価格・ご注文について 目次 この調査レポートは、ブロードバンド対応のテレビゲーム機および関連サービス等について調査しています。Microsoft社「Xbox 360」「LIVE」「Experience」やソニーの「PS3」「プレイステーション」などのゲーム機が提携しているメディアポータルに関しても分析しています。 主な調査内容 (目次より抜粋) - 有料テレビ事業者とセットトップボックス所有者
- ゲーム機とゲームの役割の変遷
- オンライン動画サービスの比較
- プラットフォーム/ポータル概要と戦略的提言
- 予測
Summary Welcome to the age of quantum media, a time in which established media production, aggregation, distribution, and consumption is undergoing rapid disaggregation; a time in which the established media value chain seems to be coming apart at the seams. In the quantum age, cable and satellite operators are no longer the only game in town. Their longstanding lock on the home is set to be contested as a new wave of competitors emerge, many using the open Internet to bypass incumbent PayTV control points and deliver video programming directly to consumers. TDG long ago coined this as ‘Over-the-Top’ or ‘OTT’ video delivery, and of the various platforms capable of enabling OTT video, today’s game consoles are among the most potent. These devices are uniquely positioned to lead the OTT charge: they are currently used by more than 90 million households worldwide; they are video-friendly, easily connected to the Internet, connected to the living room TV, and favored by younger consumers with little loyalty to a broadcast network or their local cable company. This report focuses on the emergence and impact of OTT broadband video via broadband-enabled game consoles and console-affiliated media portals, in particular Microsoft’s Xbox 360/LIVE/Experience, Sony’s PS3/PlayStation Network/Home, and Nintendo’s Wii/Wii Channels. Using each company’s strategic position as a backdrop, this report offers a comparative analysis of current and likely portal video offerings; provides updated global forecasts for broadband-capable and broadband-enabled game consoles thru 2012; and forecasts consumer demand for this category of Over-the-Top video services. It is truly a unique report, going well beyond simply “counting the consoles” by revealing the new measure of success for console vendors: Internet attach rates and media sell-thru (specifically video). TOP Table of Contents 1.0 Introduction 2.0 PayTV Operators & Proprietary Set-Top Boxes - A Relic of the 20th Century 2.1 When the Levee Breaks 2.2 Forget the Channel, It’s About the Experience 2.3 The Emergence of Horizontal Media Environments 3.0 The Evolving Role of Game Consoles and Gaming 3.1 Consoles as Media Servers 3.2 Gaming as Redefining Video Experiences 3.3 Multiplayer Interaction and Social Media 4.0 Comparing Console-Affiliated Online Video Services 4.1 Sony 4.1.1 Sony’s Larger OTT Vision 4.1.2 The Playstation Network (PSN) 4.1.2.1 General Overview 4.1.2.2 Adding Support for BD-Live and Video Downloads 4.1.2.3 Registered PSN Users 4.1.3 Sony’s Home 4.2 Microsoft 4.2.1 The Primacy of Digital Downloads in Microsoft’s Long-Term Strategy 4.2.2 Xbox LIVE 4.2.2.1 General Overview 4.2.2.2 Active Xbox LIVE Users 4.2.2.3 Regional Variations 4.2.3 Xbox Experience 4.3 Nintendo’s WiiConnect 4.4 Comparison of Console-Related Media Offerings 4.5 Game Consoles as IP-STBs? 5.0 Platform/Portal Summary and Strategic Recommendations 5.1 Preliminary Comments 5.2 Winners and Losers 5.3 Strategic Recommendations 5.3.1 Failing the Grade 5.3.2 To Browse or Not To Browse? 5.4 Microsoft’s Xbox 360/LIVE ? Forgoing Optical for Downloads 5.5 Sony’s PS3/PSN - A Failure to Deliver on Promises 5.6 Nintendo’s Wii/The Wii Channels ? Getting into the Game? 6.0 Forecasts 6.1 Developing a Forecast Model 6.2 Global Broadband Diffusion 6.3 Next-Generation Game Console Diffusion 6.3.1 Preliminary Comments 6.3.2 Demand for Next-Generation Consoles thru 2012 6.3.3 Internet-Connected Next-Generation Game Consoles - 2008 thru 2012 6.4 Use of Net-Connected Consoles for OTT Video Delivery List of Tables Table 1 Media Availability through Game Console Networks as of November 2008 List of Figures Figure 1 Today’s Home: Long-Standing Proprietary Levees Hold Back Would-Be Competitors Figure 2 Tomorrow’s Digital Home: The Levees Give Way and Consumer Lock Dissolves Figure 3 Sony’s Digital Video Service Rollout Strategy Figure 4 Registered Users of Sony’s Playstation Network - 2006 thru 2008 Figure 5 Screen Shot of Home’s Patio Setting Figure 6 Xbox 360 LIVE Movie Download Service (Pre-Experience) Figure 7 Active Xbox LIVE Subscribers - December 2002 thru September 2008 Figure 8 Regional Breakdown of Xbox LIVE Users - Q3 2008 Figure 9 Screenshot of Microsoft’s New Xbox Experience Figure 10 Screenshot of the Nintendo’s Everybody’s Theater VoD Service Figure 11 Console Web Browsing Experience Remains Clumsy Figure 12 Wii and PS3 Browsers Fail to Deliver Open Web Video Viewing Figure 13 Qore: A Hint of Things to Come from Sony? Figure 14 Forecast Model Figure 15 Global Broadband and Home Network Diffusion Figure 16 Global Next-Gen Game Console Sales - 2005 thru 2007 Figure 17 Global Next-Generation Console Diffusion - 2008 thru 2012 Figure 18 Net-Connected Next-Generation Game Consoles - 2008 thru 2012 Figure 19 Users of Console-Affiliated Gaming and Media Portals - 2008 thru 2012 Figure 20 Users of Console-Affiliated Gaming and Media Portals for OTT Video Delivery - 2008 thru 2012 |