【レポートの概要(一部)】
1.0 EXECUTIVE SUMMARY 6
2.0 INTRODUCTION 8
2.1 DIGITAL ENTERTAINMENT MARKET 8
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
3.1.1 INFORMATION AND COMMUNICATION TECHNOLOGY BEING ADOPTED ACROSS THE VALUE CHAIN 10
3.1.2 INCREASING ROLE BEING PLAYED BY THE CONSUMER AS A CONTENT CREATOR 10
3.1.3 PHENOMENON OF OUTSOURCING TO ASIAN MEDIA COMPANIES AND DECENTRALIZATION. 10
3.1.4 AVAILABILITY AND SALE OF DIGITAL DEVICES AT AFFORDABLE COSTS 11
3.1.5 RISE IN MOBILE AND BROADBAND SUBSCRIPTIONS 12
3.1.6 ONLINE DISTRIBUTION OF MOVIES AND TELEVISION SHOWS INCREASING GLOBALLY 15
3.2 MARKET RESTRAINTS 16
3.2.1 NEW ENTRANTS & THE RESULTANT INTENSE COMPETITION 16
3.2.2 PIRATED DIGITAL CONTENT 17
3.3 MARKET CHALLENGES 17
3.3.1 PRODUCTION AND TIME TO MARKET PRESSURES 17
3.3.2 IMPROVED AUDIENCE MEASUREMENT SYSTEMS 17
3.3.3 MOBILE TV BEING LIMITED TO SPORTS AND NEWS CONTENT 18
3.4 ROLE OF CDN ON DIGITAL ENTERTAINMENT DELIVERY 18
3.5 DRM CHALLENGES IN DIGITAL ENTERTAINMENT MARKET 19
3.6 FOUR SCREEN STRATEGY (COMPUTER +MOBILE + TABLET + TV) 19
3.6.1 APPLE 20
3.6.2 GOOGLE 20
3.6.3 SONY 20
3.6.4 SAMSUNG 20
3.7 SOCIAL EVOLUTION IN DIGITAL ENTERTAINMENT INDUSTRY 20
3.7.1 SOCIAL ENTERTAINMENT 21
3.8 RICH COMMUNICATION SERVICE PARADIGM 21
4.0 ECOSYSTEM ANALYSIS 23
4.1 PORTER’S FIVE FORCE 23
4.1.1 BARGAINING POWER OF BUYERS 23
4.1.2 BARGAINING POWER OF SELLERS 23
4.1.3 THREAT OF SUBSTITUTES 24
4.1.4 COMPETITIVE RIVALRY 24
4.1.5 THREAT OF NEW ENTRANTS 24
4.2 VALUE-CHAIN STAKEHOLDERS 24
4.2.1 SOFTWARE PROVIDERS 25
4.2.2 INTERNET SERVICE PROVIDERS 26
4.2.3 CONTENT PROVIDERS 26
4.2.4 CDN PROVIDER 27
4.2.5 ADVERTISERS 27
4.2.6 END USERS 28
4.2.7 CONSUMER ELECTRONICS MANUFACTURERS 28
4.2.8 DRM CONTROLLER AND GOVERNMENT BODIES 28
4.2.9 SOCIAL MEDIA PROVIDER 29
4.2.10 RCS PROVIDERS 29
5.0 GLOBAL ENTERTAINMENT MARKET REVENUES AND FORECASTS, 2013 ? 2018 30
5.1 DIGITAL ENTERTAINMENT MARKET REVENUES AND FORECASTS, 2013 ? 2018 30
5.2 REVENUE SHARE: MUSIC VS. GAMING VS. MOVIE VS. VIDEO VS.UGC 31
5.3 MARKET DELIVERY SHARE IN FOUR SCREEN PLATFORM 32
5.4 CONSUMER ELECTRONICS VS. ADVERTISING MARKET SHARE IN DIGITAL ENTERTAINMENT INDUSTRY 2013 – 2018 32
5.5 TOP REVENUE COUNTRY 34
6.0 GLOBAL DIGITAL ENTERTAINMENT USER PREDICTION 2013 ? 2018 35
6.1 DIGITAL ENTERTAINMENT USER 2013 ? 2018 35
6.2 USER % IN FOUR SCREEN PLATFORM 36
6.3 TOP USER COUNTRY 37
7.0 DIGITAL ENTERTAINMENT USER BEHAVIOR 38
7.1 PREFERENCE AMONG FOUR SCREENS 39
7.2 TIME PREFERENCE BY FOUR SCREEN PLATFORM 41
7.3 LOCATION PREFERENCE BY FOURS SCREEN PLATFORM 41
7.4 USER RESPONSE RATE BY SOCIAL FOUR SCREEN PLATFORM 42
7.5 LEAD GENERATION PERCENTAGE BY FOUR SCREEN PLATFORM 42
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 DELIVERY 47
9.0 DRM IMPLICATION AND IMPACT ON DIGITAL ENTERTAINMENT 48
9.1 ROLE OF DRM CONTROLLING BODY AND USER PERSPECTIVE 48
9.2 POTENTIAL THREAT REDUCTION PARADIGM APPLYING DRM 48
9.3 POTENTIAL LOSS/REVENUE SAVING FOR ORGANIZATION 48
10.0 RCS AND DIGITAL ENTERTAINMENT 50
10.1 RCS PARADIGM IN DIGITAL ENTERTAINMENT 50
10.2 TIME VS. SPEED GAINED USING RCS MODE 50
10.3 COST VS. REVENUE GAINED USING RCS MODE 51
11.0 VENDOR COMPANY ANALYSIS 52
11.1 ADOBE 52
11.1.1 ADOBE PRODUCTS AND SERVICES 52
11.1.2 ADOBE STRATEGIES 53
11.2 AKAMAI 53
11.2.1 AKAMAI PRODUCTS AND SERVICES 54
11.2.2 AKAMAI STRATEGIES 55
11.3 CDNETWORKS 55
11.3.1 CDNETWORKS PRODUCTS AND SERVICES 56
11.3.2 CDNETWORKS STRATEGIES 56
11.4 XDN 56
11.5 QUADIA 57
11.6 EDGESTREAM 57
11.6.1 EDGESTREAM PRODUCTS AND SERVICES 58
11.6.2 EDGESTREAM STRATEGIES 58
11.7 LIMELIGHT NETWORKS 58
11.7.1 LIMELIGHT NETWORKS PRODUCTS AND SERVICES 59
11.7.2 LIMELIGHT NETWORKS STRATEGIES 59
12.0 GEOGRAPHIC ANALYSIS 61
12.1 NORTH AMERICA 63
12.2 APAC 63
12.3 EUROPE 64
12.4 MIDDLE EAST AND AFRICA 64
13.0 GLOBAL MARKET STRATEGIES 65
13.1 VALUE CHAIN ANALYSIS 65
13.2 SUGGESTIONS & RECOMMENDATIONS 65
Figure 1: Smartphone & Tablet % owned by Top Countries 12
Figure 2: Global Mobile Cellular Subscription 13
Figure 3: Global Mobile Cellular Subscription per 100 inhabitants 14
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 ? 2018 33
Figure 11: Consumer Electronics vs. Digital Advertising Revenues, 2012 ? 2018 33
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 Devices 40
Figure 18: Aggregate Time Spent By User Sequentially on Smartphone, PC and Tablet 40
Figure 19: Aggregate Time Spent By User Sequentially on PC, Smartphone and Tablet 41
Figure 20: Aggregate Time Spent By User Sequentially on Tablet, Smartphone and PC 41
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 Users 43
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
【レポート販売概要】
■ タイトル:次世代デジタルエンターテインメント:CDNデリバリ、DRM課題、市場予測(Next Generation Digital Entertainment: CDN Delivery + DRM Challenge + Market Forecast 2013 – 2018)■ 発行日:2013年3月18日
■ 調査会社:Mind Commerce
■ 商品コード:MCM31221067
■ 調査対象地域:グローバル
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