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デジタルコンテンツエコノミー:GAFAの掌握

Digital Content Economy: GAFA Seizing Control

発行 IDATE DigiWorld 商品コード 675284
出版日 ページ情報 英文 70 Pages
納期: 即日から翌営業日
価格
本日の銀行送金レート: 1USD=112.99円で換算しております。

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デジタルコンテンツエコノミー:GAFAの掌握 Digital Content Economy: GAFA Seizing Control
出版日: 2018年07月05日 ページ情報: 英文 70 Pages
概要

当レポートでは、コンテンツ消費・流通の非物質化の時代において発展する5つの主要なコンテンツ産業 - ミュージック、ビデオ、書籍、ビデオゲーム、プレス - に注目し、消費パターンの発展と産業におけるビジネスモデルへの影響について分析しており、収益の成長動向、物質/非物質および有料/無料の収益分布、市場予測、市場のデジタルビジネスモデルにおける無料・会員制・トランザクションサービスの役割および各産業間の違いの比較などについてまとめています。

第1章 エグゼクティブサマリー

第2章 調査手法・定義

第3章 コンテンツの消費において不均一な非物質化

  • ビデオゲーム・ミュージック:インターネットが促進する消費
    • ビデオゲーム市場
    • レコードミュージック消費動向の変化
    • レコードミュージック市場の収益
  • ビデオ・プレス:破壊が進行中
    • ビデオ消費
    • ビデオ市場の収益
    • プレス市場
  • 書籍:非物質化がフォーマットではなく流通チャネルに影響を及ぼす
    • 書籍消費動向の変化
    • 出版市場の収益

第4章 消費パターンの変化が金融の変化をもたらす

  • 所有モデルからアクセスモデルへの移行
  • デジタルへの移行が単価の低下をもたらす
  • 著作権侵害が依然として広がりを見せる
  • 広告支援の無料サービスの発展が著作権侵害を回避

第5章 デジタルコンテンツのビジネスモデル

  • ミュージック
  • 書籍
  • ビデオ
  • プレス
  • ゲーム

第6章 消費パターンおよび資金の変化がGAFA (Google, Apple, Facebook, Amazon) にとってメリットとなる

  • デジタルコンテンツ市場内のOTT戦略
    • 2つのモデルタイプ:権利の購入かプラットフォームとしての機能を果たすか
  • コンテンツ産業はGAFAと対決
    • 成長産業
    • 減速する産業
    • GAFAは全てのタイプのコンテンツへ投資

第7章 市場予測

  • 世界のコンテンツ産業市場
  • ビデオゲーム
  • ミュージック
  • ビデオ
  • プレス
  • 書籍
目次
Product Code: M18220MRA

SUMMARY

This study focuses on how the five major content industries - music, video, books, video games and the press - are evolving in an age of dematerialisation of content consumption and distribution.

It analyses how consumption patterns are evolving and what impact they are having on the business models of these industries.

It measures revenue growth in these sectors, how revenue is distributed between the physical and dematerialised spheres, and revenue share from paid and free services. Market forecasts for 2022 are also provided.

The study examines the role of free, subscription and transactional services in the sector's digital business models and compares the differences between industries.

It also looks at the positioning of GAFA in an environment that is now widely dematerialised.

DATASET SCOPE

Publishing

  • Revenues
    • Total revenues
    • Book sales revenues
    • e-book sales revenues
    • Subscription services revenues
    • Dematerialisation rate of the market in value

Music

  • Revenues
    • Total revenues
    • Sales revenues from albums and singles on physical media
    • Sales revenues from music files
    • Subscription services revenues
    • Ad revenues from music streaming and music video platforms
    • Dematerialisation rate of the market in value

Video games

  • Revenues

GEOGRAPHIC AREA

Asia-Pacific

Europe

Latin America Middle East & Africa North America

  • United States

World

Table of Contents

1. Executive Summary

  • 1.1. Key points
  • 1.2. Recommendations

2. Methodology & definitions

  • 2.1. General methodology of IDATE DigiWorld's reports
  • 2.2. Methodology specific to this report
  • 2.3. Definitions

3. Uneven dematerialisation in consumption of content

  • 3.1. Video games and music: consumption driven by the Internet
    • 3.1.1. The video game market
    • 3.1.2. Changing trends in recorded music consumption
    • 3.1.3. Recorded music market revenues
  • 3.2. Video and press: ongoing disruption
    • 3.2.1. Video consumption
    • 3.2.2. Video market revenues
    • 3.2.3. The press market
  • 3.3. Books: dematerialisation is affecting distribution channels, but not formats
    • 3.3.1. Changing trends in book consumption
    • 3.3.2. Publishing market revenues

4. Shifting consumption patterns leading to a change in financing

  • 4.1. Migration from an ownership model to an access model
  • 4.2. Migrating to digital causing a decrease in unit value
  • 4.3. Piracy still widespread
  • 4.4. Development of ad-supported free offerings to fend off piracy

5. Digital content business models

  • 5.1. Music
  • 5.2. Books
  • 5.3. Video
  • 5.4. Press
  • 5.5. Games

6. Changing consumption patterns and funding is benefiting GAFA

  • 6.1. OTT strategies within digital content markets
  • 6.1.1. Two types of models: buying the rights or acting as a platform
  • 6.2. Content industry up against GAFA
    • 6.2.1. Growth industries
    • 6.2.2. Industries losing speed
    • 6.2.3. GAFA is investing in all types of content

7. Market forecasts for 2018-2022

  • 7.1. The global content industry market
  • 7.2. Video games
  • 7.3. Music
  • 7.4. Video
  • 7.5. Press
  • 7.6. Books

List of tables and figures

  • Figure 1 : Diagram showing the four distribution channels within content industries
  • Figure 2: Lists of indicators in the database and sources used
  • Figure 3: Global video game market revenues and industry dematerialisation rate in terms of value, 2010-2014
  • Figure 4: Breakdown of global video game market revenues by geographical region, 2017
  • Figure 5: Breakdown of global video game market revenues by segment, 2013-2017
  • Figure 6: Sales volume of albums and single tracks on physical media and in dematerialised form, worldwide, 2013-2017
  • Figure 7: Sales volume of albums and single tracks on physical media and in dematerialised form, Europe, 2013-2017
  • Figure 8: Sales volume of albums and single tracks on physical media and in dematerialised form, United States, 2013-2017
  • Figure 9: Sales volume of dematerialised albums and single tracks, Europe, 2013-2017
  • Figure 10: Sales volume of dematerialised albums and single tracks, United States, 2013-2017
  • Figure 11: Streaming audio subscribers in the United States, Europe and worldwide, 2013-2017
  • Figure 12: Global recorded music market revenues and industry dematerialisation rate in value, 2013-2017
  • Figure 13: Breakdown of the recorded music market by region, 2017
  • Figure 14: Global recorded music market revenues by segment, 2013-2017
  • Figure 15: Volume of video titles sold on physical media and in dematerialised form, United States, 2013-2017
  • Figure 16: Volume of video titles rented on physical media and in dematerialised form, United States, 2013-2017
  • Figure 17: Volume of video titles sold on physical media and in dematerialised form, Europe, 2013-2017
  • Figure 18: Volume of video titles rented on physical media and in dematerialised form, Europe, 2013-2017
  • Figure 19: SVOD subscribers in the United States, Europe and worldwide, 2013-2017
  • Figure 20: Global video market revenues and industry dematerialisation rate in value, 2013-2017
  • Figure 21: Breakdown of global video market revenues by geographical region, 2017
  • Figure 22: Global video market revenues by segment, 2013-2017
  • Figure 23: Global press market revenues by revenue source, 2013-2017
  • Figure 24: Global press market revenues and industry dematerialisation rate in value, 2013-2017
  • Figure 25: Breakdown of global press market revenues by geographical region, 2017
  • Figure 26: Sales of physical books and dematerialised books, worldwide, 2013-2017
  • Figure 27: Sales of physical books and dematerialised books, Asia/Pacific, 2013-2017
  • Figure 28: Sales of physical books and dematerialised books, Europe, 2013-2017
  • Figure 29: Subscription digital library subscribers, United States, Europe and worldwide, 2013-2017
  • Figure 30: Global publishing market revenues and industry dematerialisation rate in value, 2013-2017
  • Figure 31: Distribution of global publishing market revenues by geographical region, 2017
  • Figure 32: Revenues generated by subscription digital library services, worldwide, 2014-2018
  • Figure 33: Proportion of digital subscription in music and video revenues, 2013-2022
  • Figure 34: Average monthly spending on dematerialised cultural goods consumption
  • Figure 35: Revenue sources for pirate sites
  • Figure 36: Criteria for defining an ad-supported free offering
  • Figure 37 : Main business models and evolution for the five digital content markets
  • Figure 38 : Spotify Free and Premium Plans
  • Figure 39: Spotify's revenues and operating losses, 2013-2017
  • Figure 40 : Global on-demand video revenues, TVOD vs SVOD
  • Figure 41 : Evolution of global newspaper digital revenues
  • Figure 42: Online advertising revenue market share by player, 2016
  • Figure 43: The digital advertising value chain of today
  • Figure 44 : Money flow across the digital advertising value chain
  • Figure 45 : Evolution of global adblock users 46
  • Figure 46 : Press response to ad blocking 47
  • Figure 47 : Summary of large OTT players' positioning within the five digital content markets
  • Figure 48: Example of how artist payouts are calculated when their work is played on a subscription music streaming service
  • Figure 49: Estimate of artist payout for one listening on a streaming platform by type of platform
  • Figure 50: Price differences between physical and digital versions of a new release title
  • Figure 51: Amazon, Google and Apple: the new giants of dematerialised content?
  • Figure 52: Global content market revenues and dematerialisation rate in value, 2017-2022
  • Figure 53: Global content industry market revenues by sector, 2017-2022
  • Figure 54: Breakdown of global content industry revenues by geographical region, 2022
  • Figure 55: Global video game market revenues and dematerialisation rate in value, 2017-2022
  • Figure 56: Breakdown of global video game market revenues by geographical region, 2022
  • Figure 57: Global recorded music market revenues and dematerialisation rate in value, 2017-2022
  • Figure 58: Global recorded music market revenues by segment, 2017-2022
  • Figure 59: Subscription music service subscribers in the United States, Europe, Asia/Pacific and worldwide, 2017-2022
  • Figure 60: Breakdown of global recorded music market revenues by geographical region, 2022
  • Figure 61: Global video market revenues and dematerialisation rate in value, 2017-2022
  • Figure 62: Global video market revenues by segment, 2017-2022
  • Figure 63: Subscription video streaming service subscribers in the United States, Europe, Asia/Pacific and worldwide, 2017-2022
  • Figure 64: Breakdown of global video market revenues by geographical region, 2022
  • Figure 65: Global press market revenues and dematerialisation rate in value, 2017-2022
  • Figure 66: Global press market revenues by segment, 2017-2022
  • Figure 67: Breakdown of global press market revenues by geographical region, 2022
  • Figure 68: Global book market revenues and dematerialisation rate in value, 2017-2022
  • Figure 69: Online subscription book service revenues, 2017-2022
  • Figure 70: Distribution of global publishing market revenues by geographical region, 2022
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