Content Industry Economics: Books, Video, Music (Recorded) and Video Games Analysis in New Market Research Report
DALLAS, October 1, 2014 /PRNewswire/ --
ReportsnReports.com adds Content Economics, a 2014 market research report that analyses the four major segments of the content industry: books, recorded music, video games and video. For each sector, it details key market figures, analyses the dematerialization cycle, its impact on industry structure and value distribution, and estimates the impact of piracy. It then offers a cross-analysis of the trends common to all four sectors. Finally, it provides 2014-2018 market forecasts for each of the four sectors on a global scale, focusing on six key countries and four regions. Complete report is available at http://www.reportsnreports.com/reports/299626-content-economics.html .
Sectoral approach to content industry segments discussed in this research report cover a sector worth 135 billion EUR in 2013. Book publishing is seeing a very heterogeneous digital transition between countries where as dematerialisation of books and key trends are also discussed at length. Recorded music may title sales being replaced by subscription, while the Video games segment is seeing growth through new business models. Within the Video sector, subscription model is rapidly becoming the norm. These and many other trends within dematerialisation of video, video games and recorded music are discussed in this content economics research report.
Showcasing an average annual growth of 5.1%, driven by video games, this content industry research provides a comparative analysis of dematerialisation on content industries including major points like: dematerialisation drives down prices and household expenditure; more value captured by producers and rights holders; from an ownership model to an access model; growth in legal offerings should help to restrict piracy and a shift towards yield management of cultural goods. The geographical coverage of this research spans across Asia-Pacific, EMEA, North America and Latin America. Order a copy of this research at http://www.reportsnreports.com/Purchase.aspx?name=299626 .
Dataset description of content industry economics report covers following major points and their details:
General indicators
Demographic indicators: Number of households; Growth rate.
General economy: Number of households; Exchange rate.
Publishing
Consumption: Book sales volume; ebook sales volume; Dematerialisation rate of the market in sales volume; Number of subscriptions to online services.
Revenues: Total revenues; Book sales revenues; ebook sales revenues; Subscription services revenues; Dematerialisation rate of the market in value.
Household expenditure, prices & ARPU: Annual household expenditure on physical books; Annual household expenditure on ebooks and online services; Average price of a physical book; Average price of an ebook; ARPU of online services.
Music
Consumption: Sales volume of albums and singles on physical media; Sales volume of dematerialised albums and single tracks; Dematerialisation rate of the market in sales volume; Number of subscriptions to online services.
Revenues: Total revenues; Sales revenues from albums and singles on physical media; Sales revenues from music files; Subscription services revenues; Dematerialisation rate of the market in value.
Household expenditure, prices & ARPU: Annual household expenditure on music on physical media; Annual household expenditure on music files and online services; Average price of an album/single on physical media; Average price of a dematerialised album/single; ARPU of online services.
Video games
Consumption: Sales volume of software on physical media; Sales volume of dematerialised software; Dematerialisation rate of the market in sales volume; Number of subscriptions to online services.
Revenues: Total revenues; Sales revenues from software on physical media; Sales revenues from dematerialised software; Other revenues; Subscription services revenues; Dematerialisation rate of the market in value.
Household expenditure, prices & ARPU: Annual household expenditure on video games on physical media; Annual household expenditure on online software and video games; Average price of software on physical media; Average price of dematerialised software; ARPU of online services.
Video
Consumption: Sales volume of titles on physical media; Sales volume of dematerialised titles; Rentals volume of titles on physical media; Rentals volume of dematerialised titles; Dematerialisation rate of the market in volume; Number of subscriptions to online services
Revenues: Total revenues; Sales and rentals revenues from titles on physical media; Sales and rentals revenues from dematerialised titles; Subscription services revenues; Dematerialisation rate of the market in value
Household expenditure, prices & ARPU: Annual household expenditure on video on physical media; Annual household expenditure on online video and services; Average price of a title on physical media (sale and rental); Average price of a dematerialised title (sale and rental); ARPU of online services.
Explore more reports on the IT & Telecommunications market at http://www.reportsnreports.com/market-research/information-technology/ .
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