Providing market research reports, industry analysis, company profiles and country reports for strategic planning, competitive intelligence, marketing and business research.
Search for Market Research Reports:    

Australia - Digital Media - Online Interactive Services

Published by: Paul Budde Communication Pty Ltd

Published: Apr. 27, 2009 - 105 Pages


Table of Contents



1. Internet & Entertainment Services

1.1 Digital media and entertainment

1.1.1 Digital media and entertainment services

1.1.2 Demand for faster networks

1.1.3 Consumer pricing expectations

1.1.4 Areas of growth through to 2012

1.2 Digital media trends

1.3 Peer-to-Peer (P2P) networks

1.3.1 File sharing networks

1.3.2 Influence on Internet resources

1.3.3 Commercialisation of P2P services

1.3.4 P2P statistics

1.4 Online content and services

1.4.1 Adult services

1.4.2 Online dating

1.4.3 E-education

1.4.4 Financial services

1.4.5 E-government

1.4.6 E-health

1.4.7 Mapping and tracking

2. Internet Media Companies

2.1 Introduction and analyses

2.2 Internet media companies

2.3 Key areas for Internet media companies

2.3.1 Cloud computing

2.3.2 Search services

2.3.3 Digital media advertising

2.4 Case study - Google, the leader

2.4.1 Google’s vision for content on mobile devices

2.4.2 New advertising and software product models

2.4.3 Google’s significant activities Q1 2009

2.4.4 Google’s significant activities 2008

2.5 Brief case study: eBay/Skype

2.5.1 The Skype phenomenon

2.5.2 Skype enters corporate market

2.6 Other key developments/analysis

2.6.1 Google/Yahoo online ad deal aborted

2.6.2 Microsoft Yahoo bid abandoned

2.6.3 Apple and Google - hijacking the mobile operators - analysis

2.6.4 Copyright becomes as issue

2.6.5 Internet media bypassing the telcos

2.6.6 White spaces

3. Music, MP3 & Podcasting

3.1 Statistical overviews

3.1.1 Online music statistics

3.1.2 PwC survey to 2012 shows online music will surge

3.1.3 Album sales drop as music download sales increase

3.1.4 Survey on online music searching

3.1.5 Australian digital music downloads to grow to $200m a year

3.1.6 Ericsson Consumer Lab survey

3.2 Key players

3.2.1 Apple

3.2.2 ninemsn assault on the online music market

3.2.3 Telstra BigPond Music

3.2.4 Vodafone

3.2.5 Hutchison

3.2.6 Nokia

3.2.7 Motorola

4. Gaming & Gambling

4.1 Global overview

4.1.1 Introduction

4.1.2 Online gambling

4.1.3 Online gaming

4.1.4 Mobile gaming

4.2 Australian market

4.2.1 Online gambling

4.2.2 Casinos

4.2.3 Online gaming

4.2.4 Mobile gaming

5. Social Networks & UGC

5.1 User Generated Content (UGC)

5.1.1 UGC and the economy - OECD study

5.2 The ‘thinking society’

5.3 Social networking

5.3.1 Social networking leaders

5.4 Blogging and web publishing

5.4.1 Wikipedia

5.4.2 Mediacracy - analysis

5.4.3 Affecting traditional news media

5.4.4 Vlogging/video media

5.5 Is the initial craze stabilising?

5.5.1 A popularity contest

5.5.2 Every site needs its own YouTube

5.5.3 Consumer-led era

5.5.4 Types of consumers

5.5.5 Business opportunities

5.6 Other developments

5.6.1 Could greed take hold of the Web 2.0 industry?

5.6.2 The rise of Twitter

5.6.3 Vodafone buys ZYB

5.6.4 Mobile social networking

5.6.5 AOL buys Bebo

5.6.6 Open Social Foundation

5.6.7 Crowdsourcing

5.6.8 Photosynth and Seadragon

5.6.9 Creating social networks

5.7 Social networking advertising statistics

6. Virtual Worlds

6.1 Virtual worlds for younger users

6.2 Virtual worlds for education

6.3 Virtual malls for shopping

6.4 Risks of business in a virtual world

6.5 Virtual World statistics

6.6 Brief case study: Second Life

7. Mobile Media

7.1 Off deck content

7.1.1 The start of the mobile revolution?

7.1.2 Concept has been around for years

7.1.3 Reinventing the wheel

7.1.4 Billing remains key problem area

7.1.5 Video services require different solutions

7.1.6 Future predictions

7.2 Mobile fraud

7.2.1 The pitfalls of off deck mobile services

7.3 Ringtones and wallpaper

7.3.1 Market has peaked

7.3.2 Royalties issues

7.3.3 Ring tones and mobile phone distribution - PwC survey

7.4 Mobile email

7.5 Voting

7.6 Advertising

7.7 Mobile music

7.7.1 Made-for-mobile music program via BigPond TV

7.7.2 Nokia’s launch into the mobile music market

8. Glossary of Abbreviations

Table 1 - Worldwide Internet users - 1990 - 2009

Table 2 - Worldwide broadband subscribers - 2003 - 2009

Table 3 - Top 5 dating websites in the US - February 2008

Table 4 - Worldwide E-learning market value - 2005; 2008; 2010

Table 5 - Number of consumers using health monitoring - North America, W Europe - 2008; 2012

Table 6 - Spending on IT in healthcare sector - W Europe - 2006; 2012

Table 7 - Visitors to top web properties worldwide - 2008

Table 8 - Search engine worldwide market share - 2009

Table 9 - Worldwide online advertising spending - 2007 - 2008; 2011

Table 10 - USA online advertising spending - 2000 - 2009

Table 11 - US online advertising revenues - top 4 portals - 2006 - 2008

Table 12 - Australian Internet distribution recorded music market sales - 2007 - 2012

Table 13 - Australian mobile phone recorded music market sales - 2007 - 2012

Table 14 - Listening to music - 2006

Table 15 - Getting/buy music habits - 2006

Table 16 - Worldwide online gambling revenue - 1997; 2001; 2004; 2006; 2008

Table 17 - Worldwide revenue from all forms of gambling - 2005; 2007; 2012

Table 18 - Regional revenue from all forms of gambling - 2006 - 2007; 2012

Table 19 - Total value of bets placed via mobile gambling worldwide - 2006; 2009; 2010

Table 20 - PartyGaming revenue - 2006 - 2008

Table 21 - PartyGaming daily users - 2006 - 2007

Table 22 - Online poker players worldwide - 2005 - 2006; 2009

Table 23 - Worldwide online poker revenue - 2004; 2007

Table 24 - Worldwide online gaming revenue and annual change - 2000 - 2008; 2012

Table 25 - Online gaming revenue market share - leading regions - 2012

Table 26 - US video game revenue for console, PC, online and wireless - 2008

Table 27 - Worldwide mobile gaming revenue - 2004 - 2009; 2013

Table 28 - Worldwide mobile game users - global monthly averages - 2005; 2010

Table 29 - Top 10 mobile game publishers worldwide - market share - May 2006

Table 30 - Gambling as a portion of hotels/licensed clubs & total retail (seasonally adjusted) - 2004 - 2007

Table 31 - Gambling in the retail trade (seasonally adjusted) - 2004 - 2007

Table 32 - Contribution of gambling to total turnover, by state (seasonally adjusted) - 2004 - 2007

Table 33 - Worldwide market share of mobile social network users - 2008; 2013

Table 34 - Worldwide social networking advertising spend - 2008; 2011

Table 35 - USA social networking advertising spend - 2008 - 2009

Table 36 - Number of virtual worlds worldwide - 2007; 2009

Table 37 - Second Life subscribers - 2006 - 2008

Table 38 - Market share of Second Life active users by country - 2007

Exhibit 1 - United Nations e-government readiness ranking - top 35 countries - 2008

Exhibit 2 - Popular health-related websites in the US

Exhibit 3 - Applications of Microsoft’s Virtual Earth

Exhibit 4 - Examples of leading Internet media companies

Exhibit 5 - Key areas of focus for Internet media companies

Exhibit 6 - Definition: Cloud computing

Exhibit 7 - Examples of alternative search engines

Exhibit 8 - Interesting items sold on eBay

Exhibit 9 - Key players in gaming industry sectors worldwide

Exhibit 10 - Examples of top online games sites in the US - 2008

Exhibit 11 - Examples of popular mobile games

Exhibit 12 - Definition: social network and community

Exhibit 13 - User generated content - key success factors

Exhibit 14 - Examples of social networking websites

Exhibit 15 - Top 15 social networks worldwide - 2008

Exhibit 16 - Major regional user base of popular social networks - mid-2007

Exhibit 17 - Wikipedia

Exhibit 18 - Examples of virtual worlds for younger users

Exhibit 19 - Linden Labs ban on gambling

Exhibit 20 - Second Life financials - 2007 - 2008

Exhibit 21 - Key applications from data pack users

Abstract

This annual report offers a wealth of information on the key market segments that are evolving in the interactive online media market. It provides on overview of the developments within each of these sectors. The report includes analyses, statistics, forecasts and trends. It provides a comprehensive insight into the progress of the Online Interactive Services market and examines the key issues and opportunities.

  Subjects covered include:
  •          Covering: Google/YouTube, Yahoo, eBay/Skype, AOL, Microsoft, News Ltd/MySpace;
  •          Overview and analysis of the digital media and entertainment market;
  •          Key trends in digital media;
  •          Overview of file sharing networks and a discussion on these activities;
  •          Brief overview of global online services developments;
  •          Overview of social network, virtual worlds and user generated content markets;
  •          Australian online music, MP3 and podcasting developments, forecasts, overview key players;
  •          Overview of the Australian online gambling and gaming market;
  •          Overview of the mobile gaming market;
  •          The Mobile Media overview of products and services;
  •          The early mobile media drivers: ringtones and wallpaper;
  •          Mobile fraud issues.
  •  


Get Full Details About This Report >>
US: 800.298.5699
Int'l: +1.240.747.3093
Buy this Report
Price and Delivery Options

Search Inside Report


 

About MarketResearch.com
MarketResearch.com is an online aggregator selling over 250,000 market research reports, company profiles and country profiles from over 650 research firms. Our reports will provide you with the critical business and competitive intelligence you need for strategic planning and marketing research. Coverage includes the US, UK, Europe, Asia and global markets.

 

© MarketResearch.com 2009