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2008 Global Digital Media - Entertainment Market

This annual report offers a wealth of information on the worldwide development of digital media in terms of entertainment. Information at a regional level is provided for the Americas, Europe, Middle East, Africa and Asia Pacific. The report includes analyses, statistics, forecasts and trends. It provides a comprehensive insight into the progress of Digital Media and examines the key issues and opportunities.

Subjects covered include:

  • Analyses of the entertainment market in terms of digital media;
  • Digital TV developments including statistics;
  • HDTV developments including statistics;
  • iTV developments including statistics;
  • Cable services including statistics;
  • Analyses of IPTV developments including statistics and case studies;
  • Information and statistics for online entertainment services including dating, adult services and music;
  • Online gambling and games including statistics;
  • Online video media including statistics;
  • Social networks and user generated content including statistics;
  • Virtual World developments including statistics;
  • DVR market;
  • Home networking developments;
  • Regional overviews.


The most important outcome of the convergence between telecommunications, media and IT is that the market is changing from stand-alone content and services (ie telephone, television, newspapers, radio) to multimedia (integrated content) applications and multimodal services (content delivered to various devices).

However while the entertainment, video and multimedia market is undergoing sweeping changes characterised by an expanding product offerings, the delivery systems and devices still remain highly heterogeneous due to the fact that they have always been separate.

The Internet was one of the first platforms to begin offering integrated content. Today the revenue generated from the large range of online content and services is rapidly increasing globally and interest in the Internet Economy has again be revived. Travel, gambling, adult content, music and health services have proved extremely popular, with more growth ahead.

Social networking services based on User Generated Content (UGC) are also flourishing. People naturally want to communicate, and the Internet has always provided a forum for this, from the early bulletin boards to today’s video blogs that allow for new levels of interaction. Websites such as MySpace and YouTube are proving to be hugely popular around the world, and there is no sign of this growth abating.

A huge array of video content is now also available from the Internet, from small User-Generated clips to full feature length films. However, while there are certainly opportunities for ‘TV and VoD’ applications, we see the future to be increasingly focused on the content produced by the users and viewers themselves.

Media centres in the home are also playing a key role in delivering the new Digital Media. Requiring a digital TV, Home Media Centres combine applications such as DVRs, home networking, CD/DVD playback and MP3. Cable TV operators, telcos, consumer electronics and IT companies are all vying for the Media Centre business.

DVRs and EPGs will form an important part of the digital revolution over the next few years. TiVo (USA) and BskyB (UK) are two of the leaders in this field.

The take-up of Digital TV is expected to accelerate over the next five years, and while the UK continues to be a leader in digital television penetration today, this is expected to change as other parts of the world embrace the technology. Growth is particularly expected from parts of Asia. Cable will be the dominant delivery system, followed by satellite (DTH TV), Digital Terrestrial TV (DTTV) and Broadband TV (IPTV).

These developments in broadcasting have led to interactive TV coming back into favour. Many TV programs now have an interactive element to them, particularly in the Asian and European markets, and further advances are expected in this area.

Convergence in the mobile space is also occurring with services such as mobile TV, mobile gaming, mobile music, mobile Internet etc continuing to evolve and improve. Other recent developments include mobile VoIP and mobile UGC services - Hutchison’s Kink Kommunity is one example of a social networking service available via mobile.

Key highlights:

  • Around half a billion homes worldwide are expected to have digital TV by 2011, and in the future the integrated Media Centre will be at the heart of the Digital Home.
  • BuddeComm estimates there will be 20 and 25 million IPTV subscribers worldwide by 2010 - up from the current market of around five million users.
  • Entertainment is important to the Internet economy, and in 2008 it is estimated that around 5 billion music tracks and 40 million feature films will be downloaded worldwide.
  • Unlike the e-commerce environment of old, the new Internet economy incorporates innovative services such as tele-education and tele-health.
  • It is estimated that around one million companies worldwide now rely on the Internet economy for more than 50% of their revenue.
  • Convergence in the mobile space has brought about mobile gaming, and it is predicted that on average there will be more than 130 million monthly mobile game users worldwide by 2010.
  • Mapping applications are mainly PC-based at this stage, but there is a flurry of activity and investment directed at applying this service to handheld devices and mobile phones.
Homes with connected entertainment networks worldwide - 2009 - 2011

Year (e) Homes with connected entertainment networks (million)
2009 110
2010 140
2011 180

(Source: BuddeComm based on industry sources, 2007)

1. Introduction: Digital Media And Entertainment
1.1 Analyses of digital media and entertainment
1.1.1 Digital media and entertainment
1.1.2 Digital media trends
2. Broadcasting
2.1 Digital TV overview
2.1.1 Introduction
2.1.2 First digital TV developments
2.1.3 Market trends
2.1.4 Global overview and statistics
2.1.5 Regional overview and statistics
2.2 High definition TV
2.2.1 Introduction to digital HDTV
2.2.2 HDTV standards
2.2.3 HDTV set market statistics
2.2.4 Key technology innovations in 2008
2.2.5 HDTV included in DVB
2.2.6 Broadband TV
2.2.7 Datacasting
2.3 Interactive TV (iTV)
2.3.1 Introduction
2.3.2 Market analysis
2.3.3 i-advertising analysis
2.3.4 Market leaders - Europe, Asia
2.3.5 Business modelling
2.3.6 Interactive TV - early developments
2.4 Cable services
2.4.1 Introduction
2.4.2 DOCSIS
2.4.3 Regional cable overview
2.4.4 Cable market statistics
3. Broadband TV (IPTV)
3.1 IPTV
3.1.1 Introduction
3.2 The future of IPTV
3.3 Case studies
3.3.1 Introduction
3.3.2 Hong Kong
3.3.3 China
3.3.4 France
3.3.5 Netherlands
3.3.6 Italy
3.4 Business models
3.4.1 No one-size-fits all solutions
3.4.2 The pay TV business model
3.4.3 Event-staging opportunities
3.5 Telcos versus media companies
3.6 Value-added multimedia
3.7 Video-on-Demand (VoD)
3.7.1 Introduction
3.7.2 VoD needs more work
3.7.3 Other forms of VoD
3.7.4 Online VoD services
3.8 Market developments
3.8.1 First global standards
3.8.2 Gaming consoles and IPTV converge
3.8.3 Joost
3.8.4 Broadcasting over IP (BoIP)
3.9 IPTV market statistics and forecasts
3.10 IPTV services revenue 2006 - 2010
3.11 IPTV standards
3.11.1 Open IPTV Forum
3.11.2 ITU IPTV standard
3.11.3 DOCSIS 3.0
4. Internet Entertainment
4.1 Online dating, adult services and music
4.1.1 New emerging business models
4.1.2 The online content market
4.1.3 Online content and services
4.1.4 Digital Rights Management (DRM)
4.2 Online gambling and games
4.2.1 In-game advertising
4.2.2 Online gambling
4.2.3 Online gaming
4.2.4 Mobile gaming
4.3 Online video media
4.3.1 Video streaming/web tv/video
4.3.2 Focus shifts to web tv/video
4.3.3 New emerging business models
4.3.4 Personal video services
4.3.5 Other developments
4.3.6 Video media statistics and forecasts
4.3.7 The International Webcasting Association (IWA)
4.4 Social networks and UGC
4.4.1 User Generated Content (UGC)
4.4.2 Social networking
4.4.3 Blogging and web publishing
4.4.4 Initial craze stabilising?
4.4.5 Other developments
4.4.6 Statistics and forecasts
4.5 Virtual worlds
4.5.1 Introduction
4.5.2 Trends and developments
4.5.3 Virtual world statistics and forecasts
4.5.4 Case study: Second Life
5. Home Media Centres
5.1 Digital video recorders
5.1.1 Introduction
5.1.2 Market developments
5.1.3 DVR pioneer: TiVo
5.1.4 Developments in the USA
5.2 Home media centres
5.2.1 Market in progress
5.2.2 Home networking developments 2008
5.2.3 Market analysis
5.2.4 Key developments
5.2.5 Industry sectors vying for home media market
5.2.6 Consumer confusion - analyses
5.2.7 Industry consortia
6. Regional Overviews
6.1 North America
6.2 Latin America
6.2.1 Overview
6.2.2 Triple play models
6.2.3 Pay TV
6.2.4 Broadband TV (IPTV)
6.2.5 Digital Terrestrial TV (DTTV)
6.3 Europe
6.3.1 Western Europe
6.3.2 Eastern Europe
6.4 Africa/Middle East
6.4.1 Africa
6.4.2 Middle East
6.5 Asia
6.5.1 Market overview
6.5.2 China
6.5.3 Hong Kong
6.5.4 Japan
6.5.5 Taiwan
6.5.6 South Korea
6.5.7 India
6.5.8 Singapore
6.5.9 Malaysia
6.5.10 Thailand
6.6 Pacific region
6.6.1 Australia
6.6.2 New Zealand
7. Glossary of Abbreviations
List of Tables
Table 1 - Worldwide Internet users - 1990 - 2008
Table 2 - Worldwide broadband subscribers - 2003 - 2008
Table 3 - Worldwide set-top box sales - 2007; 2009; 2012
Table 4 - Digital TV penetration worldwide - 2006; 2009; 2011
Table 5 - Worldwide households connected to digital TV by delivery system - 2011
Table 6 - Western Europe digital TV households - 2006; 2012
Table 7 - US homes passed by cable HDTV service and annual change - 2002 - 2007
Table 8 - Number of HDTV homes worldwide - 2005 - 2006; 2011
Table 9 - Worldwide households connected to digital TV by delivery system - 2011
Table 10 - Triple play households in Europe - 2005; 2010; 2015
Table 11 - US cable industry infrastructure expenditures - 2000 - 2007
Table 12 - US cable VoIP subscribers and annual change - 2003 - 2007
Table 13 - Worldwide cable telephony subscribers - 2005 - 2006; 2009
Table 14 - Worldwide cable telephony services revenue - 2006 - 2007
Table 15 - Worldwide cable modem subscribers - 2003 - 2007
Table 16 - Worldwide cable subscriber market share compared with other access technologies - 2006; 2007
Table 17 - Cable subscriber market share versus other broadband access technologies - OECD countries - 2006 - 2007
Table 18 - Cable TV households worldwide versus TV households - 2005 - 2007
Table 19 - Cable TV households - top three countries - 2006
Table 20 - Hong Kong triple play subscribers and ARPU - 2003 - 2007
Table 21 - PCCW growth in NOW TV - 2000 - 2007
Table 22 - France IPTV subscribers - 2005 - 2007
Table 23 - Worldwide IPTV subscribers - comparison of analysts’ forecasts - 2007 - 2010; 2013
Table 24 - Regional IPTV subscribers - Americas, Asia and Europe - 2007 - 2011
Table 25 - IPTV STB sales - 2007; 2012
Table 26 - Market share of IPTV STBs - Asia Pacific, Europe and US - 2012
Table 27 - Top five dating websites in the US - February 2008
Table 28 - Worldwide online music revenue - 2006 - 2012
Table 29 - iTunes catalogue breakdown - 2007
Table 30 - US online spending revenue for top five product types - 2006
Table 31 - Online game advertising spend worldwide - 2007 - 2008; 2012
Table 32 - PartyGaming daily users - 2006 - 2007
Table 33 - Worldwide online gambling revenue - 1997; 2001; 2004; 2006; 2008
Table 34 - Worldwide revenue from all forms of gambling - 2006 - 2010
Table 35 - Revenue from all forms of gambling - Asia Pacific, EMEA - 2006; 2010
Table 36 - Total value of bets placed via mobile gambling - 2006; 2010
Table 37 - Internet gambling users in selected countries - February 2005
Table 38 - Global online gaming revenues and annual change - 2000 - 2008; 2012
Table 39 - Online gaming revenue market share - leading regions - 2012
Table 40 - US video game revenue for console, PC, online and wireless - 2008
Table 41 - Worldwide mobile gaming revenue - 2006 - 2007; 2009
Table 42 - Mobile gaming revenue - Asia Pacific, Western Europe, North America - 2007; 2011
Table 43 - Market share of top 10 mobile game publishers worldwide - May 2006
Table 44 - Worldwide revenue from online video - 2007; 2010
Table 45 - Online video streams & market share of top 10 online video properties in US - May - Dec 2007
Table 46 - Major regional user base of popular social networks - mid-2007
Table 47 - Worldwide market share of mobile social network users - 2008; 2013
Table 48 - Leading social networking sites in the US - 2006 - 2007
Table 49 - Annual growth of selected global social networking sites - June 2007
Table 50 - Leading blogging sites in the US - 2006 - 2007
Table 51 - US ad spending on social networking sites - 2006 - 2007; 2010
Table 52 - Worldwide ad spending on social networking sites - 2006 - 2007; 2010
Table 53 - Number of virtual worlds worldwide - 2007; 2009
Table 54 - Growth of Second Life subscribers - 2006 - 2008
Table 55 - Market share of Second Life active users by country - 2007
Table 56 - DVR households worldwide - 2007
Table 57 - DVR shipments worldwide - 2007; 2011
Table 58 - TiVo DVR subscribers - 2005; 2008
Table 59 - Networked TV shipments - 2008; 2012
Table 60 - Forecast installed base of homes with connected entertainment networks worldwide - 2004; 2009 - 2011
Table 61 - BSkyB subscriber statistics - 2005 - 2007
Table 62 - BSkyB ARPU - 2005 - 2007
Table 63 - BSkyB revenue, operating profit and annual change - 2007
Table 64 - Consumer Electronics sales growth - US - 2006 - 2008
Table 65 - USA proportion of time online by activity - 2007
Table 66 - Latin American cable TV subscribers, annual change and penetration - 2000 - 2007
Table 67 - Cable TV subscribers, annual change and penetration in major Latin American countries - 2006 - 2007
Table 68 - UPC video and voice subscribers - 2007
List of Exhibits
Exhibit 1 - VDSL technology
Exhibit 2 - Selected VDSL2 developments worldwide - 2008
Exhibit 3 - Digital Video Broadcasting Project
Exhibit 4 - Interactive Program Guides versus Electronic Program Guides
Exhibit 5 - SkyLife and t-commerce
Exhibit 6 - Other past and present iTV examples
Exhibit 7 - Top IPTV carriers worldwide - 2008
Exhibit 8 - Online music sector
Exhibit 9 - Anarchy Online by Funcom
Exhibit 10 - Key players in gaming industry sectors worldwide
Exhibit 11 - Top three mobile games worldwide - 2006
Exhibit 12 - Equivalence between access modes and traditional audiovisual use
Exhibit 13 - Social network and community definition
Exhibit 14 - UGC - key success factors
Exhibit 15 - Examples of social networking websites
Exhibit 16 - Wikipedia
Exhibit 17 - Characteristics of virtual worlds
Exhibit 18 - Definition of an online avatar
Exhibit 19 - Examples of virtual worlds
Exhibit 20 - Examples of virtual worlds for younger users
Exhibit 21 - Linden Labs ban on gambling
Exhibit 22 - Second Life financials - 2007 - 2008
Exhibit 23 - Examples of large companies established in Second Life - 2008
Exhibit 24 - Second Life user statistics - 2008
Exhibit 25 - Top five DVR providers worldwide - 2008
Exhibit 26 - Description of National Cable and Television Association’s Broadband Home
Exhibit 27 - Media centre devices
Exhibit 28 - Networked client devices

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