The digital entertainment market is poised to reach a new stage in its evolution with the coming pipeline of next generation applications and solutions. The increased usage of CDN, DRM, and RCS in the digital media and entertainment markets has led to a revolution of content consumption among consumers. Higher bandwidth, low cost digital devices, most notably smartphones and tablet devices, have rendered long-standing issues such as connectivity, user interface, and data-speed problems of the past.
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Next Generation Digital Entertainment - CDN Delivery - DRM Challenge - Market Forecast 2013 - 2018
1. Next Generation Digital Entertainment - CDN Delivery - DRM Challenge - Market Forecast 2013 - 2018
Overview The digital entertainment market is poised to reach a new stage in its evolution with the coming
pipeline of next generation applications and solutions. The increased usage of CDN, DRM, and RCS in the
digital media and entertainment markets has led to a revolution of content consumption among consumers.
Higher bandwidth, low cost digital devices, most notably smartphones and tablet devices, have rendered
long-standing issues such as connectivity, user interface, and data-speed problems of the past. This research
first evaluates the industry value chain and players and then focuses on market drivers, challenges, and
opportunities. The report's market dynamics section evaluates the four screen strategy and analysis including
preferences, location preferences, sequential sharing, user response rates, ad clutter, unaided ad recall times,
and the impact of social media.
The report includes an ecosystem and value chain analysis utilizing porter's five forces tool. Arguably the
three main enabling factors for the digital entertainment industry, CDN, DRM and RCS, are evaluated in in
terms of effect relative to time, speed, cost and revenue. The report also includes market revenues and
forecast analysis for 2013 to 2018 along with the breakdown by medium, screen type and advertising market
share. The number of digital users is provided with a breakdown by content type, screen type. The top
countries are also provided in the both the above sections. The market is also segmented by the key
geographic regions: North America, Europe, Asia-Pacific (APAC) and Middle East & Africa (MEA). Target
Audience: Telecommunications service providers Digital entertainment support companies Content Delivery
Network (CDN) companies Digital Rights Management (DRM) organizations Integrators of Rich
Communications Services (RCS) Online, mobile, casual, and console game companies Online companies of
all types including portals and media
table Of Contents:
1.0 Executive Summary6
2.0 Introduction8
2.1 Digital Entertainment Market8
2.2 Content Delivery Networks (cdn)8
2.3 Digital Rights Management (drm) 9
2.4 Rich Communication Services (rcs) 9
3.0 Market Dynamics 10
3.1 Market Drivers 10
3.1.1information And Communication Technology Being Adopted Across The Value Chain10
3.1.2increasing Role Being Played By The Consumer As A Content Creator10
3.1.3phenomenon Of Outsourcing To Asian Media Companies And Decentralization.10
3.1.4availability And Sale Of Digital Devices At Affordable Costs11
Next Generation Digital Entertainment - CDN Delivery - DRM Challenge - Market Forecast 2013 - 2018
2. 3.1.5rise In Mobile And Broadband Subscriptions12
3.1.6online Distribution Of Movies And Television Shows Increasing Globally15
3.2 Market Restraints16
3.2.1new Entrants & The Resultant Intense Competition16
3.2.2pirated Digital Content17
3.3 Market Challenges17
3.3.1production And Time To Market Pressures17
3.3.2improved Audience Measurement Systems17
3.3.3mobile Tv Being Limited To Sports And News Content18
3.4 Role Of Cdn On Digital Entertainment Delivery 18
3.5 Drm Challenges In Digital Entertainment Market19
3.6 Four Screen Strategy (computer +mobile + Tablet + Tv) 19
3.6.1apple20
3.6.2google20
3.6.3sony20
3.6.4samsung 20
3.7 Social Evolution In Digital Entertainment Industry 20
3.7.1social Entertainment21
3.8 Rich Communication Service Paradigm21
4.0 Ecosystem Analysis23
4.1 Porter's Five Force 23
4.1.1bargaining Power Of Buyers23
4.1.2bargaining Power Of Sellers23
4.1.3threat Of Substitutes24
4.1.4competitive Rivalry24
4.1.5threat Of New Entrants24
4.2 Value-chain Stakeholders24
4.2.1software Providers 25
4.2.2internet Service Providers26
4.2.3content Providers 26
4.2.4cdn Provider 27
4.2.5advertisers27
4.2.6end Users28
4.2.7consumer Electronics Manufacturers28
4.2.8drm Controller And Government Bodies 28
4.2.9social Media Provider 29
4.2.10 Rcs Providers29
5.0 Global Entertainment Market Revenues And Forecasts, 2013 - 201830
5.1 Digital Entertainment Market Revenues And Forecasts, 2013 - 201830
Next Generation Digital Entertainment - CDN Delivery - DRM Challenge - Market Forecast 2013 - 2018
3. 5.2 Revenue Share: Music Vs. Gaming Vs. Movie Vs. Video Vs.ugc31
5.3 Market Delivery Share In Four Screen Platform32
5.4 Consumer Electronics Vs. Advertising Market Share In Digital Entertainment Industry 2013 - 201832
5.5 Top Revenue Country34
6.0 Global Digital Entertainment User Prediction 2013 - 2018 35
6.1 Digital Entertainment User 2013 - 2018 35
6.2 User % In Four Screen Platform36
6.3 Top User Country 37
7.0 Digital Entertainment User Behavior38
7.1 Preference Among Four Screens 39
7.2 Time Preference By Four Screen Platform41
7.3 Location Preference By Fours Screen Platform41
7.4 User Response Rate By Social Four Screen Platform42
7.5 Lead Generation Percentage By Four Screen Platform42
8.0 Cdn Delivery Impact On Digital Entertainment 44
8.1 Content Management Systems (cms)45
8.2 Time Vs. Speed Gained By Using Cdn Delivery 45
8.3 Cost Vs. Revenue Gained By Using Cdn Delivery47
9.0 Drm Implication And Impact On Digital Entertainment48
9.1 Role Of Drm Controlling Body And User Perspective 48
9.2 Potential Threat Reduction Paradigm Applying Drm48
9.3 Potential Loss/revenue Saving For Organization48
10.0rcs And Digital Entertainment50
10.1rcs Paradigm In Digital Entertainment50
10.2time Vs. Speed Gained Using Rcs Mode 50
10.3cost Vs. Revenue Gained Using Rcs Mode51
11.0vendor Company Analysis52
11.1adobe52
11.1.1 Adobe Products And Services 52
11.1.2 Adobe Strategies53
11.2akamai 53
11.2.1 Akamai Products And Services54
11.2.2 Akamai Strategies55
11.3cdnetworks55
11.3.1 Cdnetworks Products And Services56
11.3.2 Cdnetworks Strategies 56
11.4xdn 56
Next Generation Digital Entertainment - CDN Delivery - DRM Challenge - Market Forecast 2013 - 2018
4. 11.5quadia 57
11.6edgestream 57
11.6.1 Edgestream Products And Services58
11.6.2 Edgestream Strategies58
11.7limelight Networks58
11.7.1 Limelight Networks Products And Services 59
11.7.2 Limelight Networks Strategies59
12.0geographic Analysis61
12.1north America63
12.2apac63
12.3europe 64
12.4middle East And Africa64
13.0global Market Strategies 65
13.1value Chain Analysis 65
13.2suggestions & Recommendations 65
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Next Generation Digital Entertainment - CDN Delivery - DRM Challenge - Market Forecast 2013 - 2018