The report discusses the impact of digital services on the traditional media as well as identifying key trends for the future such as cloud technology and wearable devices. Service delivery models continue to revolve around triple and quad play and this report includes case studies on some of the key multi-play markets around the world.
- Key Trends and Statistics for Social Media, Mobile Apps and Gaming;
- Key Trends and Statistics for Smart TV, Pay TV and Digital TV;
- Key Trends and Statistics for Video Streaming;
- Key Trends for Triple and Quad Play including relevant country case studies;
- Key Cloud Technology and Wearables Device Trends
- Insights into the impact of Digital Services on the Media Sector.
- Revenue generation for digital services is still highly dependent on the advertising sector.
- Global mobile app revenues in 2016 are expected to reach over $50 billion.
- Around half of all digital music revenue globally is now generated by streaming music sales.
- By early 2015 digital music distribution accounted for more than 70% of music revenue in the US, compared to about 21% for CDs.
- Games are by far the most popular genre of app downloaded.
- Social networks are subject to the fickle nature of consumer preferences and in recent years Twitter has felt the impact of slowing popularity.
- In 2016 Facebook further strengthened its video capabilities with the launch of its Facebook Live Video feature.
- The switch-over to digital TV is well underway with over 1 billion digital households globally. China, USA and India account for the majority of digital homes.
- Movement towards TV channel-unbundling are still underway in Canada.
1.1 Social networks, apps and digital gaming - global trends and statistics
1.1.1 Entertainment driving digital and mobile services
1.1.2 Mobile entertainment
1.1.3 Video streaming
1.1.4 Social networks
1.1.5 Adult services
1.1.6 Online and mobile dating
1.1.7 Mobile photo-messaging
1.1.8 Online and mobile gaming
1.1.9 Online and mobile gambling
1.1.10 Online and mobile music
1.1.11 Advertising - a key revenue source
2. Global broadcasting transformation
2.1 Smart TV, pay TV and digital TV - global trends and statistics
2.1.1 Broadcasting changing beyond recognition
2.1.2 Digital TV
2.1.3 Pay TV
2.1.4 Cable TV
2.1.6 The Smart or Connected TV
3. Global streaming media - fixed and mobile
3.1 Video streaming - global trends and statistics
3.1.2 The video streaming market
3.1.3 Online video media
3.1.4 Video-On-Demand services
3.1.5 Industry insights
3.1.6 Brief case studies
3.1.7 Video streaming over mobile networks
3.1.8 Conclusion: The future of video in telecoms
4. Global triple and quad play
4.1 Triple and quad play - global trends and country case studies
4.1.1 Triple play
4.1.2 Quad play
4.1.3 Key statistics
4.1.4 The three elements
4.1.5 National broadband networks are ideal for triple play
4.1.6 What went wrong with triple play initially?
4.1.7 The future of triple-play
4.1.8 Key multi-play markets
4.1.9 Case study: France
4.1.10 Case study: The Netherlands
4.1.11 Case study: Italy
4.1.12 Case study - South Africa
4.1.13 Unified Communications (UC)
5. Cloud technology and wearable devices
5.1 Cloud technology and digital entertainment - global trends
5.1.1 The cloud computing revolution
5.1.2 Cloud Computing market - analysis
5.1.3 Cloud computing for government
5.1.4 Cloud computing for enterprise
5.1.5 The complexities of cloud computing
5.1.6 Unified Communications (UC) and the cloud
5.1.7 Cloud computing market statistics
5.1.8 How to manage and secure big data
5.1.9 Cloud technology trends and opportunites
5.1.10 China - cloud computing and data centres
5.2 Wearable devices and digital entertainment - global trends
5.2.1 Wearable technology
5.2.2 Wearable wireless devices
6. Digital services impact on the media sector
6.1 The Disruptive Impact of Digital Services
6.1.1 The digital economy - what is at stake for you?
6.1.2 Advertising important to media industry
6.1.3 Collapse of the traditional media industry
6.1.4 Market insights
6.1.5 Media companies need to disaggregate and rebuild
6.1.6 E-books and e-newspapers
6.1.7 The anomaly of the mass media
Table 1 - Global - mobile entertainment revenues - 2011 - 2017
Table 2 - Global - leading app store competitors by number of apps - 2011 - Mid 2015
Table 3 - Examples of social networks by user numbers
Table 4 - Global - subscribers to digital music services - 2010 - 2015
Table 5 - Global - digital music revenue - 2007 - 2014
Table 6 - Social network advertising revenue by region - 2013 - 2015
Table 7 - Global - digital TV households - 2009 - 2016; 2020
Table 8 -Global - digital TV market share - 2006; 2009; 2011 - 2014; 2020
Table 9 - Top 10 countries - digital TV households - 2014
Table 10 - Global - pay TV subscribers - 2010 - 2015; 2021
Table 11 - Top 10 pay TV countries in Europe - 2014
Table 12 - Cable TV subscribers - 2010 - 2014; 2020
Table 13 - Global IPTV subscribers - 2010 - 2016
Table 14 - Global OTT video streaming revenue - 2015; 2020
Table 15 - Netflix domestic and international subscriptions - 2011 - Q1 2016
Table 16 - Netflix consolidated revenue - 2009 - Q1 2016
Table 17 - Online video unique visitors - top online video properties in the US - 2010; 2012; 2014; 2015
Table 18 - Global - multi-play subscribers - 2015 - 2020
Table 19 - Netherlands - bundled services subscribers - 2011 - 2014
Table 20 - Netherlands - double play subscribers - 2013 - 2014
Table 21 - Netherlands - market share of broadband in bundled services - 2011 - 2014
Table 22 - Netherlands - market share of fixed-voice in bundled services - 2011 - 2014
Table 23 - Netherlands - market share of TV in bundled services - 2011 - 2014
Table 24 - KPN subscribers with bundled services - 2008 - 2015
Table 25 - Global Platform as a Service (PaaS) revenue - 2014 - 2018
Table 26 - Global Software as a Service (SaaS) revenue - 2014 - 2018
Table 27 - Global enterprise spending on cloud services and infrastructure - 2011 - 2017
Table 28 - Global - wearable devices by category - market share - 2013 - 2015
Table 29 - Global - wearable device shipments - 2014 - 2020
Table 30 - Global media ad spending and annual change - 2011 - 2016
Table 31 - Global digital ad spending and annual change - 2011 - 2016
Table 32 - Ad spending by major countries - total media, digital, mobile internet - 2014 - 2015
Table 33 - Global advertising spending market share by major types - 2012 - 2014
Table 34 - Most popular formats for receiving news in the UK - 2015
Table 35 - Most popular formats for receiving news in the USA - 2014
Chart 1 - Global - wearable devices by category at a glance - 2013 - 2015
Exhibit 1 - Popular mobile app examples - 2016
Exhibit 2 - Examples of key IPTV vendors worldwide
Exhibit 3 - Mobile video chat and conferencing - a key growth area
Exhibit 4 - Will broadcasting move to the cloud?
Exhibit 5 - Set-Top Boxes (STBs)
Exhibit 6 - Historical overview - HDTV
Exhibit 7 - Examples of key IPTV vendors worldwide
Exhibit 8 - Examples of online VoD sites
Exhibit 9 - Equivalence between access modes and traditional audiovisual use
Exhibit 10 - Blockbuster closes its stores across America
Exhibit 11 - Definition: Content Delivery Networks (CDN)
Exhibit 12 - Multi-play definition
Exhibit 13 - Types of telecom convergence
Exhibit 14 - Definition: Cloud computing
Exhibit 15 - Amazon Web Services - a public cloud leader
Exhibit 16 - Examples of key cloud models
Exhibit 17 - Examples of government cloud projects
Exhibit 18 - Cloud principles
Exhibit 19 - Examples of enterprise cloud projects and development
Exhibit 20 - Planning Tool for Resource Integration, Synchronization, and Management (PRISM)
Exhibit 21 - IBM SmartCloud
Exhibit 22 - Wearable smart rings
Exhibit 23 - Monitoring swimmers
Exhibit 24 - Price fixing allegations
The success of social networking remains undiminished and the evolution of social media as a marketing and purchasing tool continues. Accessing social media via mobile devices has become the norm in the developed markets and mobile social networking companies are now hoping to capitalise on the developing markets where mobile devices have the potential to be a much larger market than fixed based internet services. Mobile video communication in the developed markets is also a key area for potential growth via services such as FaceTime.
Facebook continues to dominate social media platforms.
Music was one of the key drivers behind the early developments in digital media and the music market was revolutionised when Apple’s iTunes Music Store was launched in 2003. With faster speeds, music streaming is now rising in popularity in both the fixed and mobile networks. The industry is finally seeing an acceptance of licensed music services and by the end of 2015 there were around 68 million subscribers to music services worldwide. In 2016 the digital music sector continues to have strong growth as it expands into new international markets and the number of licensed digital music services increases.
While the concept of Smart TVs presents a lot of possibilities – in reality many consumers feel that Smart TV has so far failed to deliver. Criticisms include that lack of user-friendly interfaces and frustration that applications are not updated as quickly as those on mobile devices. Despite this sentiment; some countries around the world are adopting smart TVs faster than others with uptake being driven by the streaming capabilities offered by Smart TV along with increasing demand for HD 4K.
Pay TV appears to have flat-lined, mostly in countries where cable has achieved 90% household penetration. There is increasing evidence of cord-cutting – consumers are turning off their TV and opting for over-the-top internet services. As a result, services such as the US video streaming service-provider Netflix are thriving. Netflix is currently expanding outside of its domestic market and in early 2016 it had over 75 million subscribers worldwide. In 2015 Hollywood’s revenues saw video streaming overtake revenue from DVDs for the first time.
Looking ahead, we see the continuing adoption of cloud technology in the digital entertainment sector along with the increasing implementation of wearable technology. Mobile gaming still has considerable growth opportunities, especially as mobile broadband infrastructure continues to improve. This will also assist the ongoing progress of mobile TV/video. The developing markets still offer enormous prospects for digital entertainment with changes to business models and content perhaps required in order to capitalise upon this potential.