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

Mind Commerce Publishing
Published Date » 2013-03-20
No. Of Pages » 67
     
  Overview  
   
 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,...
Table of Contents:
 
1.0 EXECUTIVE SUMMARY6

2.0 INTRODUCTION8
2.1 DIGITAL ENTERTAINMENT MARKET8
2.2 CONTENT DELIVERY NETWORKS (CDN)8
2.3 DIGITAL RIGHTS MANAGEMENT (DRM) 9
2.4 RICH COMMUNICATION SERVICES (RCS) 9

3.0 MARKET DYNAMICS 10
3.1 MARKET DRIVERS 10
3.1.1INFORMATION AND COMMUNICATION TECHNOLOGY BEING ADOPTED ACROSS THE VALUE CHAIN10
3.1.2INCREASING ROLE BEING PLAYED BY THE CONSUMER AS A CONTENT CREATOR10
3.1.3PHENOMENON OF OUTSOURCING TO ASIAN MEDIA COMPANIES AND DECENTRALIZATION.10
3.1.4AVAILABILITY AND SALE OF DIGITAL DEVICES AT AFFORDABLE COSTS11
3.1.5RISE IN MOBILE AND BROADBAND SUBSCRIPTIONS12
3.1.6ONLINE DISTRIBUTION OF MOVIES AND TELEVISION SHOWS INCREASING GLOBALLY15
3.2 MARKET RESTRAINTS16
3.2.1NEW ENTRANTS & THE RESULTANT INTENSE COMPETITION16
3.2.2PIRATED DIGITAL CONTENT17
3.3 MARKET CHALLENGES17
3.3.1PRODUCTION AND TIME TO MARKET PRESSURES17
3.3.2IMPROVED AUDIENCE MEASUREMENT SYSTEMS17
3.3.3MOBILE TV BEING LIMITED TO SPORTS AND NEWS CONTENT18
3.4 ROLE OF CDN ON DIGITAL ENTERTAINMENT DELIVERY 18
3.5 DRM CHALLENGES IN DIGITAL ENTERTAINMENT MARKET19
3.6 FOUR SCREEN STRATEGY (COMPUTER +MOBILE + TABLET + TV) 19
3.6.1APPLE20
3.6.2GOOGLE20
3.6.3SONY20
3.6.4SAMSUNG 20
3.7 SOCIAL EVOLUTION IN DIGITAL ENTERTAINMENT INDUSTRY 20
3.7.1SOCIAL ENTERTAINMENT21
3.8 RICH COMMUNICATION SERVICE PARADIGM21

4.0 ECOSYSTEM ANALYSIS23
4.1 PORTER'S FIVE FORCE 23
4.1.1BARGAINING POWER OF BUYERS23
4.1.2BARGAINING POWER OF SELLERS23
4.1.3THREAT OF SUBSTITUTES24
4.1.4COMPETITIVE RIVALRY24
4.1.5THREAT OF NEW ENTRANTS24
4.2 VALUE-CHAIN STAKEHOLDERS24
4.2.1SOFTWARE PROVIDERS 25
4.2.2INTERNET SERVICE PROVIDERS26
4.2.3CONTENT PROVIDERS 26
4.2.4CDN PROVIDER 27
4.2.5ADVERTISERS27
4.2.6END USERS28
4.2.7CONSUMER ELECTRONICS MANUFACTURERS28
4.2.8DRM CONTROLLER AND GOVERNMENT BODIES 28
4.2.9SOCIAL MEDIA PROVIDER 29
4.2.10 RCS PROVIDERS29

5.0 GLOBAL ENTERTAINMENT MARKET REVENUES AND FORECASTS, 2013 - 201830
5.1 DIGITAL ENTERTAINMENT MARKET REVENUES AND FORECASTS, 2013 - 201830
5.2 REVENUE SHARE: MUSIC VS. GAMING VS. MOVIE VS. VIDEO VS.UGC31
5.3 MARKET DELIVERY SHARE IN FOUR SCREEN PLATFORM32
5.4 CONSUMER ELECTRONICS VS. ADVERTISING MARKET SHARE IN DIGITAL ENTERTAINMENT INDUSTRY 2013 - 201832
5.5 TOP REVENUE COUNTRY34

6.0 GLOBAL DIGITAL ENTERTAINMENT USER PREDICTION 2013 - 2018 35
6.1 DIGITAL ENTERTAINMENT USER 2013 - 2018 35
6.2 USER % IN FOUR SCREEN PLATFORM36
6.3 TOP USER COUNTRY 37
7.0 DIGITAL ENTERTAINMENT USER BEHAVIOR38
7.1 PREFERENCE AMONG FOUR SCREENS 39
7.2 TIME PREFERENCE BY FOUR SCREEN PLATFORM41
7.3 LOCATION PREFERENCE BY FOURS SCREEN PLATFORM41
7.4 USER RESPONSE RATE BY SOCIAL FOUR SCREEN PLATFORM42
7.5 LEAD GENERATION PERCENTAGE BY FOUR SCREEN PLATFORM42

8.0 CDN DELIVERY IMPACT ON DIGITAL ENTERTAINMENT 44
8.1 CONTENT MANAGEMENT SYSTEMS (CMS)45
8.2 TIME VS. SPEED GAINED BY USING CDN DELIVERY 45
8.3 COST VS. REVENUE GAINED BY USING CDN DELIVERY47
9.0 DRM IMPLICATION AND IMPACT ON DIGITAL ENTERTAINMENT48
9.1 ROLE OF DRM CONTROLLING BODY AND USER PERSPECTIVE 48
9.2 POTENTIAL THREAT REDUCTION PARADIGM APPLYING DRM48
9.3 POTENTIAL LOSS/REVENUE SAVING FOR ORGANIZATION48

10.0RCS AND DIGITAL ENTERTAINMENT50
10.1RCS PARADIGM IN DIGITAL ENTERTAINMENT50
10.2TIME VS. SPEED GAINED USING RCS MODE 50
10.3COST VS. REVENUE GAINED USING RCS MODE51
11.0VENDOR COMPANY ANALYSIS52
11.1ADOBE52
11.1.1 ADOBE PRODUCTS AND SERVICES 52
11.1.2 ADOBE STRATEGIES53
11.2AKAMAI 53
11.2.1 AKAMAI PRODUCTS AND SERVICES54
11.2.2 AKAMAI STRATEGIES55
11.3CDNETWORKS55
11.3.1 CDNETWORKS PRODUCTS AND SERVICES56
11.3.2 CDNETWORKS STRATEGIES 56
11.4XDN 56
11.5QUADIA 57
11.6EDGESTREAM 57
11.6.1 EDGESTREAM PRODUCTS AND SERVICES58
11.6.2 EDGESTREAM STRATEGIES58
11.7LIMELIGHT NETWORKS58
11.7.1 LIMELIGHT NETWORKS PRODUCTS AND SERVICES 59
11.7.2 LIMELIGHT NETWORKS STRATEGIES59

12.0GEOGRAPHIC ANALYSIS61
12.1NORTH AMERICA63
12.2APAC63
12.3EUROPE 64
12.4MIDDLE EAST AND AFRICA64

13.0GLOBAL MARKET STRATEGIES 65
13.1VALUE CHAIN ANALYSIS 65
13.2SUGGESTIONS & RECOMMENDATIONS 65

List of Tables

NA

List of Figures


Figure 1: Smartphone & Tablet % owned by Top Countries12
Figure 2: Global Mobile Cellular Subscription 13
Figure 3: Global Mobile Cellular Subscription per 100 inhabitants14
Figure 4: Active Mobile Broadband Subscriptions per 100 inhabitants 15
Figure 5: Ecosystem & Porter's Five Forces Model 23
Figure 6: Global Digital Entertainment Market Revenues, 2012 - 2018 ($ Billions)30
Figure 7: Global Digital Entertainment Market Revenues, 2012 - 2018 ($ Billions)31
Figure 8: Digital Entertainment Market Breakdown by Content and Delivery Type, 2012 (%) 32
Figure 9: Digital Entertainment Market Breakdown by Device Type, 2012 (%) 32
Figure 10: Consumer Electronics vs. Digital Advertising Revenues, 2012 - 201833
Figure 11: Consumer Electronics vs. Digital Advertising Revenues, 2012 - 201833
Figure 12: Top Digital Entertainment Market Countries, Revenues, ($ Billions)34
Figure 13: Global Digital Entertainment Users, 2012 - 2018 (Millions)35
Figure 14: Global Digital Entertainment Users, 2012 - 2018 (Millions)36
Figure 15: Digital Entertainment User Breakdown by Four Screens, 2012 (%)36
Figure 16: Top Digital Entertainment User Countries, 2012 (Millions)37
Figure 17: Aggregate Values of Activities performed when Sequentially Screening Devices40
Figure 18: Aggregate Time Spent By User Sequentially on Smartphone, PC and Tablet40
Figure 19: Aggregate Time Spent By User Sequentially on PC, Smartphone and Tablet41
Figure 20: Aggregate Time Spent By User Sequentially on Tablet, Smartphone and PC41
Figure 21: Location Preference by User on Four Screen Platform 42
Figure 22: Unaided Recall Percentage of Ads by Users by Screen Type 42
Figure 23: Attention Values by Four Screens Among Users43
Figure 24: Content Delivery Network Market Breakdown by Value Chain Components, 2012 - 2017 ($ Millions)44
Figure 25: Content Delivery Network Market Breakdown by Value Chain Components, 2012 - 2017 ($ Millions)45
Figure 26: Global Encoding and DRM Market Revenues, 2012 - 2017 ($ Millions) 49
Figure 27: Global Digital Entertainment Industry Revenue Breakdown by Geography, 2013 - 2018 ($ Billions)61
Figure 28: Global Digital Entertainment Industry Revenue Breakdown by Geography, 2013 - 2018 ($ Billions)61
Figure 29: Global DRM Market Revenues by Geography, 2012 -2017 ($ Millions) 62
Figure 30: Global DRM Market Revenues by Geography, 2012 -2017 ($ Millions) 62
Figure 31: Global CDN Market Breakdown by Geographic Region, 2012 - 2017 ($ Millions)63
Figure 32: Global CDN Market Breakdown by Geographic Region, 2012 - 2017 ($ Millions)63

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