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Digital Content Creation Software Market
Jon Peddie, Nov 2007, Pages: 165


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This report from Jon Peddie Research provides an overview of the digital content creation (DCC) software market for applications running on PC based computer platforms or UNIX workstations. Digital content creation software enables the creation or modification of digital content, such as animation, graphics, images or video, as part of the production process before presentation in its final medium.

The digital content creation market has seen a healthy period of growth. The total DCC market grew 16% from $2.6 billion to reach more than $3 billion in 2006. The fastest growing segments in the future will be interactive development and video as the web offers new distribution networks and new programming approaches such as AJAX to enable small, compelling applications to be developed that extend the power of individual websites.

John Peddie Research expects to see the total Digital Content Creation market reach $4.8 billion in 2012. (Source: JPR)
“We are seeing big shifts in the digital content creation market. For example, there have been game-changing moves by Adobe with the acquisition of Macromedia and Serious Magic, Autodesk’s acquisition of Alias and Colorfront, and Google’s acquisition of Sketchup and YouTube. The landscape is changing right in front of us all. It’s all good, but companies are going to have to be nimble to adapt,” says Kathleen Maher, Senior Analyst at Jon Peddie Research and author of the DCC Report.

For the short term the outlook looks good for all segments in digital content creation. There are exciting prospects for consumer products and for a growing mainstream of professional products. Some challenges remain ahead, most notably for the graphics and imaging market. The growth of digital cameras and the growing understanding among consumers of the potential of digital photos and video have contributed to overall growth, but in the case of digital photography, free tools are becoming available for the limited amount of editing consumers generally perform (adjust, crop, post/email). Video is more complicated and thus is not easily boiled down to a few processes. In addition, new avenues of distribution such as media players, YouTube, MySpace, etc., are helping spur interest in consumer video editing. In the future, however, instant video-editing tools have the potential to confuse the market for traditional vendors.

The professional market overall is being defined by a move away from proprietary systems toward mainstream, desktop-based systems. Most companies selling professional DCC tools are trying to adjust to this trend because there is an obvious positive side: As tools become more accessible in price and ease of use, there are more people who can take advantage of them.

Digital content is visual material stored in a binary format represented by one of the following data classifications:

- Time-based material stored as pixels per time interval or samples per time interval, such as animation, film, or video stored as frames per second (fps).

- Raster-based material stored as fixed pixels, such as images, pictures and photographs, in a variety of formats including bitmap, jpeg or targa files.

- Rendered-based material stored as a mathematical equation or numerical dataset, such as 2D and 3D designs, models and objects or spatial audio, in the form of vectors or a scene graph.

This report covers DCC software in the following segments (in alphabetical order):

- 3D Modeling and Animation

- Digital Video Editing & Compositing

- DVD Authoring

- Dynamic/Interactive Content Authoring

- Graphics and Image Editing

The PC based computer platforms include: Workstation, Performance, Mainstream, and Value PC.

Potential end users for DCC software applications fall into two primary groups:

Professional—The professional group includes end users or facilities that derive primary income directly from using a DCC software application, such as a professional animator, post-production facility or audio recording studio. Also included here are the semi-professionals. These individual end users or facilities also derive income as a result of their use of a DCC software application or are part of a support organization, such as a wedding videographer who works on weekends or a video communication services group in a large corporation.

Consumer—Two classes of users exist in the consumer group. The first type of customer is the prosumer who uses a combination of professional grade and entry level tools, but does not derive any significant income from using a DCC software application, such as a group of local musicians, video enthusiast or public cable access programming. The second customer is the true consumer or home user. These individuals use less expensive entry-level DCC applications for personal enjoyment, such as creating home video of their child's sporting event or retouching family photos taken with a digital camera. By definition, the true consumer or home user derives no income from the DCC applications. Applications for consumers typical cost less than $100 at the point of purchase and anything higher is generally considered too expensive.


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