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市場調査レポート

次世代デジタルエンターテインメント:CDNの提供+DRMの課題+市場予測

Next Generation Digital Entertainment: CDN Delivery + DRM Challenge + Market Forecast 2013 - 2018

発行 Mind Commerce Publishing LLC 商品コード 264590
出版日 ページ情報 英文 67 Pages
納期: 即日から翌営業日
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次世代デジタルエンターテインメント:CDNの提供+DRMの課題+市場予測 Next Generation Digital Entertainment: CDN Delivery + DRM Challenge + Market Forecast 2013 - 2018
出版日: 2013年03月19日 ページ情報: 英文 67 Pages
概要

当レポートでは、デジタルエンターテインメント市場について調査分析し、産業バリューチェーン、主要企業について評価し、市場促進要因・課題・機会に焦点を当てて、市場動向分析、市場収益予測、地域分析などを提供して、概略以下の構成でお届けいたします。

第1章 エグゼクティブサマリー

第2章 イントロダクション

  • デジタルエンターテインメント市場
  • コンテンツ配信ネットワーク(CDN)
  • デジタル著作権管理(DRM)
  • リッチコミュニケーションサービス(RCS)

第3章 市場動向

  • 市場促進要因
  • 市場抑制要因
  • 市場の課題
  • デジタルエンターテインメント提供におけるCDNの役割
  • デジタルエンターテインメント市場におけるDRMの課題
  • 4スクリーン戦略(コンピューター+モバイル+タブレット+テレビ)
    • Apple
    • Google
    • ソニー
    • Samsung
  • デジタルエンターテインメント産業におけるソーシャルの進化
  • RCSパラダイム

第4章 エコシステム分析

  • Porterのファイブフォース分析
  • バリューチェーンのステークホルダー

第5章 世界のエンターテインメント市場の収益と予測

  • デジタルエンターテインメント市場の収益と予測
  • 収益シェア:音楽 vs. ゲーム vs. 映画 vs. ビデオ vs. UGC
  • 4スクリーンプラットフォームにおける市場提供シェア
  • デジタルエンターテインメント産業における消費者家電 vs. 広告市場シェア
  • 主要な収益国

第6章 世界のエンターテインメントユーザーの予測

  • デジタルエンターテインメントユーザー
  • 4スクリーンプラットフォームにおけるユーザー比率
  • 主要ユーザー国

第7章 デジタルエンターテインメントユーザーの行動

  • 4スクリーンの選好
  • 時間選好(4スクリーンプラットフォーム別)
  • 場所選好(4スクリーンプラットフォーム別)
  • ユーザー応答率(ソーシャル4スクリーンプラットフォーム別)
  • 主要な世代率(4スクリーンプラットフォーム別)

第8章 デジタルエンターテインメントに対するCDN提供の影響

  • コンテンツ管理システム(CMS)
  • 時間 vs. スピード
  • コスト vs. 収益

第9章 デジタルエンターテインメントに対するDRM関連の影響

  • DRM管理団体の役割
  • 潜在的脅威
  • 潜在的損失/収益

第10章 RCSとデジタルエンターテインメント

  • RCSパラダイム
  • 時間 vs. スピード
  • コスト vs. 収益

第11章 ベンダー企業分析

  • ADOBE
  • AKAMAI
  • CDNETWORKS
  • XDN
  • QUADIA
  • EDGESTREAM
  • LIMELIGHT NETWORKS

第12章 地域分析

  • 北米
  • アジア太平洋地域
  • 欧州
  • 中東・アフリカ

第13章 世界市場戦略

  • バリューチェーン分析
  • 提案と提言

図表

目次

The digital entertainment market is poised to reach a new stage in its evolution with the coming pipeline of next generation applications and solutions. The increased usage of CDN, DRM, and RCS in the digital media and entertainment markets has led to a revolution of content consumption among consumers. Higher bandwidth, low cost digital devices, most notably smartphones and tablet devices, have rendered long-standing issues such as connectivity, user interface, and data-speed problems of the past.

This research first evaluates the industry value chain and players and then focuses on market drivers, challenges, and opportunities. The report's market dynamics section evaluates the four screen strategy and analysis including preferences, location preferences, sequential sharing, user response rates, ad clutter, unaided ad recall times, and the impact of social media. The report includes an ecosystem and value chain analysis utilizing porter's five forces tool. Arguably the three main enabling factors for the digital entertainment industry, CDN, DRM and RCS, are evaluated in in terms of effect relative to time, speed, cost and revenue.

The report also includes market revenues and forecast analysis for 2013 to 2018 along with the breakdown by medium, screen type and advertising market share. The number of digital users is provided with a breakdown by content type, screen type. The top countries are also provided in the both the above sections. The market is also segmented by the key geographic regions: North America, Europe, Asia-Pacific (APAC) and Middle East & Africa (MEA).

Table of Contents

1.0. EXECUTIVE SUMMARY

2.0. INTRODUCTION

  • 2.1. DIGITAL ENTERTAINMENT MARKET
  • 2.2. CONTENT DELIVERY NETWORKS (CDN)
  • 2.3. DIGITAL RIGHTS MANAGEMENT (DRM)
  • 2.4. RICH COMMUNICATION SERVICES (RCS)

3.0. MARKET DYNAMICS

  • 3.1. MARKET DRIVERS
    • 3.1.1. INFORMATION AND COMMUNICATION TECHNOLOGY BEING ADOPTED ACROSS THE VALUE CHAIN
    • 3.1.2. INCREASING ROLE BEING PLAYED BY THE CONSUMER AS A CONTENT CREATOR
    • 3.1.3. PHENOMENON OF OUTSOURCING TO ASIAN MEDIA COMPANIES AND DECENTRALIZATION.
    • 3.1.4. AVAILABILITY AND SALE OF DIGITAL DEVICES AT AFFORDABLE COSTS
    • 3.1.5. RISE IN MOBILE AND BROADBAND SUBSCRIPTIONS
    • 3.1.6. ONLINE DISTRIBUTION OF MOVIES AND TELEVISION SHOWS INCREASING GLOBALLY
  • 3.2. MARKET RESTRAINTS
    • 3.2.1. NEW ENTRANTS & THE RESULTANT INTENSE COMPETITION
    • 3.2.2. PIRATED DIGITAL CONTENT
  • 3.3. MARKET CHALLENGES
    • 3.3.1. PRODUCTION AND TIME TO MARKET PRESSURES
    • 3.3.2. IMPROVED AUDIENCE MEASUREMENT SYSTEMS
    • 3.3.3. MOBILE TV BEING LIMITED TO SPORTS AND NEWS CONTENT
  • 3.4. ROLE OF CDN ON DIGITAL ENTERTAINMENT DELIVERY
  • 3.5. DRM CHALLENGES IN DIGITAL ENTERTAINMENT MARKET
  • 3.6. FOUR SCREEN STRATEGY (COMPUTER +MOBILE + TABLET + TV)
    • 3.6.1. APPLE
    • 3.6.2. GOOGLE
    • 3.6.3. SONY
    • 3.6.4. SAMSUNG
  • 3.7. SOCIAL EVOLUTION IN DIGITAL ENTERTAINMENT INDUSTRY
    • 3.7.1. SOCIAL ENTERTAINMENT
  • 3.8. RICH COMMUNICATION SERVICE PARADIGM

4.0. ECOSYSTEM ANALYSIS

  • 4.1. PORTER'S FIVE FORCE
    • 4.1.1. BARGAINING POWER OF BUYERS
    • 4.1.2. BARGAINING POWER OF SELLERS
    • 4.1.3. THREAT OF SUBSTITUTES
    • 4.1.4. COMPETITIVE RIVALRY
    • 4.1.5. THREAT OF NEW ENTRANTS
  • 4.2. VALUE-CHAIN STAKEHOLDERS
    • 4.2.1. SOFTWARE PROVIDERS
    • 4.2.2. INTERNET SERVICE PROVIDERS
    • 4.2.3. CONTENT PROVIDERS
    • 4.2.4. CDN PROVIDER
    • 4.2.5. ADVERTISERS
    • 4.2.6. END USERS
    • 4.2.7. CONSUMER ELECTRONICS MANUFACTURERS
    • 4.2.8. DRM CONTROLLER AND GOVERNMENT BODIES
    • 4.2.9. SOCIAL MEDIA PROVIDER
    • 4.2.10. RCS PROVIDERS

5.0. GLOBAL ENTERTAINMENT MARKET REVENUES AND FORECASTS, 2013 - 2018

  • 5.1. DIGITAL ENTERTAINMENT MARKET REVENUES AND FORECASTS, 2013 - 2018
  • 5.2. REVENUE SHARE: MUSIC VS. GAMING VS. MOVIE VS. VIDEO VS.UGC
  • 5.3. MARKET DELIVERY SHARE IN FOUR SCREEN PLATFORM
  • 5.4. CONSUMER ELECTRONICS VS. ADVERTISING MARKET SHARE IN DIGITAL ENTERTAINMENT INDUSTRY 2013 - 2018
  • 5.5. TOP REVENUE COUNTRY

6.0. GLOBAL DIGITAL ENTERTAINMENT USER PREDICTION 2013 - 2018

  • 6.1. DIGITAL ENTERTAINMENT USER 2013 - 2018
  • 6.2. USER % IN FOUR SCREEN PLATFORM
  • 6.3. TOP USER COUNTRY

7.0. DIGITAL ENTERTAINMENT USER BEHAVIOR

  • 7.1. PREFERENCE AMONG FOUR SCREENS
  • 7.2. TIME PREFERENCE BY FOUR SCREEN PLATFORM
  • 7.3. LOCATION PREFERENCE BY FOURS SCREEN PLATFORM
  • 7.4. USER RESPONSE RATE BY SOCIAL FOUR SCREEN PLATFORM
  • 7.5. LEAD GENERATION PERCENTAGE BY FOUR SCREEN PLATFORM

8.0. CDN DELIVERY IMPACT ON DIGITAL ENTERTAINMENT

  • 8.1. CONTENT MANAGEMENT SYSTEMS (CMS)
  • 8.2. TIME VS. SPEED GAINED BY USING CDN DELIVERY
  • 8.3. COST VS. REVENUE GAINED BY USING CDN DELIVERY

9.0. DRM IMPLICATION AND IMPACT ON DIGITAL ENTERTAINMENT

  • 9.1. ROLE OF DRM CONTROLLING BODY AND USER PERSPECTIVE
  • 9.2. POTENTIAL THREAT REDUCTION PARADIGM APPLYING DRM
  • 9.3. POTENTIAL LOSS/REVENUE SAVING FOR ORGANIZATION

10.0. RCS AND DIGITAL ENTERTAINMENT

  • 10.1. RCS PARADIGM IN DIGITAL ENTERTAINMENT
  • 10.2. TIME VS. SPEED GAINED USING RCS MODE
  • 10.3. COST VS. REVENUE GAINED USING RCS MODE

11.0. VENDOR COMPANY ANALYSIS

  • 11.1. ADOBE
    • 11.1.1. ADOBE PRODUCTS AND SERVICES
    • 11.1.2. ADOBE STRATEGIES
  • 11.2. AKAMAI
    • 11.2.1. AKAMAI PRODUCTS AND SERVICES
    • 11.2.2. AKAMAI STRATEGIES
  • 11.3. CDNETWORKS
    • 11.3.1. CDNETWORKS PRODUCTS AND SERVICES
    • 11.3.2. CDNETWORKS STRATEGIES
  • 11.4. XDN
  • 11.5. QUADIA
  • 11.6. EDGESTREAM
    • 11.6.1. EDGESTREAM PRODUCTS AND SERVICES
    • 11.6.2. EDGESTREAM STRATEGIES
  • 11.7. LIMELIGHT NETWORKS
    • 11.7.1. LIMELIGHT NETWORKS PRODUCTS AND SERVICES
    • 11.7.2. LIMELIGHT NETWORKS STRATEGIES

12.0. GEOGRAPHIC ANALYSIS

  • 12.1. NORTH AMERICA
  • 12.2. APAC
  • 12.3. EUROPE
  • 12.4. MIDDLE EAST AND AFRICA

13.0. GLOBAL MARKET STRATEGIES

  • 13.1. VALUE CHAIN ANALYSIS
  • 13.2. SUGGESTIONS & RECOMMENDATIONS

List of Graphs

  • Figure 1: Smartphone & Tablet % owned by Top Countries
  • Figure 2: Global Mobile Cellular Subscription
  • Figure 3: Global Mobile Cellular Subscription per 100 inhabitants
  • Figure 4: Active Mobile Broadband Subscriptions per 100 inhabitants
  • Figure 5: Ecosystem & Porter's Five Forces Model
  • Figure 6: Global Digital Entertainment Market Revenues, 2012 - 2018 ($ Billions)
  • Figure 7: Global Digital Entertainment Market Revenues, 2012 - 2018 ($ Billions)
  • Figure 8: Digital Entertainment Market Breakdown by Content and Delivery Type, 2012 (%)
  • Figure 9: Digital Entertainment Market Breakdown by Device Type, 2012 (%)
  • Figure 10: Consumer Electronics vs. Digital Advertising Revenues, 2012 - 2018
  • Figure 11: Consumer Electronics vs. Digital Advertising Revenues, 2012 - 2018
  • Figure 12: Top Digital Entertainment Market Countries, Revenues, ($ Billions)
  • Figure 13: Global Digital Entertainment Users, 2012 - 2018 (Millions)
  • Figure 14: Global Digital Entertainment Users, 2012 - 2018 (Millions)
  • Figure 15: Digital Entertainment User Breakdown by Four Screens, 2012 (%)
  • Figure 16: Top Digital Entertainment User Countries, 2012 (Millions)
  • Figure 17: Aggregate Values of Activities performed when Sequentially Screening Devices
  • Figure 18: Aggregate Time Spent By User Sequentially on Smartphone, PC and Tablet
  • Figure 19: Aggregate Time Spent By User Sequentially on PC, Smartphone and Tablet
  • Figure 20: Aggregate Time Spent By User Sequentially on Tablet, Smartphone and PC
  • Figure 21: Location Preference by User on Four Screen Platform
  • Figure 22: Unaided Recall Percentage of Ads by Users by Screen Type
  • Figure 23: Attention Values by Four Screens Among Users
  • Figure 24: Content Delivery Network Market Breakdown by Value Chain Components, 2012 - 2017 ($ Millions)
  • Figure 25: Content Delivery Network Market Breakdown by Value Chain Components, 2012 - 2017 ($ Millions)
  • Figure 26: Global Encoding and DRM Market Revenues, 2012 - 2017 ($ Millions)
  • Figure 27: Global Digital Entertainment Industry Revenue Breakdown by Geography, 2013 - 2018 ($ Billions)
  • Figure 28: Global Digital Entertainment Industry Revenue Breakdown by Geography, 2013 - 2018 ($ Billions)
  • Figure 29: Global DRM Market Revenues by Geography, 2012 -2017 ($ Millions)
  • Figure 30: Global DRM Market Revenues by Geography, 2012 -2017 ($ Millions)
  • Figure 31: Global CDN Market Breakdown by Geographic Region, 2012 - 2017 ($ Millions)
  • Figure 32: Global CDN Market Breakdown by Geographic Region, 2012 - 2017 ($ Millions)
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