オーバーザトップのインドネシア市場:コンポーネント別(ソリューション、サービス)、デバイスタイプ別(スマートフォン、スマートテレビ、ラップトップ、デスクトップおよびタブレット、ゲームコンソール)、コンテンツタイプ別(ビデオ、オーディオ/ VoIP、ゲーム、通信など)、収益 モデル別(サブスクリプション、広告、ハイブリッド、その他)、ユーザータイプ別(個人、商用)、エンドユーザー別(メディアおよびエンターテイメント、教育およびトレーニング、健康およびフィットネス、ITおよびテレコム、電子商取引)...市場調査レポートについてご紹介

【英文タイトル】Indonesia Over-the-top Market by Component (Solution and Service), Device Type (Smartphones, Smart TV's, Laptops Desktops and Tablets, Gaming Consoles, Set-Top Box, and Others), Content Type (Video, Audio/VoIP, Games, Communication, and Others), Revenue Model (Subscription, Advertisement, Hybrid, and Others), User Type (Personal and Commercial), End User (Media & Entertainment, Education & Training, Health & Fitness, IT & Telecom, E-commerce, BFSI, Government, and Others): Global Opportunity Analysis and Industry Forecast, 2018-2026

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【レポートの概要(一部)】

Chapter 1: Introduction

1.1. Report Description
1.2. Key Benefits For Stakeholders
1.3. Research Methodology

1.3.1. Secondary Research
1.3.2. Primary Research
1.3.3. Analyst Tools & Models

Chapter 2: Executive Summary

2.1. Key Findings

2.1.1. Top Impacting Factors
2.1.2. Top Investment Pockets

2.2. Cxo Perspective

Chapter 3: Market Overview

3.1. Market Definition And Scope
3.2. Market Evolution/Industry Roadmap
3.3. Porter’S Five Forces Analysis
3.4. Market Dynamics

3.4.1. Drivers

3.4.1.1. Increase In Popularity Of Direct Carrier Billing In Over-The-Top Market
3.4.1.2. Increase In Subscription Of Over-The-Top Video (Svod) In Indonesia
3.4.1.3. Rise In Penetration Of Smartphones And Their Compatibility With Ott Applications
3.4.1.4. Economical Charges Of Ott Services
3.4.1.5. High Internet Speed

3.4.2. Restraints

3.4.2.1. Challenges In Consumer Engagement
3.4.2.2. Dominance In Piracy Of Digital Streaming Ecosystem

3.4.3. Opportunities

3.4.3.1. Shift In Focus Toward The Generation Of Local Content
3.4.3.2. Integration Of Advanced Technologies In Ott Services

3.5. Impact Of Government Regulations On Indonesia Over-The-Top (Ott) Market

Chapter 4: Indonesia Over-The-Top Market, By Component

4.1. Overview
4.2. Solution

4.2.1. Key Market Trends, Growth Factors, And Opportunities
4.2.2. Market Size And Forecast

4.3. Service

4.3.1. Key Market Trends, Growth Factors, And Opportunities
4.3.2. Market Size And Forecast

Chapter 5: Indonesia Over-The-Top Market, By Device Type

5.1. Overview
5.2. Smartphones

5.2.1. Key Market Trends, Growth Factors, And Opportunities
5.2.2. Market Size And Forecast

5.3. Smart Tvs

5.3.1. Key Market Trends, Growth Factors, And Opportunities
5.3.2. Market Size And Forecast

5.4. Laptops, Desktops, And Tablets

5.4.1. Key Market Trends, Growth Factors, And Opportunities
5.4.2. Market Size And Forecast

5.5. Gaming Consoles

5.5.1. Key Market Trends, Growth Factors, And Opportunities
5.5.2. Market Size And Forecast

5.6. Set-Top Box

5.6.1. Key Market Trends, Growth Factors, And Opportunities
5.6.2. Market Size And Forecast

5.7. Others

5.7.1. Key Market Trends, Growth Factors, And Opportunities
5.7.2. Market Size And Forecast

Chapter 6: Indonesia Over-The-Top Market, By Content Type

6.1. Overview
6.2. Video

6.2.1. Key Market Trends, Growth Factors, And Opportunities
6.2.2. Market Size And Forecast

6.3. Audio/ Voip

6.3.1. Key Market Trends, Growth Factors, And Opportunities
6.3.2. Market Size And Forecast

6.4. Games

6.4.1. Key Market Trends, Growth Factors, And Opportunities
6.4.2. Market Size And Forecast

6.5. Communication

6.5.1. Key Market Trends, Growth Factors, And Opportunities
6.5.2. Market Size And Forecast

6.6. Others

6.6.1. Key Market Trends, Growth Factors, And Opportunities
6.6.2. Market Size And Forecast

Chapter 7: Indonesia Over-The-Top Market, By Revenue Model

7.1. Overview
7.2. Subscription

7.2.1. Key Market Trends, Growth Factors, And Opportunities
7.2.2. Market Size And Forecast

7.3. Advertisement

7.3.1. Key Market Trends, Growth Factors, And Opportunities
7.3.2. Market Size And Forecast

7.4. Hybrid

7.4.1. Key Market Trends, Growth Factors, And Opportunities
7.4.2. Market Size And Forecast

7.5. Others

7.5.1. Key Market Trends, Growth Factors, And Opportunities
7.5.2. Market Size And Forecast

Chapter 8: Indonesia Over-The-Top Market, By User Type

8.1. Overview
8.2. Personal

8.2.1. Key Market Trends, Growth Factors, And Opportunities
8.2.2. Market Size And Forecast

8.3. Commercial

8.3.1. Key Market Trends, Growth Factors, And Opportunities
8.3.2. Market Size And Forecast

Chapter 9: Indonesia Over-The-Top Market, By End User

9.1. Overview
9.2. Media & Entertainment

9.2.1. Key Market Trends, Growth Factors, And Opportunities
9.2.2. Market Size And Forecast

9.3. Education & Training

9.3.1. Key Market Trends, Growth Factors, And Opportunities
9.3.2. Market Size And Forecast

9.4. Health & Fitness

9.4.1. Key Market Trends, Growth Factors, And Opportunities
9.4.2. Market Size And Forecast

9.5. It & Telecom

9.5.1. Key Market Trends, Growth Factors, And Opportunities
9.5.2. Market Size And Forecast

9.6. E-Commerce

9.6.1. Key Market Trends, Growth Factors, And Opportunities
9.6.2. Market Size And Forecast

9.7. Bfsi

9.7.1. Key Market Trends, Growth Factors, And Opportunities
9.7.2. Market Size And Forecast

9.8. Government

9.8.1. Key Market Trends, Growth Factors, And Opportunities
9.8.2. Market Size And Forecast

9.9. Others

9.9.1. Key Market Trends, Growth Factors, And Opportunities
9.9.2. Market Size And Forecast

Chapter 10: Competitive Landscape

10.1. Key Player Positioning
10.2. Competitive Dashboard
10.3. Top Winning Strategies
10.4. Key Developments
10.5. New Product Launches

10.5.1. Partnership
10.5.2. Business Expansion
10.5.3. Collaboration
10.5.4. Product Development

Chapter 11: Company Profile

11.1. Catchplay

11.1.1. Company Overview
11.1.2. Key Executives
11.1.3. Company Snapshot
11.1.4. Product Portfolio
11.1.5. Key Strategic Moves And Developments

11.2. Hooq

11.2.1. Company Overview
11.2.2. Key Executives
11.2.3. Company Snapshot
11.2.4. Product Portfolio
11.2.5. Key Strategic Moves And Developments

11.3. Iflix

11.3.1. Company Overview
11.3.2. Key Executives
11.3.3. Company Snapshot
11.3.4. Product Portfolio
11.3.5. Key Strategic Moves And Developments

11.4. Mola Tv

11.4.1. Company Overview
11.4.2. Key Executives
11.4.3. Company Snapshot
11.4.4. Product Portfolio
11.4.5. Key Strategic Moves And Developments

11.5. Pt. Media Nusantara Citra Tbk. (Mnc Media)

11.5.1. Company Overview
11.5.2. Key Executives
11.5.3. Company Snapshot
11.5.4. Operating Business Segments
11.5.5. Product Portfolio
11.5.6. Business Performance

11.6. Netflix, Inc.

11.6.1. Company Overview
11.6.2. Key Executives
11.6.3. Company Snapshot
11.6.4. Operating Business Segments
11.6.5. Product Portfolio
11.6.6. R&D Expenditure
11.6.7. Business Performance
11.6.8. Key Strategic Moves And Developments

11.7. Pt Telekomunikasi Selular (Telkomsel)

11.7.1. Company Overview
11.7.2. Key Executives
11.7.3. Company Snapshot
11.7.4. Product Portfolio
11.7.5. Business Performance
11.7.6. Key Strategic Moves And Developments

11.8. Pt. Telekomunikasi Indonesia, Tbk (Telkom Indonesia)

11.8.1. Company Overview
11.8.2. Key Executives
11.8.3. Company Snapshot
11.8.4. Operating Business Segments
11.8.5. Product Portfolio
11.8.6. Business Performance
11.8.7. Key Strategic Moves And Developments

11.9. Vidio.Com

11.9.1. Company Overview
11.9.2. Key Executives
11.9.3. Company Snapshot
11.9.4. Product Portfolio
11.9.5. Key Strategic Moves And Developments

11.10. Viu

11.10.1. Company Overview
11.10.2. Key Executives
11.10.3. Company Snapshot
11.10.4. Operating Business Segments
11.10.5. Product Portfolio
11.10.6. Business Performance
11.10.7. Key Strategic Moves And Developments


【レポート販売概要】

■ タイトル:オーバーザトップのインドネシア市場:コンポーネント別(ソリューション、サービス)、デバイスタイプ別(スマートフォン、スマートテレビ、ラップトップ、デスクトップおよびタブレット、ゲームコンソール)、コンテンツタイプ別(ビデオ、オーディオ/ VoIP、ゲーム、通信など)、収益 モデル別(サブスクリプション、広告、ハイブリッド、その他)、ユーザータイプ別(個人、商用)、エンドユーザー別(メディアおよびエンターテイメント、教育およびトレーニング、健康およびフィットネス、ITおよびテレコム、電子商取引)
■ 英文:Indonesia Over-the-top Market by Component (Solution and Service), Device Type (Smartphones, Smart TV's, Laptops Desktops and Tablets, Gaming Consoles, Set-Top Box, and Others), Content Type (Video, Audio/VoIP, Games, Communication, and Others), Revenue Model (Subscription, Advertisement, Hybrid, and Others), User Type (Personal and Commercial), End User (Media & Entertainment, Education & Training, Health & Fitness, IT & Telecom, E-commerce, BFSI, Government, and Others): Global Opportunity Analysis and Industry Forecast, 2018-2026
■ 発行日:2019年11月30日
■ 調査会社:Allied Market Research
■ 商品コード:AMR20JN066
■ 調査対象地域:インドネシア
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