research's highly granular and enhanced Excel workbook provides a unique set of analytical tools to help enrich the user's understanding of the market, allowing clients to compare select markets side by side in customised charts and tables.

The forecast suite includes:

  • Country level data splits for the Canada, UK and US as well as 8 key regions.
  • Sector split by:
    • Leisure & eReader Apps
    • Online TV & Video
    • Music
    • Games
    • Adult Content
    • Gambling
  • Sector Analysis and Regional Analysis tools allowing clients to compare select markets side by side in customised charts and tables.

Access to the full set of forecast data of more than 1,000 datapoints.

Table of Contents

1. Market Trends & Competitive Landscape

1. The Digital Entertainment Market

  • 1.1. introduction
  • 1.2. Forms of Digital Entertainment Content
    • 1.2.1. Mobile & Online Gambling
      • i. Online Gambling
      • ii. Mobile gambling
        • Figure 1.1: Paddy Power Application, As Seen on the App Store
    • 1.2.2. Digital Adult Content
      • Figure 1.2: Porn Hub SFW Advertising Finalist
    • 1.2.3. Mobile & Online TV & Video
      • i. 0nline Video
        • Figure 1.3: OTT and Connected TV: Perfect Partnership?
      • ii. Mobile TV
      • iii. OTT (Over the Top)
      • iv. Streaming Services
      • v. VOD (Video on Demand)
    • 1.2.4. Digital Music
      • Figure 1.4: Apple Music
      • Figure 1.5: Smartphones & App integration
    • 1.2.6. PC, Console & Handhold Games
      • i. Home Consoles
    • 1.2.5. Mobile &Tablet Applications
      • Figure 1.6: Xbox One & PS4: 8th Generation Consoles
      • ii. Handhold Systems
        • Figure 1.7: Nintendo 3DS Console
      • iii. Mobile Games

2. Evolution of the Digital Entertainment Market: Drivers & Hurdles

  • Figure 2.1: Trends, Hurdles, and Drivers in Digital Entertainment
  • 2.1. Ease of Content Delivery
    • 2.1.1. Entrance of The App store
      • Figure 2.2: Content Delivery Via the App Store
    • 2.1.2. Multi-screen Environment
      • Figure 2.3: The Multi screen Environment
    • 2.1.3. Connected TVs &Trends in an Ever Growing Online Space.
      • Figure 2.4: Connected TV Setup Via a Roku Streaming Device
    • 2.1.4. Release Windows: Changing Consumer Demands and the OTT effect
      • Figure 2.5: The Traditional Release Window
  • 2.2. Key Hurdle: Monetization & Payments
    • 2.2.1. Carrier Billing
      • i. Process
        • Table 2.6: Selected 0TT Storefronts, Operator Billing Availability 2012-2014
      • ii. Benefits Across the Value Chain
      • iii. The Drivers of Carrier Billing
        • Figure 2.7: Unbanked Adult Population by 8 Key Regions, 2014 (%)
        • Figure 2.8: Percentage of BiackBerry Users that Prefer Carrier Billing if the Option is Available
      • iv. High Conversion Rates
    • 2.2.2. Other Methods of Monetisation

3. Business Models &Value Chains

  • 3.1. The Rise of the OTT Player: Post-App Store impact
    • 3.1.1. implications of the Transition to an OTT Environment
      • i. Content& Carriage are So Longer Tied
        • Figure 3.1: Historic Mobile Content Value Chain
        • Figure 3.2: App Store Value Chain
      • ii. MNOs are Unable to Compete in the Storefront Space
    • 3.1.2. Evolving Value Chain: Mobile Games
      • i. The App Store Value Chain
        • Figure 3.3: TheApp Store Value Chain
        • Figure 3.4: App Downloads to Smartphones, Feature phones and Tablets, 2014 (184.9 billion)
      • ii. Data Growth: The Key Corollary of the OTT World
        • Figure 3.5: iPlayer, Views Per Annum (m), 2008-2014
        • Figure 3.6: BBC iPlayer, Requests by Device, 2011-2014
        • Figure 3.7: US Upstream/Downstream Traffic Share, 2014
  • 3.2. Content Delivery Methods
  • 3.3. Business Model Evolution of the Content Play
    • Figure 3.8: Percentage of Mobile/Tablet Apps Downloaded Free at Point of Download, Worldwide, 2010-2014
    • 3.3.1. Freemium: F2P (Free-to-play) Model
      • i. ... Has Become Dominant
        • Table 3.9: Top Grossing Freemium iPhone Games Apps (July 2015)
        • Table 3.1O: Top Paid-for iPhone Games Apps (US, July 2015)
  • 3.4. Enter Quad Play
  • 3.5. Other Models in Digital Entertainment
    • 3.5.1. Video Hosting Site Value Chain
      • i. Case Study: Meerkat
        • Figure 3.11: The Video Hosting Site Value Chain
    • 3.5.2. Cloud Based Value Chain
      • Figure 3.12: The Cloud Value Chain

4. Ticketing For Events -Via 0nlinelMobile Channels

  • 4.1. Changing Events Ticketing Sector - Online to Mobile
    • 4.1.1. Behavioural Change of Consumers
      • Figure 4.1: Online Ticket Purchase Channel Preference by Age Group - 2013
    • 4.1.2. Entertainment/Other Events
      • i. Market Developments - Entertainment Ticketing

5. Legal Restrictions & Legislation

  • 5.1. Regulations in the Digital Entertainment Market
    • 5.1.1. The Net Neutrality Debate
      • i. Juniper Commentary
  • 5.2. industry Specific Regulations
  • 5.3. Digital Adult Content
    • i. Case Study: MiKandi
      • Figure 5.3: TheApp Store's Stance on Digital Adult Content (As of July 2015)
  • 5.4. Mobile & Online Gambling'
    • 5.4.1. Gambling Restrictions & Legislation
      • i. Money Laundering
    • 5.4.2. Remote Gambling
      • i. Service Access
      • ii. Incumbent Pressure
      • iii. External Operator Pressure
      • iv. Underage Users
  • 5.5. Gambling Restrictions & Legislation by Region
    • 5.5.1. North America
      • i. Past Regulation
      • ii. Recent Developments - Online Gambling
      • iii. Tribal Land and Gambling Regulation
      • iv. State by State Analysis
        • Figure 5.1: Heatmap Showing Gambling Regulations in a Selection of US States
      • v. Future Prospects
    • 5.5.2. Latin America
      • i. Future Prospects
    • 5.5.3. Europe
      • Figure 5.2: Heatmap Showing Gambling Regulations in a Selection of European Nations
      • i. Contrasts between Nations
      • ii. Opportunities
      • iii. Recent developments
      • iv. Opportunities
    • 5.5.4. Central & Eastern Europe
      • i. Recent developments
    • 5.5.5. Far East & China
      • i. China
      • ii. Japan
      • iii. South Korea
      • iv. Malaysia
      • v. Indian Subcontinent
    • 5.5.6. Rest of Asia Pacific
      • i. Philippines
      • ii. Australia
      • iii. Singapore
    • 5.5.7. Africa & Middle East

2. Market Sizing & Forecasts

1. introduction

  • 1.1. introduction
  • 1.2. Forms of Digital Entertainment Content
    • 1.2.1. Mobile & Online Gambling
      • i. Online Gambling
      • ii. Mobile gambling
        • Figure 1.1: Paddy Power Application, As Seen on the App Store
    • 1.2.2. Digital Adult Content
      • Figure 1.2: PornHub SFW Advertising Finalist
    • 1.2.3. Mobile & Online TV & Video
      • i. Online Video
        • Figure 1.3: OTT and Connected TV: Perfect Partnership?
      • ii. Mobile TV
      • iii. OTT (Over the Top)
      • ii. Mobile TV
      • iii. 0TT (Over the Top)
      • iv. Streaming Services
      • v. VOD (Video on Demand)
    • 1.2.4. Digital Music
      • Figure 1.4: Apple Music
    • 1.2.5. Mobile & Tablet Applications
      • Figure 1.5: Smartphones & App integration
    • 1.2.6. PC, Console & Handhold Games
      • i. Home Consoles
        • Figure 1.6: Xbox 0ne & PS4: 8th Generation Consoles
      • ii. Handhold Systems
        • Figure 1.7: Nintendo 3DS Console
      • iii. Mobile Games

2. Market Sizing & Forecast Summary

  • 2.1. introduction and Methodology
    • Figure 2.1: Mobile & Online Entertainment Forecast Methodology
  • 2.2. The Global Market for Digital Entertainment
    • Figure & Table 2.2: Total Digital Entertainment Revenues ($m), Split by 8 Key Regions 2015-2019
    • Figure 2.3: Digital Entertainment Market in 2015 and 2019

3. Mobile&0nlineGamblingForecasts: Key Takeaways

  • 3.1. Gambling Forecast Methodology
    • Figure 3.1: Mobile & Online Gambling Forecast Methodology
  • 3.2. Annual Wagers on Digital Gambling Services
    • Figure & Table 3.2: Total Annual Wager on Digital Gambling Services ($m), 2015-2019
  • 3.3. Annual Gross Win From Digital Gambling Services
    • Figure & Table 3.3: Total Gross Win From Digital Gambling Services ($m) 2015-2019

4. Digital Adult Content Forecasts: Key Takeaways

  • 4.1. Adult Content Forecast Methodology
    • Figure 4.1: Digital Adult Content Forecast Methodology
  • 4.2. The Digital Adult Content industry
    • Figure & Table 4.2: Total Digital Adult Content Revenues, Split by 8 Key Region ($m) 2015-2019

5. Mobile &0nline TV & Video Forecasts: Key Takeaways

  • 5.1. TV & Video Forecast Methodology
    • Figure 5.1: Mobile & Online TV & Video Forecast Methodology
  • 5.2. The Mobile and Online TV industry
    • Figure & Table 5.2: Total End-User Revenues from Mobile & Online TV & Video ($m) 2015-2019

6. Digital Music Forecasts: Key Takeaways

  • 6.1. Music Forecast Methodology
    • Figure 6.1: Digital Music Forecast Methodology
  • 6.2. The Digital Music industry
    • Figure & Table 6.2: Total Digital Market Revenue ($m) Covering Downloads, Subscription Streaming and Ad-Based Streaming Per Annum Split by 8 Key Regions 2015-2020

7. Mobile &Tablet Applications Forecasts: Key Takeaways

  • 7.1. Mobile & Tablet Applications Forecast Methodology
    • Figure 7.1: Mobile & Tablet Applications Forecast Methodology
  • 7.2. The Apps industry
    • Figure 7.2: Leading App Stores, 2014, By Market Share (184.9 Billion Downloads)
    • Figure & Table 7.3: Total Mobile App Revenues ($m), By 8 Key Regions 2015-2019

8. PC, Console & Handhold Games Forecasts: Key Takeaways

  • 8.1. PC, Console & Handhold Games Forecast Methodology
    • Figure 8.1: PC, Console & Handhold Games Forecast Methodology
  • 8.2. The Games industry
    • Figure & Table 8.2: Total End-User Revenues from Mobile, PC, Console & Handhold Games ($m) 2015-2019

9. Mobile & 0nline Ticketing Forecasts: Key Takeaways

  • 9.1. Mobile & Online Entertainment Events Tickets Transaction Value
    • Figure & Table 9.1:Total Mobile & Online Entertainment Ticketing Transaction Value ($m) Split by 8 Key Regions 2015-2019
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