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Mobile Consumer Electronics - The Nomadic Era


Description: This market report provides an analysis of the emerging trends in the world of mobile Consumer Electronics (CE), now having to contend with increasing competition from the telecom and computing industries.

- Mobile CE is a market that appears ready to be shaped by new consumption modes, including mobile TV and portable digital players, as new ways of accessing content emerge.
- The devices themselves, from simple mobile handsets to portable video players, are the first to undergo a swift and radical evolution of the features they offer, embodying a wide array of possibilities for consuming nomadic content: music and video downloads, live TV programme viewing, etc.
- The market's value chain and business models will be greatly affected by the availability of content, of which music is currently the most advanced segment.
- Thanks to their economic power, mobile telephony players appear to be in a solid position for enjoying a lasting influence on nomadic services, albeit without the absolute certainty of being able to corner the bulk of market value.

A nascent market
In a matter of only a few years, mobile Consumer Electronics (CE) has become a vast terrain of experimentation, thanks in particular to the digitisation of content and to the technological advancements that now allow users to wander about with a massive music collection in their pockets, stored in an MP3 player weighing only a few grams.

The progress that has been made in the close to 25 years since the introduction of the Sony Walkman is stunning. Mobile CE now involves most content, and most areas of entertainment, business and communication. This content can be accessed using a host of devices: portable video players, MP3 players, handheld gaming consoles, PDAs, smartphones and mobile handsets.

- The onset of this development was the transition to digital content. Initially viewed as a measure of quality, digital technology soon became a way to store and distribute content using a computer and the web. Music files exchanged over online peer-to-peer networks shook up the recording industry, whose sales have been plummeting, to ultimately give birth to online music stores, like iTunes, and to trends like offering advance release singles to a mobile operator's subscribers. With the potential of being fully digital, content distribution is undergoing a radical transformation.
- At the same time, progress made in data storage technologies, and with all components, fuelled in large part by the mobile telephony industry, now makes it possible to design multi-functional miniaturised personal products (offering communication, photos, music, video, e-mail). A simple cellphone can now act as a veritable multimedia jukebox, both for playing content and producing it.
- This combination of digital and mobility introduced the notion of personalisation, which opens onto an infinite number of possibilities for consumers, promising permanent access to the content they want, whenever, and wherever they are. This is a powerful promise that mobile CE players are now able to keep.
- Nevertheless, mobile CE is not yet a homogeneous and structured market, guaranteeing all of its players a steady income. It is more of a vast bundle of market segments, populated by players all obeying the rules of different economic systems, many of which are old and now being severely undermined: computer manufacturers, cellular operators, copyright holders, TV channels, handset manufacturers…

A fledgling but diverse market
- The combination of digitisation, technological advancements in data storage and the ability to personalise how content is consumed have all helped fuel the development of nomad CE
- The nomad CE market creates competition between players from different industries, all implementing distinct business models

Content availability: a central challenge
- Online music, mobile TV and VoD beginning to drive the market
- Personal content too is a key growth area for nomad CE
- Still uncertain distribution (broadcasting, streaming, downloading) and billing modes
- In the long run, fixed-mobile convergence may undermine the existence of a dedicated mobile content market

The mobile devices of tomorrow
- Ubiquitous devices, web-enabled and personal
- Multi-function service access kiosks
- Standardised and interoperable portable audio & video libraries

Stakes and challenges for the industry
- New model emerging: "portable device/service" combination
- Portability increases time spent consuming content and its personalisation


Contents: Overview
Executive Summary
1. Introduction to mobile CE
1.1. Nomadic usage and mobility in the digital age
1.1.1. The emergence of "all digital" usages
1.1.2. The age of nomadic usage and mobility
1.1.3. The growing amount of mobile CE equipment
1.2. Trends in mobile CE for 2006

2. Typology of portable devices: an application-based approach
2.1. Handheld consoles: a pioneering model
2.1.1. The functional framework of portable video games devices
2.1.2. Technological components of handheld consoles
2.2. Audio and video players: applications of the future
2.2.1. The functional framework of nomadic audio and video devices
2.2.2. Technological components for nomadic audio and video devices
2.3. Mobile telephones: do they represent convergence?
2.3.1. The functional framework of mobile telephones
2.3.2. Technological components of mobile telephones
2.4. Personal productivity: PDA-telephone and smartphones
2.5. Television on mobile telephones
2.5.1. Mobile telephones
2.5.2. Stakes and forecast advances in mobile devices
2.5.3. Portable and usage-centric devices
2.5.4. Embedded devices
2.5.5. Structure of the mobile television value chain
2.5.6. Related business models

3. Case studies of mobile devices
3.1. A selection of portable multi-function video games consoles
3.1.1. The Gizmondo console by Tiger Telematics
3.1.2. Sony Computer Entertainment's PSP console
3.1.3. GamePark's GP32 console
3.1.4. Nintendo's GameBoy range
3.1.5. Tapwave's Zodiac console 3.2. A selection of audio+ devices
3.2.1. Apple's iPod range
3.2.2. The Sony range
3.2.3. The Creative range
3.2.4. The TCL-Thomson Electronics (TTE) range
3.3. A selection of portable video+ players
3.3.1. The Archos range
3.3.2. The Creative range
3.3.3. The Samsung range
3.3.4. The TCL-Thomson Electronics (TTE) range
3.4. A range of mobile telephones
3.4.1. Mobile music
3.4.2. Mobile games
3.5. A selection of TV and mobile video devices
3.5.1. Mobile TV
3.5.2. Mobile video
3.6. A selection of PDAs / smartphones
3.6.1. Qtek 4040, MDA IV (T-Mobile), SPV M5000 (Orange)
3.6.2. Nokia 6680
3.6.3. Treo 650/670 smartphone
3.6.4. Motorola A1010

4. Challenges, opportunities and outlook
4.1. Technical and technological challenges and opportunities
4.1.1. Content storage
4.1.2. Display
4.1.3. Batteries
4.2. Growth factors in mobile CE
4.2.1. Key trends in mobile CE usages
4.2.2. Trends in the offering: towards multi-equipment
4.2.3. Trends in the business model for mobile CE
4.2.4. Mobile EGP and Digital Right Management: a necessary alliance
4.2.5. Other growth factors
4.3. Strategies and industrial perspectives
4.3.1. Industry strategies
4.3.2. Key lessons to be learnt from mobile telephony

5. Annexes
5.1. Technical guide to audio compression formats
5.2. A technical guide to video compression formats
5.3. Operating systems in brief
About US
Digiworld Catalogue 2005

List of figures
Figure 1: Mapping resolution (Nr pixels) / RAM (MB)
Figure 2: Mapping resolution (Nr pixels) / screen size (inches)
Figure 3: Mapping of weight (g) / RAM (MB)
Figure 4: Mapping of memory (in MB) / autonomy (h)
Figure 5: Mapping of memory (MB) / weight (g)
Figure 6: Mapping of resolution (nr of pixels) / autonomy (hours)
Figure 7: Mapping of weight (g) / resolution (Nr pixels)
Figure 8: Key factors in the growing number of mobile devices
Figure 9: Mapping of weight (g) / memory (MB)
Figure 10: Mapping of resolution (Nr. pixels) / memory (MB)
Figure 11 : Structure of video content distribution on mobile devices
Figure 12: Appearance of Zen Vision
Figure 13: Examples of video games applications on the N-Gage (Downloading)
Figure 14 : Examples of video games applications in the N-Gage (MMC Card)
Figure 16: Motorola's iTunes telephone
Figure 17: Structure of the traditional value chain of mobile manufacturers
Figure 18: Transformation of the value chain
Figure 19: Classification of business models used in the cellular industry

List of tables
Table 1: The importance of nomadic applications on mobile devices
Table 2: Sales in units of the main types of mobile and nomadic devices
Table 3: Selection of digital audio and video players
Table 4: Typology of Flash memory cards
Table 5: A selection of portable games consoles
Table 6: Presentation of the iPod range of models
Table 17: Selection of multimedia devices
Table 18: Features of the N91 telephone
Table 30: Features of the Nokia N90
Table 33: Selection of PDAs / smartphones
Table 38: Selected results from televised or radio SMS games
Table 39: Value chain in mobile music
Table 40: Order of performance speeds required for audio/video applications


Companies Mentioned - Apple - Archos - Creative - GamePark - LG - Motorola - Nintendo - Nokia - Qtek - Samsung - Sony - SonyEricsson - Tapwave - TCL-Thomson - Electronics (TTE) - Tiger Telematics - Treo


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