Global Digital and Mobile Media - Video Streaming, Smart TV and Entertainment Industries

Publisher Name :
Date: 29-May-2017
No. of pages: 75

Overview

The digital entertainment sector is one of the key drivers behind the overall digital economy and consumers are demonstrating an enormous appetite for services such as social media, video streaming, music and gaming. This report explores the global digital entertainment sector and includes trends and statistics. The report discusses the impact of digital services on the traditional media. Service delivery models continue to revolve around triple and quad play and this report includes case studies on some of the key multi-play markets around the world.

Subjects include:


  • Key Trends and Statistics for Social Media, Mobile Apps and Gaming;

  • Key Trends and Statistics for Smart TV, Pay TV and Digital TV;

  • Key Trends and Statistics for Video Streaming;

  • Key Trends for Triple and Quad Play including relevant country case studies;

  • Insights into the impact of Digital Services on the Media Sector.


Executive Summary

The uptake of entertainment services continues to put pressure on infrastructure

The use of video-based entertainment, TV programs, digital music, social media and gaming continues to rise across the world as the demand from consumers to be entertained continues to grow. Consumers are quickly adopting a multi-channel approach to entertainment, switching between mobile, tablets, PC and TV devices with ease.

What this means for the telecoms sector however is that the pressure to provide reliable and fast broadband services is increasing. Infrastructure based primarily on fibre networks has become even more crucial to growth of the industry.  There was an important development for the broadband sector recently when the market share of fibre infrastructure lines finally overtook DSL technologies as the largest on a global level.

Currently 4G networks offer excellent broadband services and, as long as the usage is limited, the prices are competitive. However, as soon as the mobile networks become used for entertainment services such as Netflix, the affordability drops significantly.

Looking ahead, more and more of these entertainment services will be delivered over broadband and an increasing number of people will move from traditional TV to these broadband-based services. At the same time, the quality is moving from HDTV to 4K and it remains unlikely that these services can be supported by wireless networks at affordable prices.

However, if the fixed networks operators are not providing adequate FttP infrastructure and not delivering the broadband quality that people demand, the wireless industry will look for new opportunities (ie.5G) and will push the boundaries further and further.

Key developments:


  • The use of mobile broadband is growing at an astounding rate globally, often driven by consumer appetite for entertainment.

  • Mobile gaming has traditionally led the growth in mobile app downloads globally.

  • Digital music streaming and downloading now underpin growth for the overall music industry.

  • Streaming video providers face increasing competition as more and more companies enter this extremely promising market.

  • The most successful of these has been US-based Netflix. Since 2010, it has been gradually expanding outside of its domestic market, and in early 2017 it had over 93 million subscribers worldwide, with its international presence driving growth.

  • In 2017 the TV broadcasting sector is set to become even more competitive with YouTube beginning to offer streaming TV content and Hulu planning to enter the digital TV sector.

  • There are some markets around the world adopting smart TVs faster than others and uptake is being driven by the streaming capabilities offered by Smart TV along with increasing demand for HD 4K.

  • In 2017 there is emerging evidence that there is a growing interest in taking up quad play offerings.

Global Digital and Mobile Media - Video Streaming, Smart TV and Entertainment Industries

Table of Contents

1. Digital media led by entertainment
1.1 Social networks, apps and digital gaming - global trends and statistics
1.1.1 Entertainment driving digital and mobile services
1.1.2 Mobile entertainment
1.1.3 Video streaming
1.1.4 Social networks
1.1.5 Adult services
1.1.6 Online and mobile dating
1.1.7 Mobile photo-messaging
1.1.8 Online and mobile gaming
1.1.9 Online and mobile gambling
1.1.10 Online and mobile music
1.1.11 Advertising – a key revenue source

2. Global broadcasting transformation
2.1 Smart TV, pay TV and digital TV – global trends and statistics
2.1.1 Broadcasting changing beyond recognition
2.1.2 Market analysis
2.1.3 Digital TV
2.1.4 Pay TV
2.1.5 Cable TV
2.1.6 OTT and cord cutting - USA
2.1.7 HDTV
2.1.8 Ultra-HD/4K TV
2.1.9 The Smart or Connected TV

3. Global streaming media – fixed and mobile
3.1 Video streaming - global trends and statistics
3.1.1 Definitions
3.1.2 The video streaming market
3.1.3 Online video media
3.1.4 Video-On-Demand services
3.1.5 Industry insights
3.1.6 Brief case studies
3.1.7 Video streaming over mobile networks
3.1.8 Conclusion: The future of video in telecoms

4. Global triple and quad play
4.1 Triple and quad play – global trends and country case studies
4.1.1 Introduction
4.1.2 The three elements
4.1.3 National broadband networks are ideal for triple play
4.1.4 What went wrong with triple play initially?
4.1.5 The future of triple-play
4.1.6 Multi-play case studies
4.1.7 Unified Communications (UC)

5. Digital services impact on the media sector
5.1.1 The digital economy – what is at stake for you?
5.1.2 Advertising important to media industry
5.1.3 Collapse of the traditional media industry
5.1.4 Market insights
5.1.5 Media companies need to disaggregate and rebuild
5.1.6 E-books
5.1.7 The challenging newspaper publishing sector
5.1.8 The anomaly of the mass media

List of Tables

Table 1 – Global - mobile entertainment revenue – 2011 - 2017
Table 2 – Global - leading app store competitors by number of apps – 2013; 2015; 2017
Table 3 – Top social networks and messaging apps by users - 2016
Table 4 – Global – subscribers to digital music services – 2010 - 2016
Table 5 –Subscribers to leading digital music services – 2016
Table 6 – Global - digital music revenue – 2007 - 2015
Table 7 – Social network advertising revenue by region – 2013 - 2015
Table 8 – Global - digital TV households – 2009 – 2016; 2020
Table 9 –Global - digital TV market share – 2006; 2009; 2011 - 2015; 2020
Table 10 – Top 10 countries – digital TV households - 2014
Table 11 – Global - pay TV subscribers – 2010 – 2019
Table 12 – Global IPTV subscribers – 2010 – 2017
Table 13 – Global OTT video streaming revenue – 2015; 2021
Table 14 – Netflix subscriptions – 2011 – Q1 2017
Table 15 – Netflix consolidated revenue – 2009 – Q1 2017
Table 16 – Global – multi-play subscribers – 2015 - 2020
Table 17 – United Kingdom - proportion of bundled services by type – 2005 - 2016
Table 18 – The Netherlands - bundled play subscribers by type – 2013 - 2016
Table 19 – The Netherlands - market share of broadband in bundled services – 2011 - 2016
Table 20 – The Netherlands - market share of fixed-voice in bundled services – 2011 - 2016
Table 21 – The Netherlands - market share of TV in bundled services – 2011 - 2016
Table 22 – KPN subscribers with bundled services – 2008 - 2016
Table 23 – PLDT’s capital expenditure – 2008 - 2015
Table 24 – PLDT fixed-line subscribers – 2001; 2005 - 2015
Table 25 – Global media ad spending and annual change – 2011 - 2018
Table 26 – Global digital ad spending and annual change – 2011 – 2016
Table 27 – Global mobile advertising spending and annual change – 2011 – 2016
Table 28 – Most popular formats for receiving news in the UK – 2015
Table 29 – Most popular formats for receiving news in the USA – 2016

List of Exhibits

Exhibit 1 – Popular mobile apps - Apple iOS - 2016
Exhibit 2 – Will broadcasting move to the cloud?
Exhibit 3 – Set-Top Boxes (STBs)
Exhibit 4 – Historical overview - HDTV
Exhibit 5 – Examples of key IPTV vendors worldwide
Exhibit 6 – Equivalence between access modes and traditional audiovisual use
Exhibit 7 – Blockbuster closes its stores across America
Exhibit 8 – Definition: Content Delivery Networks (CDN)
Exhibit 9 – Multi-play definition
Exhibit 10 – Technology developments in bundled services
Exhibit 11 – Types of telecom convergence
Exhibit 12 – United Kingdom - operators’ service bundling offers – 2016
Exhibit 13 – Digital advertising cost considerations
Exhibit 14 – Price fixing allegations

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