Mobile Entertainment in Western Europe: Value Chain and Forecasts 2006-11


August 31, 2006
SKU: BCAQ1339633
License type:
Countries covered: Europe



Price reduced due to age.
Although the mobile content and entertainment services market accounted for less than 4% of total mobile service revenue and less than 19% of non-voice revenue in 2005, this market has the potential to grow considerably over the next five years. As mobile players seek to exploit the additional capacity offered by 3G networks, an ever-increasing array of rich-media services is being deployed, from full-track music downloads to broadcast TV bouquets. If these services are to become significant contributors to the overall mobile services market, a number of barriers must be overcome.

Mobile Entertainment in Western Europe: value chain and forecasts 2006-11 will help mobile operators, content owners, games developers, device manufacturers and middleware providers to gain crucial insights into the specific drivers of, and barriers to, the development of mobile content and entertainment services. The report will also help mobile players to understand the value of the market for mobile content and entertainment services, and how revenue from those services is likely to be distributed across the evolving value chain.

The report includes forecasts to 2011 for France, Germany, Italy, Spain, Sweden and the UK, as well as for Western Europe as a whole. Forecasts of subscribers, ARPU and revenue are split by market segment (residential prepaid, residential contract, SMEs and large corporations) and technology generation (2G, 2.5G, 3G and 3.5G). Forecasts of adoption rates, adoption levels, average spend, ARPU and revenue are provided for the following mobile service types:
  • mobile information
  • personalisation
  • games
  • music
  • video on demand
  • broadcast TV
  • gambling
  • content messaging
  • cross-media services.
In addition, forecasts are segmented by key consumer interest group (adult, sports and film) across these service categories.

Mobile Entertainment in Western Europe: value chain and forecasts 2006-11 answers your key questions:
  • How big is the market for mobile content and entertainment services in Western Europe and how quickly is it likely to grow?
  • What are the drivers of adoption for specific services? What are the barriers preventing this market from significantly contributing to total mobile services revenue?
  • What needs to be done to eliminate the barriers, and when is it likely to happen, given current trends in the market?
  • What is the forecast value of the different types of mobile content and entertainment for various countries, market segments and technology generations?
  • What types of content are likely to dominate the mobile content and entertainment market?
  • What trends are shaping the emerging value chain in this market? Which industry players are likely to benefit, and which are likely to lose out, because of these trends?
  • How will the revenue for mobile content and entertainment services split along the value chain?


Additional Information

Who should read this report

  • Mobile operators: understand the main barriers and drivers that will shape the market for mobile content and entertainment services, and learn the value of the market for different types of content and entertainment service. Understand how to take advantage of trends in the value chain.
  • Portal and content providers, and application developers: discover where the opportunities lie for mobile content and gauge the size of the market. Understand the opportunities and threats presented by current trends in the value chain.
  • Investment banks and consultants: understand how the mobile content and entertainment market is likely to affect the performance of mobile operators, content owners and other players in the value chain. Contents

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