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Digital Content Monetisation: Market Forecasts, Emerging Opportunities & Future Outlook 2021-2026

  • Report

  • January 2022
  • Region: Global
  • Juniper Research
  • ID: 5732176
The Digital Content Monetisation research provides a comprehensive assessment of the digital content market; providing strategic recommendations on monetisation models, payment methods and emerging content categories.

It includes 5-year forecasts for key digital content metrics, as well as average digital content spend per device, including:

  • Connected TVs
  • Immersive Reality Devices
  • PCs & Desktops
  • Smartphones
  • Smart Speakers
  • Tablets

This research suite includes:

  • Deep Dive Strategy & Competition (PDF)
  • 5-Year Deep Dive Data & Forecasting (PDF& Excel)
  • Executive Summary & Core Findings (PDF)
  • 12 months' Access to harvest Online Data Platform

Key Features

Market Outlook: An evaluation of key market drivers, monetisation opportunities and strategic recommendations for key digital content areas:

  • Digital Games
  • Digital Music
  • Digital Video

Emerging Opportunities Analysis: An assessment of emerging areas of digital content; offering strategic recommendations for digital content platforms on how to capitalise on the growth. Areas assessed include:

  • Cooking & Healthy Eating
  • Edutainment
  • eSports
  • Fitness & Wellbeing
  • Localised Content
  • Production-on-Demand
  • User-generated Content

Content Consumption Evaluation: An in-depth analysis of the modes of consumption of digital content; assessing device-level demand for digital content and spend per device on content. Devices analysed include:

  • Connected TVs
  • Immersive Reality Devices
  • PCs & Desktops
  • Smartphones
  • Smart Speakers
  • Tablets

The Leaderboard: Key player capability and capacity assessment of 12 leading digital content payment vendors, including:

  • Bango
  • Boku
  • Centili
  • Digital Virgo
  • DIMOCO
  • DOCOMO Digital
  • Fortumo
  • Infomedia
  • mGage
  • NTH Mobile
  • Telecoming
  • txtNation

Key Questions Answered

  • What are the new areas of emerging digital content that are becoming increasingly important to the industry?
  • How can content monetisation platforms capitalise on this rapidly evolving space?
  • Which content monetisation platforms are leading the space?
  • What will the total market value of digital content be by 2026?
  • Which payment methods will be the most popular amongst users over the next 5 years?

The Digital Content Monetisation forecast suite includes:

Digital Content Monetisation Market Summary, including:

  • Total Users of Digital Content
  • Average Revenue per Digital Content User
  • Total Digital Content Revenue

Digital Video Market, including:

  • Total Users of Digital Video Services
  • Total Subscriptions to Digital Video Services
  • Total Subscription Revenue from Digital Video Services
  • Total Digital Video Users Who Purchase Digital Content
  • Total Revenue from Digital Video Content Purchases
  • Total Advertising Spend on Digital Video Services

Digital Music Market, including:

  • Total Users of Digital Music Services
  • Total Subscriptions to Digital Music Services
  • Total Subscription Revenue from Digital Music Services
  • Total Digital Music Users Who Purchase Digital Content
  • Total Revenue from Digital Music Content Purchases
  • Total Advertising Spend on Digital Music Services

Digital Games Market, including:

  • Total Users of Digital Games
  • Total Digital Games Monetised via Pay-per-Download
  • Total Revenue from Digital Games that Are Pay-per-Download
  • Total Digital Games Monetised via In-app Purchases
  • Total Revenue from Digital Games In-App Purchases
  • Total Advertising on Digital Games
  • Total Cloud-based Digital Games Subscriptions

Digital Content by Device, including:

  • Connected TVs
  • Immersive Reality Devices
  • PCs & Desktops
  • Smartphones
  • Smart Speakers
  • Tablets
Geographical splits: 28 countries

Harvest: Our online data platform, harvest, contains the very latest market data and is updated throughout the year. This is a fully featured platform enabling clients to better understand key data trends and manipulate charts and tables, overlaying different forecasts within the one chart - using the comparison tool. Empower your business with our market intelligence centre, and get alerted whenever your data is updated.

Interactive Excels (IFxl): Our IFxl tool enables clients to manipulate both forecast data and charts, within an Excel environment, to test their own assumptions using the Interactive Scenario Tool and compare selected markets side by side in customised charts and tables. IFxls greatly increase a clients’ ability to both understand a particular market and to integrate their own views into the model.

Companies Mentioned

  • Bango
  • Boku
  • Centili
  • Telecoming
  • Digital Content Player Analysis: Amazon
  • Apple
  • Facebook
  • Google
  • Netflix
  • Bango
  • Boku
  • Centili
  • Digital Virgo
  • DIMOCO
  • DOCOMO Digital
  • Fortumo
  • Infomedia
  • mGage
  • NTH Mobile
  • Telecoming
  • txtNation
  • A1
  • Activision Blizzard
  • Adyen
  • Afonbladet
  • Airtel
  • Alphabet
  • ALSA
  • ALTBalaji
  • Apigate
  • App Annie
  • AT&T
  • Badoo
  • BANDAI NAMCO Entertainment Europe
  • Base
  • Beeline
  • Benfica FC
  • BIGO LIVE
  • BlackBerry
  • Blendle
  • BossBabe
  • Bouygues
  • BritBox
  • BT
  • Business of Apps
  • busuu
  • ByNoGame
  • Calm
  • CareGame
  • Celcom
  • Claro Peru
  • ClickAttack
  • Clubhouse
  • Coursera
  • Create & Cultivate
  • DailyMotion
  • Danal
  • Deutsche Telekom
  • Disney
  • DocuBay
  • EA Deezer
  • EA Mobile
  • EasyPark
  • Elisa
  • EMI (Electronic Money Institution)
  • Epic Games
  • EpicOn
  • ePlus
  • Etisalat
  • Everything Everywhere
  • FIIT
  • Fission
  • FMA
  • Fortnite
  • Gameloft
  • Girlboss
  • Global Collect
  • Globe
  • Goldman Sachs
  • GSMA
  • HBO
  • Headspace
  • Hopster.com
  • Huawei
  • IBERIA
  • iflix
  • Indosat Ooreddo
  • Instagram
  • IrokoTV
  • Jio
  • JOOX
  • KDDI
  • Kinguin
  • KJM (Kommission für Jugendmedienschutz)
  • KPN
  • Kyivstar
  • LINE Payments
  • LMT
  • Locker Room
  • London Stock Exchange
  • Lookout
  • Mastercard
  • MasterClass
  • Maxis
  • McAfee
  • Microsoft
  • Mobifone
  • Mobiilimaksu
  • Mobileview
  • Molotov
  • mopay
  • Movistar
  • Mozilla
  • Mpulse
  • M-Tel
  • MTN
  • Mydala
  • National Express
  • Neomobile
  • Nextdoor
  • NFL
  • Niantic
  • Noom
  • NTT
  • O2
  • Oath
  • Oculus
  • OnDemand Media
  • Onebip
  • Ooredoo
  • Optus
  • Orange
  • Pandora
  • Paris Saint Germain FC
  • Patreon
  • PayPal
  • Peloton
  • Play
  • Playwing
  • PSG
  • Quebecell
  • Quibi
  • Rakuten
  • Real Madrid
  • Revue
  • Rheinische Post
  • Riot Games
  • Rouge
  • Royal Bank of Canada
  • Samsung
  • Schibsted
  • Scribd
  • Shoal Games
  • SignalFire
  • Singtel
  • Sky
  • Smarcom AG
  • Smartfren
  • Snap
  • Snapchat
  • Softbank
  • Sonera
  • Sony
  • Spellflix
  • Spotify
  • Substack
  • Swisscom
  • Tele2
  • Telefónica
  • Telekom
  • Telenor
  • Telia
  • Telly
  • Tencent
  • TfL (Transport for London)
  • The Economist
  • The New York Times
  • The Times of London
  • The Trade Desk
  • TikTok
  • T-Mobile
  • Tre
  • Tri
  • TrueMove H
  • Turkcell
  • Twitch
  • Twitter
  • UMobile
  • Universal
  • Valve
  • Verizon
  • ViaPlay
  • VICE Media
  • Vietnamobile
  • Vinaphone
  • VIPnet
  • Visa
  • Vivial
  • Vodacom
  • Vodafone
  • Wargaming.net
  • Warner Bros
  • Wondery
  • WorldPay
  • WW (Weight Watchers)
  • WWE
  • WyWallet
  • XL Axiata
  • YouTube
  • Zain