Global Digital Media - Online and Mobile Entertainment are Key Drivers
NEW YORK, May 21, 2013 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:
Global Digital Media - Online and Mobile Entertainment are Key Drivers
http://www.reportlinker.com/p01187961/Global-Digital-Media---Online-and-Mobile-Entertainment-are-Key-Drivers.html#utm_source=prnewswire&utm_medium=pr&utm_campaign=Advertising_and_Marketing
This annual report offers a wealth of information on the global digital media sector with a focus on the highly popular entertainment services which are a key driver to digital media development. This report provides a valuable resource of insights, examples, statistics and trends. It provides information on the key market segments and is supported by analysis and cases studies. It also includes unique insights into regional developments in North America, Europe, Middle East, Latin America, Africa and Asia Pacific, written by BuddeComm's Senior Analysts.
Subjects covered include:
Key insights into the impact of digital media on traditional media;
Social networks;
E-books and the publishing industry;
Online and mobile gambling and gaming;
Mobile messaging;
Online video streaming, iVOD and mobile TV;
Digital music;
Digital marketing and advertising;
Key insights into the concept of the "social enterprise";Regional overviews for North America, Latin America; Europe, Middle East, Africa and Asia Pacific.Researchers:- Kylie Wansink, Paul Budde, Lucia Bibolini, Peter Evans, Paul Kwon, Henry Lancaster, Peter Lange, Stephen McNamara.Current publication date:- May 2013 (6th Edtion)
Focus shifts to mobile entertainment in 2013. The digital entertainment market is now worth billions of dollars in revenue and is currently being driven by the growing uptake of smart phones and touchscreen tablets. From updating social networks, browsing interesting websites, watching online videos, downloading and listening to music, trialling new apps and participating in games and gambling - the online and mobile platforms now offers a myriad of services based on entertainment.
In particular, it is mobile broadband apps which have attracted much attention over the past couple of years. A stream of these new Apps and services are continually being released into the market and the entertainment and leisure sector is often the focus. The key players in this market have emerged over the past couple of years and include both Internet media and mobile industry leaders. Apple App Store and Android are examples of two app store leaders; each offering hundreds of thousands of apps. Following the iPhone phenomenon, the carriers are now trying to jump on board and provide their own AppStores for the devices they support - but it is very doubtful that they will have any chance of success in competition with these large players.
While social networks began as a basic tool to connect with friends; in 2013 these services are now available on both fixed and mobile devices and are used for much more including messaging services, gaming; business networking, e-commerce; accessing breaking news and video/photo sharing. The era of digital social media has certainly caused much disruption to traditional media industries and has also led to many very innovative new applications and services.
The popularity of SMS has remained strong on the back of the introduction of capped data changes, smart phones and bundled services. However other forms of messaging beyond text are gaining ground, particularly free messaging services offered by social networks and instant messaging mobile apps. This rise of alternative mobile apps which offer messaging services are becoming a serious threat to the carriers SMS revenue streams and are increasingly being seen as a disruptive trend.
Online gambling is heavily regulated or banned in many parts of the world, with the USA, China and Japan just three examples of large markets which have strict online gambling laws. Despite this barrier - online gambling is still a thriving industry and mobile gambling is beginning to gain popularity. The rise of smart phones and mobile wallets offering a better player interface will assist this growth in the future.
Purchasing and accessing online music has been very popular for a number of years and was one of the key drivers behind the early developments in digital media. However with faster speeds now available, video streaming is finally coming to the forefront over both the fixed and mobile networks. Digital music is still enormously widespread however and in 2013 such services are available to over 100 countries with providers such as iTunes and Spotify continuing to expand globally.
BuddeComm's new report, Global Digital Media – Online and Mobile Entertainment are Key Drivers, provides important insights into the worldwide digital media industry with a focus on entertainment services. It includes trends, analyses, statistics and case studies. It provides insights into fixed services and the key growth area of mobile broadband digital media. Information at a regional level is provided for North America, Europe, Middle East, Latin America, Africa and Asia Pacific, written by BuddeComm's Senior Analysts.
Examples of key insights:
Improved infrastructure is helping to drive both the digital and mobile media markets with high speed broadband and 4G networks continuing to be rolled out around the world.
A stream of new Apps and services are being released in areas of entertainment, travel and finance and also m-health; m-education; m-social networking; m-gaming and so on and there are now well over a million apps available worldwide.
Despite its huge success, Facebook has strong competition from local social networks in some countries like China, Japan, South Korea and Russia.
The purchase of business social network Yammer by Microsoft for $1.2 billion follows a growing interest in the opportunities presented by enterprise social networking.
In 2013 there are over 7,500 dating websites worldwide and mobile dating is expected to be a significant growth area.
In early 2013 mobile photo messaging began to receive attention following Facebook's launch of a mobile app called Poke which is along the lines of an already established mobile app called Snapchat.
Popular mobile games in 2013 include Angry Birds, Talking Friends, Doodle Jump and Plants vs Zombies.
In Australia, mobile betting sees revenue, transactions and users increasing.
In New Zealand Facebook growth is slowing but usage time is increasing.
Egypt has Africas largest Facebook community with over 12 million users.
Free-to-play online games with optional micro-currency and low graphics requirements are prevalent in Latin America.
Music service to cellular handsets is a development gaining pace in the USA. Music is typically accessed using on-demand streaming or over-the-air download services to mobile phones over the internet via a 3G or WiFi connection.
One factor which is aiding the popular take-up of mobile entertainment in Europe is the improvements in advanced billing and security capabilities of networks, making such services more attractive to businesses and consumers.
The internet plays a significant part in the lives of vast numbers of people across Asia. The young and tech-savvy of the region spend vast amounts of time online in their pursuit of digital media entertainment.Mobile is shaping digital media developments in the Middle East.Data in this report is the latest available at the time of preparation and may not be for the current year.
1. Digital Media Changed the Playing Field for Traditional Media
1.1 Insights into Digital Media's Impact on the Traditional Media
1.1.1 Market summary
1.1.2 Collapse of the traditional media industry
1.1.3 Market insights
1.1.4 Whatever happened to media convergence?
1.1.5 Media companies need to disaggregate and rebuild
1.1.6 The anomaly of the mass media
2. Online and Mobile Apps, Social Networks, E-Books and Gaming Insights
2.1 Key Online and Mobile Apps, Social Networks, Entertainment and Gaming Trends and Statistics
2.1.1 Portals or Apps?
2.1.2 Mobile apps insights
2.1.3 Social networks
2.1.4 Mobile photo-messaging
2.1.5 Online and mobile gaming
2.1.6 Online and mobile gambling
2.1.7 Online and mobile music
2.1.8 Brief case studies
2.1.9 Advertising – a key revenue source
2.2 Key Messaging Services Trends and Statistics
2.2.1 Mobile messaging insights
2.2.2 Smartphone and Mobile Instant Messaging (MIM
2.2.3 Email/mobile email
2.2.4 Unified Communications (UC)
2.2.5 Unstructured Supplementary Service Data (USSD)
2.2.6 Big Data and the messaging/UC segment
2.3 Insights into Book Publishing in the New Era
2.3.1 Introduction
2.3.2 Transforming the book industry
2.3.3 Customer service is king
2.3.4 Promoting national culture
2.3.5 Industry protectionism will fail
2.3.6 More power to the author
2.3.7 E-publishers are very different beasts
2.3.8 Global opportunities
2.3.9 Conclusion
3. Online Video Streaming, iVOD and Mobile TV Insights
3.1 Key Online Video Media and Mobile TV Trends and Statistics
3.1.1 The power of online video media
3.1.2 Internet Video-On-Demand (iVoD)
3.1.3 Industry insights
3.1.4 Brief case studies
3.1.5 Mobile TV/video comms
3.1.6 Conclusion: The future of video in telecoms
4. Digital Advertising and Marketing insights
4.1 Key Online Advertising and Marketing Trends and Statistics
4.1.1 Market summary
4.1.2 Market highlights
4.1.3 Market insights
4.1.4 Key online advertising categories
4.1.5 A multi-screen approach gains attention
4.1.6 Consumers react to privacy misuse by Internet companies
4.2 Insights into The "New" Social Enterprise
4.2.1 Introduction
4.2.2 Building lifelong customer relationships
4.2.3 Lack of good customer expectation in telecoms market
4.2.4 The retail market needs to lift its game
4.2.5 Solution: high quality data and analytics
4.2.6 Contextual intelligence
4.2.7 Data analytic application examples
4.2.8 Business understands need for real-time processing
5. Regional Overviews
5.1 North America
5.1.1 Overview
5.1.2 Mobile music
5.1.3 Mobile TV
5.1.4 Mobile VoIP
5.1.5 Machine-to-Machine (M2M)
5.2 Latin America
5.2.1 Social networking
5.2.2 Online gaming
5.3 Europe
5.3.1 Mobile entertainment
5.3.2 Mobile advertising
5.3.3 Mobile gaming
5.3.4 Mobile music
5.4 Africa
5.4.1 Introduction
5.5 Middle East
5.5.1 Overview
5.5.2 Social networking - Facebook and the local competition
5.5.3 Maktoob's success
5.5.4 Jordan's online successes
5.5.5 Movies, TV and music – Rotana Group predominates
5.5.6 Online streaming music
5.5.7 Video-on-Demand (VoD)
5.6 Asia
5.6.1 Market overview
5.6.2 China
5.6.3 South Korea
5.6.4 Singapore
5.7 Pacific Region
5.7.1 Australia
5.7.2 New Zealand
Table 1 – Worldwide advertising spending- all mediums – 2010 - 2014
Table 2 – Worldwide online advertising spend – 2008 - 2013
Table 3 – Global advertising spending market share by major types - 2012
Table 4 – Global leading app store competitors
Table 5 – Time spent on online in social networks by top 10 countries – 2010; 2011; 2012
Table 6 – Global wagers via mobile gambling – 2011; 2017
Table 7 – Global digital music revenue – 2007 - 2013
Table 8 – Top 10 countries using Facebook – 2012
Table 9 – Top 5 countries using LinkedIn – 2013
Table 10 – Worldwide in-game advertising spending – 2010; 2013
Table 11 – Worldwide social network advertising spending – 2008 – 2016
Table 12 – USA social network advertising spending – 2008 - 2009
Table 13 - Global mobile services and mobile data revenue – 2012; 2013; 2016
Table 14 – Worldwide number of email users – 2009 - 2014
Table 15 – Growth of e-reader sales – 2009 - 2013
Table 16 – Global revenue from online TV and video – 2008; 2010; 2012; 2017
Table 17 – Online video unique visitors – top online video properties in the US – May 2010; Jan 2011; Sep 2011; Feb 2012
Table 18 – Global mobile TV subscribers – 2009 - 2014
Table 19 – Worldwide advertising spending- all mediums – 2010 - 2014
Table 20 – Top ten countries by advertising spend per capita - 2010
Table 21 – Worldwide online advertising spend – 2008 - 2013
Table 22 – Global advertising spending market share by major types - 2012
Table 23 – Examples of popular forms of online advertising
Table 24 – Google advertising revenue – 2006 - 2012
Table 25 – Worldwide smartphone operating systems by market share – 2007 – 2010; Q3 2011
Table 26 – Growth of Hulu video streams – various months – 2008 - 2012
Table 27 – Worldwide in-game advertising spending – 2010; 2013
Table 28 – Worldwide social network advertising spending – 2008 – 2016
Table 29 – USA social network advertising spending – 2008 - 2009
Table 30 – US online advertising revenues - top four portals – 2008 - 2011
Table 31 – M2M connections – 2009 - 2016
Table 32 – Facebook users, growth, penetration – top 7 countries in Latin America – May 2013
Table 33 – European mobile gaming market value – 2005 - 2007; 2009, 2012 - 2013
Table 34 – South African unique monthly users of Top 10 websites – June 2012
Table 35 – Online advertising revenue and annual change in South Africa – 2003; 2006 - 2011
Table 36 – Middle East Facebook subscribers – November 2012
Table 37 – Middle East Active Twitter users – July 2012
Table 38 – Utilisation rate and number of users of different network applications in China – 2010 - 2012
Table 39 – Online gaming revenues – 2004 - 2012
Table 40 – Online gamers users – 2007 - 2012
Table 41 – Online video users – 2007 – 2012
Table 42 – Online music users and utilisation rate – 2007 – 2012
Table 43 – Instant messaging users and utilisation rate – 2007 – 2012
Table 44 – China's top 15 social networks – March 2011
Table 45 – China's SNS market share and user loyalty – 2010
Table 46 – Internet usage rates by service– 2009 - 2011
Table 47 – Main purpose of using the internet – 2009 - 2011
Table 48 – Online versus offline media consumption – 2010
Table 49 – Online game market volume – 2002 - 2008
Table 50 – Digital music market volume – 2003 - 2009
Table 51 – Usage rates by types of social networking service – 2011
Table 52 – Estimated interactive gaming revenue and device penetration rate in Australia – 2009 - 2012
Table 53 – Top social networking sites in Australia – 2009 - 2013
Table 54 – Estimated social networking members by major sites in Australia – 2011 - 2013
Chart 1 – Worldwide online advertising spend – 2008 - 2013
Chart 2 - Global advertising spending market share by major types - 2012
Chart 3 –Global mobile TV subscribers' annual change – 2009 - 2014
Chart 4 – Worldwide online advertising spend – 2008 - 2013
Chart 5 - Global advertising spending market share by major types - 2012
Chart 6 - Google advertising revenue – 2006 - 2012
Exhibit 1 – Mobile apps examples
Exhibit 2 – Vancouver mall customers shop via Facebook
Exhibit 3 – Foursquare
Exhibit 4 – Mobile video communication: FaceTime and Google Talk
Exhibit 5 – Examples of popular online dating sites
Exhibit 6 – Examples of key players in gaming industry sectors worldwide
Exhibit 7 – Apple iTunes
Exhibit 8 – Twitter usage facts
Exhibit 9 – LinkedIn
Exhibit 10 – Anarchy Online by Funcom
Exhibit 11 – Facebook and Nielsen's marketing alliance
Exhibit 12 – A brief history - SMS
Exhibit 13 - Definition: Premium SMS
Exhibit 14 – Sybase 365
Exhibit 15 – Mobile Instant Messaging (MIM)
Exhibit 16 – Examples of popular Mobile Instant Messaging apps - 2013
Exhibit 17 – Key benefits of USSD
Exhibit 18 – Statistical snapshot of e-books
Exhibit 19 - All European books online for the price of 600km of roads
Exhibit 20 – Examples of online VoD sites
Exhibit 21 – Google Android based TV
Exhibit 22 – Equivalence between access modes and traditional audiovisual use
Exhibit 23 – A first for the industry - Tata Communications and Cisco's telepresence solution
Exhibit 24 – Definition: Content Delivery Networks (CDN)
Exhibit 25 – Open Mobile Video Coalition (OMVC)
Exhibit 26 – Mobile TV/Video – emerging across the world
Exhibit 27 – First example of video media collaboration
Exhibit 28 – Digital advertising cost considerations
Exhibit 29 – Examples of large global advertising groups and subsidiaries
Exhibit 30 – Examples of digital advertising agencies
Exhibit 31 – Top sectors for online advertising spending
Exhibit 32 – Online ad deal between Google and Yahoo aborted
Exhibit 33 – Top mobile advertising spenders – Q2 2012
Exhibit 34 – Anarchy Online by Funcom
Exhibit 35 – Facebook and Nielsen's marketing alliance
Exhibit 36 – The new definition of social enterprise
Exhibit 37 – Foursquare
Exhibit 38 – Peter Drucker on customers
Exhibit 39 – Bundling services in Europe
Exhibit 40 – Real-time processing
Exhibit 41 - Key characteristics of contextual intelligence in customer service
Exhibit 42 – A snapshot of the Intelligent Nation 2015 (iN2015) project
Exhibit 43 – Sportingbet Plc at a glance – 2013
Exhibit 44 – Top social networking sites in New Zealand – 2011 - 2013
Exhibit 45 – Overview of top 5 visited sites in New Zealand – 2011 - 2013
To order this report:
Advertising_and_Marketing Industry: Global Digital Media - Online and Mobile Entertainment are Key Drivers
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