世界各国のリアルタイムなデータ・インテリジェンスで皆様をお手伝い

モバイルとオンラインのエンターテインメント:音楽、ゲーム、アダルト、ギャンブル、レジャー、テレビ、動画 2015-2020年

Mobile & Online Entertainment

Music, Games, Adult, Gambling, Leisure, and TV & Video 2015-2019

 

出版社 出版年月電子版価格
Juniper Research
ジュニパーリサーチ社
2015年9月GBP3,970
企業ライセンス

サマリー

英国調査会社ジュニパーリサーチ社(Juniper Research)の調査レポート「モバイルとオンラインのエンターテインメント:音楽、ゲーム、アダルト、ギャンブル、レジャー、テレビ、動画 2015-2020年」は、モバイルエンターテインメントとオンラインエンターテインメントの市場を調査し、コンテンツの配信や収益化に影響を与えるであろう新しいビジネスモデルについて明らかにしています。アプリ市場やデジタルアダルトコンテンツ、ビデオゲーム、オンラインテレビ、オンライン動画、デジタル音楽、ギャンブルなどについても記載しています。

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.

 



目次

1.The Digital Entertainment Market

1.1 Introduction    5
1.2 Forms of Digital Entertainment Content   5
1.2.1 Mobile & Online Gambling    5
i.Online Gambling    5
ii. Mobile gambling   5
Figure 1.1: Paddy Power Application, As Seen on the App Store   5
1.2.2 Digital Adult Content   6
Figure 1.2: PornHub SFW Advertising Finalist   6
1.2.3 Mobile & Online TV & Video   6
i. Online Video   6
Figure 1.3: OTT and Connected TV: Perfect Partnership?   7
ii. Mobile TV    7
iii. OTT (Over the Top)    7
iv. Streaming Services   7
v. VOD (Video on Demand)   7
1.2.4 Digital Music    8
Figure 1.4: Apple Music   8
1.2.5 Mobile &Tablet Applications    8
Figure 1.5: Smartphones & App integration    9
1.2.6 PC, Console & Handheld Games   9
i. Home Consoles     10
Figure 1.6: Xbox One & PS4: 8th Generation Consoles    10
ii. Handheld Systems    10
Figure 1.7: Nintendo 3DS Console   10
iii. Mobile Games    10

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

Figure 2.1: Trends, Hurdles, and Drivers in Digital Entertainment   13
2.1 Ease of Content Delivery   14
2.1.1 Entrance of The App store    14
Figure 2.2: Content Delivery Via the App Store     14
2.1.2 Multi-screen Environment     14
Figure 2.3: The Multiscreen Environment     15
2.1.3 Connected TVs & Trends in an Ever Growing Online Space   15
Figure 2.4: Connected TV Setup Via a Roku Streaming Device     15
2.1.4 Release Windows: Changing Consumer Demands and the OTT effect    16
Figure 2.5: The Traditional Release Window     16
2.2 Key Hurdle: Monetisation & Payments     16
2.2.1 Carrier Billing   17
i. Process     17
Table 2.6: Selected OTT Storefronts, Operator Billing Availability 2012-2014    18
ii. Benefits Across the Value Chain     18
iii. The Drivers of Carrier Billing    18
Figure 2.7: Unbanked Adult Population by 8 Key Regions, 2014 (%)    19
Figure 2.8: Percentage of BlackBerry Users that Prefer Carrier Billing if the Option is Available    21
iv. High Conversion Rates     21
2.2.2 Other Methods of Monetisation    22

3.Business Models & Value Chains

3.1 The Rise of the OTT Player: Post-App Store Impact    24
3.1.1 Implications of the Transition to an OTT Environment    24
i. Content & Carriage are No Longer Tied    24
Figure 3.1: Historic Mobile Content Value Chain    24
Figure 3.2: App Store Value Chain    25
ii. MNOs are Unable to Compete in the Storefront Space    25
3.1.2 Evolving Value Chain: Mobile Games    25
i. The App Store Value Chain    25
Figure 3.3: The App Store Value Chain    26
Figure 3.4: App Downloads to Smartphones, Featurephones and Tablets, 2014(184.9 billion)   26
ii. Data Growth: The Key Corollary of the OTT World   27
Figure 3.5: iPlayer, Views Per Annum (m), 2008-2014    27
Figure 3.6: BBC iPlayer, Requests by Device, 2011-2014    28
Figure 3.7: US Upstream/Downstream Traffic Share, 2014    28
3.2 Content Delivery Methods    28
3.3 Business Model Evolution of the Content Play    29
Figure 3.8: Percentage of Mobile/Tablet Apps Downloaded Free at Point of Download, Worldwide, 2010-2014   30
3.3.1 Freemium: F2P (Free-to-play) Model.    30
i. . Has Become Dominant    30
Table 3.9: Top Grossing Freemium iPhone Games Apps (July 2015)    31
Table 3.10: Top Paid-for iPhone Games Apps (US, July 2015)     31
3.4 Enter Quad Play    32
3.5 Other Models in Digital Entertainment    33
3.5.1 Video Hosting Site Value Chain    33
i. Case Study: Meerkat    33
Figure 3.11: The Video Hosting Site Value Chain    33
3.5.2 Cloud Based Value Chain    34
Figure 3.12: The Cloud Value Chain    34

4.Ticketing For Events -Via Online/Mobile Channels

4.1 Changing Events Ticketing Sector–Online to Mobile   36
4.1.1 Behavioural Change of Consumers    36
Figure 4.1: Online Ticket Purchase Channel Preference by Age Group -2013   37
4.1.2 Entertainment/Other Events   37
i. Market Developments –Entertainment Ticketing   38

5.Legal Restrictions & Legislation

5.1 Regulations in the Digital Entertainment Market    40
5.1.1 The Net Neutrality Debate    40
i. Juniper Commentary    41
5.2 Industry Specific Regulations    42
5.3 Digital Adult Content    42
i. Case Study: MiKandi   42
Figure 5.3: The App Store’s Stance on Digital Adult Content (As of July 2015)    43
5.4 Mobile & Online Gambling:   44
5.4.1 Gambling Restrictions & Legislation   44
i. Money Laundering   44
5.4.2 Remote Gambling    44
i. Service Access   44
ii. Incumbent Pressure   44
iii. External Operator Pressure   44
iv. Underage Users   45
5.5 Gambling Restrictions & Legislation by Region   45
5.5.1 North America   45
i. Past Regulation    45
ii.Recent Developments -Online Gambling    45
iii. Tribal Land and Gambling Regulation    45
iv. State by State Analysis   46
Figure 5.1: Heatmap Showing Gambling Regulations in a Selection of US States    46
v. Future Prospects    54
5.5.2 Latin America    54
i. Future Prospects    54
5.5.3 Europe   54
Figure 5.2: Heatmap Showing Gambling Regulations in a Selection of European Nations 56
i. Contrasts between Nations  56
ii. Opportunities    57
iii. Recent developments   58
iv. Opportunities    59
5.5.4 Central & Eastern Europe   59
i. Recent developments    59
5.5.5 Far East & China  59
i. China 59
ii. Japan   60
iii. South Korea   61
iv. Malaysia    61
v. Indian Subcontinent    61
5.5.6 Rest of Asia Pacific  61
i. Philippines   61
ii. Australia    62
iii. Singapore    62
5.5.7 Africa & Middle East   62

 

ページTOPに戻る

プレスリリース

Mobile and Online Entertainment Industry Revenues to Exceed $300 Billion Annually by 2019

Online TV and Video to Drive Revenues by 2017

Hampshire, UK: 2nd September 2015: New data from Juniper Research has found that the mobile and online entertainment industry will see revenues in excess of $300 billion annually by 2019, up from $195 billion this year. The research observed that growth in the market would be driven by increased adoption of online TV & Video services, with the industry accounting for more than 60% of the net increase in market value over the next 5 years.

OTT Services Drive TV Revenues

The new research, Mobile & Online Entertainment: Music, Games, Adult, Gambling, Apps, TV & Video 2015-2019, found that OTT (Over the Top) service providers such as Netflix and Hulu are likely to prove increasingly attractive through a combination of third party and home grown content, with a subscription-based model supplanting the on-demand approach.

The research also found that while video game revenue will capture the lion’s share of the digital entertainment market opportunity in 2015, this sector is comparatively mature. Notwithstanding continued migration from CD-ROM to digital format, growth will slow markedly over the forecast period.

New Revenue Opportunities for MNOs

Meanwhile, the research observed that while OTT content provider services pose an increasing threat to broadcasters, MNOs (mobile network operators) have the opportunity to monetise content through the provision of carrier billing solutions. The research found that where carrier billing was offered as an alternative to credit card billing, there was a dramatic rise in conversion rates. It also observed that with smartphone adoption spreading rapidly in developing markets, carrier billing offered the prospect of monetising the unbanked and underbanked for the first time.

 Other Key Findings Include:

  • The digital adult industry is forecast to see over 182 billion video views by 2019, but as a proportion of entertainment revenues, it will fall to just 2% by that time.
  • Gambling will retain its position as the third largest source of entertainment revenue throughout the forecast period, with ongoing legislative changes in the US and Italy seen as key to greater service adoption.

The whitepaper, Digital Content ~ Now That’s Entertainment, is available to download from the Juniper website together with further details of the new research.

Juniper Research provides research and analytical services to the global hi-tech communications sector, providing consultancy, analyst reports and industry commentary.

あなたが最近チェックしたレポート一覧

  • 最近チェックしたレポートはありません。

お問合は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。

webからのお問合せはこちらのフォームから承ります

このレポートへのお問合せ

03-3582-2531

電話お問合せもお気軽に

<無料>メルマガに登録する

 

 

ページTOPに戻る