Mobile Entertainment Strategies - Markets, Opportunities & Forecasts 2011-2015
Juniper Research Limited
March 2, 2011 99 Pages - SKU: JUN6278592
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Industry Benchmark Forecasting Methodology
Extensive Regional Analysis Across Sectors
Entertainment Events Ticketing Forecasts
This report provides a complete overview of the entire mobile entertainment ecosystem including an assessment of the challenges and strategic opportunities for network operators, vendors and content providers.
The report collates the core analysis and forecasting suites from the recent mobile entertainment reports, providing market sizing and revenue forecasts for: Mobile Games; Mobile TV; Mobile Gambling; Mobile Music; Mobile Adult; Social Media; and Infotainment. For each of the eight key regions it also explores which are the most compelling segments of mobile entertainment today and which are likely to generate the greatest revenues in the future.
Given the increasing importance of live events within the revenue streams of entertainment providers, this report also provides new forecasts for entertainment and events ticketing as well as case studies of key ticketing providers (Live Music, Theatre, Ballet, Comedy, Cinema, Night Clubs, Museums and Galleries, Trade Shows). This is taken from the forthcoming mobile ticketing report due for publication shortly. Please contact us for more details.
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Additional InformationCompanies Referenced
Apple, AT & T, BuzzCity, Digital Chocolate, E A Mobile, eBay, Fandango, GetJar, Google, Ladbrokes, Live Nation Entertainment, LG, Millennial Media, MobiTV, Motorola, NTTDoCoMo, O©ΓΌ, Orange, Pink Visual, Probability, Qualcomm, Samsung, Shazam, Spotify, T-Mobile, Verizon Wireless, Vodafone, VODone.
- Executive Summary
- 1. Mobile Entertainment Market Development
- 1.1 Introduction
- 1.2 Types of Mobile Entertainment Service
- 1.2.1 Mobile Gambling
- 1.2.2 Mobile Adult Content
- 1.2.3 Mobile Games
- Table 1.1: Games Genre and Examples (with Publisher)
- i. Action Games
- ii. Role-playing Games
- Figure 1.2: Gamevil's RPG Zenonia on the iPhone
- iii. Simulation
- iv. Casual Games
- v. Traditional Games
- 1.2.4 Mobile Music
- 1.2.5 Mobile TV
- 1.2.6 Mobile Social Media
- 1.2.7 Mobile Infotainment
- Table 1.2: Scope of Sport Leisure and Information Content and Service
- 2. Mobile Entertainment Market Forecasts
- 2.1 Forecast Definitions & Methodology
- 2.1.1 Forecast Methodology
- Figure: 2.1: Forecast Methodology
- 2.2 The Global Market for Mobile Entertainment
- 2.2.1 Global Market Product Breakdown
- Figure 2.2: Total Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- Table 2.1: Total Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- Figure 2.3: Total Revenues (%) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010 and 2015
- 2.2.2 Global Market Regional Breakdown
- Figure 2.4 Total Revenues ($m) from Mobile Entertainment Split by 8 Key Regions 2010-2015.
- Table 2.2: Total Revenues ($m) from Mobile Entertainment Split by 8 Key Regions 2010-2015.
- Figure 2.5: Total Revenues (%) from Mobile Entertainment Split by 8 Key Regions Split 2010 & 2015
- 2.3 Mobile Entertainment Product Sector Forecasts
- 2.3.1 Mobile Gambling
- i. Quantifying Mobile Gambling: Wagers & Gross Win
- ii. Total Mobile Gambling Wagers
- Figure 2.6: Total Wager ($m) on Mobile Gambling Services Split by 8 Key Regions 2010-2015
- Table 2.3: Total Wager ($m) on Mobile Gambling Services Split by 8 Key Regions 2010-2015
- Figure 2.7: Total Gross Win ($m) on Mobile Gambling Services Split By 8 Key Regions 2010-2015
- Table 2.4: Total Gross Win ($m) on Mobile Gambling Services Split by 8 Key Regions 2010-2015
- 2.3.2 Mobile Adult Content
- Figure 2.8: Total Revenues from Adult Mobile Services ($m) Split By 8 Key Regions 2010-2015
- Table 2.5: Total Revenues from Adult Mobile Services ($m) Split By 8 Key Regions 2010-2015
- 2.3.3 Mobile Games
- Figure 2.9: Total End-User Generated Revenues ($m) from Mobile Games Split By 8 Key Regions 2010-2015
- Table 2.6: Total End-User Generated Revenues ($m) from Mobile Games Split by 8 Key Regions 2010-2015
- 2.3.4 Mobile Music
- Figure 2.10: Total End-user Generated Revenues ($m) from Mobile Music Split by 8 Key Regions 2010-2015
- Table 2.7: Total End-user Generated Revenues ($m) from Mobile Music Split by 8 Key Regions 2010-2015
- 2.3.5 Mobile Social Media
- Figure 2.11: Total End-User Revenues ($m) for Social Media Split by 8 Key Regions 2010-2015
- Table 2.8: Total End-User Revenues ($m) for Social Media Split by 8 Key Regions 2010-2015
- 2.3.6 Mobile TV
- Table 2.9: Mobile TV - Key Disruptive Factors
- Figure 2.12: Mobile TV Revenues ($m) Split by 8 Key Regions 2010-2015
- Table 2.10: Mobile TV Revenues ($m) Split by 8 Key Regions 2010-2015
- 2.3.7 Mobile Infotainment
- Figure 2.13: Mobile Infotainment Revenues ($m) Split by 8 Key Regions 2010 - 2015
- Table 2.11: Mobile Infotainment Revenues ($m) Split by 8 Key Regions 2010-2015
- 2.4 Mobile Entertainment Regional Forecasts
- 2.4.1 North America
- Figure 2.14: North American Revenues ($m) from Mobile Entertainment Services Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- Table 2.12: North American Revenues ($m) from Mobile Entertainment Services Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- 2.4.2 Latin America
- Figure 2.15: Latin American Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- Table 2.13: Latin American Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- 2.4.3 Western Europe
- Figure 2.16: Western European Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- Table 2.13: Western European Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- 2.4.4 Central & Eastern Europe
- Figure 2.17: Central & Eastern European Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- Table 2.14: Central & Eastern European Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- 2.4.5 Far East & China
- Figure 2.18: Far East & China Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- Table 2.15: Far East & China Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- 2.4.6 Indian Sub Continent
- Figure 2.19: Indian Sub Continent Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- Table 2.16: Indian Sub Continent Revenues ($m) from Mobile Entertainment. Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015.
- 2.4.7 Rest of Asia Pacific
- Figure 2.20: Rest of Asia Pacific Revenues ($m) from Mobile Entertainment. Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- Table 2.17: Rest of Asia Pacific Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- 2.4.8 Africa & Middle East
- Figure 2.21: Africa & Middle East Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- Table 2.18: Africa & Middle East Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015
- 3. Monetising Mobile Entertainment
- 3.1 The Opportunity for Mobile Entertainment
- 3.1.1 Mobile Ubiquity
- 3.1.2 The Rise of the App Store
- 3.1.3 The Rise of the Smartphone
- 3.1.4 Mobile Internet Adoption is Increasing
- Figure 3.1: Mobile Internet User Base (m) Split By 8 Key Regions 2006-2010
- 3.1.5 Brands Are Recognising the Potential of Mobile Distribution Channels
- 3.1.6 The Rise of mCommerce
- 3.2 Mobile Content Business Models
- Figure 3.2: Mobile App Business Models
- 3.2.1 Pay Per Download
- i. Pricing Content
- ii. Is Pay-Per-Download An Optimal Business Model For My App or Content?
- 3.2.2 Free to Download
- 3.2.3 Upselling Content - The Freemium Approach
- 3.3 Mobile Entertainment in a Post App-Store World
- 3.3.1 The Traditional Mobile Value Chain & Value Web
- Figure 3.3: Traditional Value Chain of Mobile Content
- Figure 3.4: Mobile Content Value Web
- Figure 3.5: App Store Value Chain
- 3.3.2 App Stores For All
- 3.3.3 Challenges Across The Mobile Value Chain
- i. Challenges For Storefront Vendors
- a. The Need for Scale
- Figure 3.6: The Vicious Circle of the Addressable User Base
- b. Monetising the Mass Market
- c. App Store Overload
- ii. Challenges for Network Operators
- a. The Content Legacy
- Figure 3.6: The Content Legacy
- b. Monetising Download Volumes
- c. The Portal Revisited?
- d. Seizing the Opportunity: Operator APIs
- iii. Challenges for Vendors
- a. Fragmentation
- iv. Challenges for Content Providers
- a. The Challenge of Differentiation
- b. From Development to Storefront: QA, Content Policies and Developer Agreements
- c. Open OS
- d. The Challenge of Discovery
- v. Challenges for White Label Storefront Providers
- vi. Aggregators: Reposition or Fail?
- 4. Mobile Ticketing for Entertainment & Events
- 4.1 Introduction
- 4.2 Case Studies
- 4.2.1 Live Nation (Ticketmaster) (US)
- 4.2.2 Fandango (USA)
- Figure 4.1: Fandango Mobile Ticketing
- 4.3 Market Forecast
- 4.3.1 Entertainment Ticketing Landscape
- Figure 4.2: Orange Romania 2 for 1 Cinema Ticketing
- 4.3.2 Entertainment & Events Mobile Ticketing Transaction Value
- Figure 4.3: Total Entertainment & Events Mobile Ticketing Transaction Value ($m) Split by 8 Key Regions 2011-2015
- 5. Regulation and Controls
- 5.1 Introduction
- 5.2 Regulatory Environments
- 5.2.1 International Privacy Regulation
- i. Directive 95/46/EC: Processing Personal Data and the Protection of Privacy
- ii. The E-Commerce Sector Data Protection Directive (2002/58/EC)
- iii. The Data Retention Directive (2006/24/EC)
- iv. The Distance Selling Directive (97/7/EC)
- v. The E-money Directive
- 5.2.2 Mobile Content Regulation
- i. Pan-European Activities
- a. European Framework on Safer Mobile use by Younger Teenagers and Children
- Table 5.1: Implementation of European Framework for Safer Mobile Use by Younger Teenagers and Children by Country 2010
- b. The EU Mobile Services Sweep
- ii. National Legislation Pertaining to Mobile Services
- a. Case Study: Australian Communication and Media Authority (ACMA)
- b. Case Study: PhonepayPlus (UK)
- iii. National Self-Regulation
- a. Case Study: UK
- b. Case Study: US
- c. Case Study: South Africa
- 6. Future Mobile Awards
- Table 6.1: Future Mobile Award Winners - 2011
- Category
- Award Winner
- Future Mobile Award for Mobile Gambling
- Ladbrokes
- Future Mobile Award for Mobile Adult Services
- Pink Visual
- Future Mobile Award for Mobile Games
- EA Mobile
- Future Mobile Awards for Mobile Music
- Spotify
- Future Mobile Award for Mobile TV
- MobiTV
- Future Mobile Award for Mobile Augmented Reality
- Qualcomm
- Future Mobile Award for Mobile Advertising
- Millennial Media
- Glossary
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