The digital entertainment market is experiencing growing pains within the era of the multiscreen (TV, phone, tablet, PC, and more) environment. The ecosystem is expected to experience massive disruption with the evolution of social networking and the convergent usage of the so-called "Second Screen" devices including smartphones, tablet, phablet, netbook, laptop and other devices. Mind Commerce anticipates localization and other personalization methods on Second Screen applications and services as well as innovative OTT business models.
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Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018
1. Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018
Overview: The digital entertainment market is experiencing growing pains within the era of the multiscreen
(TV, phone, tablet, PC, and more) environment. The ecosystem is expected to experience massive disruption
with the evolution of social networking and the convergent usage of the so-called "Second Screen" devices
including smartphones, tablet, phablet, netbook, laptop and other devices. Mind Commerce anticipates
localization and other personalization methods on Second Screen applications and services as well as
innovative OTT business models. This research analyzes the digital entertainment ecosystem and the
profound impact of social networking including evaluation of the multiscreen role in business strategy. The
report analyzes the market approach of ecosystem players with case study analysis. The report provides
revenue forecasting analysis globally as well as regional and by country. The report also provides quantitative
analysis of user engagement and interaction. Target Audience: Social networking companies Media
companies and portals Advertising agencies and brands Consumer electronics companies Gaming and
gamification companies Content Delivery Network (CDN) companies Network operators and service
providers of all types Personalization, identity, and preference control companies Companies in Report:
Facebook, Twitter, Tumblr, Google, Adobe, Akamai, Alcatel Lucent, Best Buy, Sky Broadcasting, British
Telecom, Cisco, Fox Entertainment, Fujitsu, HP, Huawei, IBM, Intel, LG, Liberty, Microsoft, Motorola, NBC
Universal, Netflix, Neustar, Panasonic, Paramount Pictures, Samsung, Sony, VeriSign, Warner Bros
Entertainment, Walt Disney, Time Warner, Apple, Amazon, Verizon, AT&T, Accenture, Pinterest, NOKIA,
Hollywood UltraViolet, Spotify, Rdio, Rhapsody, MOG, 6Waves, BBC, Hungama.com, Box, NetSuite,
Salesforce, Xbox, Nintendo, HMV, Pokemon, McDonald, NTT DoCoMo, KDDI, NBA China, We7, Deezer,
Vodafone, O2 Germany, HTC, DECE LLC, Arxan Technologies, BluFocus, CableLabs, castLabs, Catch
Media, Cineplex Entertainment, Comcast, Cox Communications, CSG Systems, Deluxe Digital, Dolby, DTS
(sound system), Elemental Technologies, Empathy Lab, Fanhattan, FilmFlex, Irdeto, Kaleidescape,
Lionsgate,
LOVEFiLM, Marvell, MOD Systems, Nagravision, NDS, Ooyala, PacketVideo, Royal Philips Electronics,
QuickPlay Media, RIAA, Red Bee Media, Rovi Corporation, Saffron Digital, SeaChange International, Sonic
Solutions, Switch Communications, Technicolor, Tesco, Testronic Labs, Toshiba, Verance, Verimatrix,
Widevine Technologies, Zoran, Top Gear, Jelli, DreamWorks, Proctor & Gamble, Random House,
TaylorMade, Jive, LIFO Interactive, Transmension, UUCun (China), Yu-Gi-Oh, Nippon Rental Cars, Japan
Airlines, Miaozhen Systems, IFPI, Zavvi, Woolworths, Borders, , Musicload, AOL, Musik, Saturn, Media
Markt, ECO, Mondia Media Selected Findings:
Video is the most consuming & revenue generating segments North America is the top revenue contributor
among regions and USA among countries Most user interaction and engagement including social will occur
on Second Screen Space Social and digital entertainment users is predicted to reach 2.4 billion by 2018 with
7.9% CAGR Digital entertainment revenue including social driven is expected to grow 10.06% CAGR
reaching US$ 850 billion by 2018
table Of Contents:
1.0social Networking & Digital Entertainment 6
Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018
2. 2.0digital Entertainment Ecosystem Analysis In Social Era 7
3.0digital Entertainment Revenue & Forecast 2013 - 20188
3.1global Digital Entertainment Revenue Forecast8
3.2social Driven Entertainment Revenue Vs. Global Digital Entertainment Revenue 8
3.3digital Entertainment Platform Contribution In Digital Advertising Services Revenue9
3.4revenue Breakdown: Music Vs. Gaming Vs. Movies Vs. Video Vs. User Generated Content9
3.5revenue Breakdown By 5 Screen Content Delivery Platform10
3.6regional Breakdown: Americas Vs. Emea Vs. Apac10
3.7breakdown By Country: Top 10 Countries 11
3.8mobile Broadband As A Component Of Global Digital Entertainment Revenue 12
4.0digital Entertainment User Prediction 2013 - 2018 13
4.1global Unique Digital Entertainment Users13
4.2social User In The Digital Entertainment Ecosystem13
4.3global Unique Users: Music Vs. Gaming Vs. Movies Vs. Video Vs. User Generated Content 14
4.4global Unique User Breakdown In 5 Screen Consuming Platforms14
4.5regional Unique User Breakdown: Americas Vs. Emea Vs. Apac15
4.6country Wise Unique User: Top 10 Countries16
4.7mobile Broadband User Among Global Digital Entertainment Users 17
5.0social & Digital Entertainment User Behavior Analysis 18
5.1social Entertainment Behavior & Key Findings 18
5.1.1interaction On Personal Computer 18
5.1.2interaction On Smartphones19
5.1.3tablets Interaction19
5.1.4console Interaction19
5.1.5tv Interaction20
5.2user Preference Over Second Screen Delivery Platform20
5.2.1aggregated Time Spent Of Users On Activities While Sequentially Screening Devices 20
5.2.2breakdown Of The Aggregate Time Spent Sequentially On Smartohone, Pc & Tablet21
5.2.3breakdown Of The Aggregate Time Spent Sequentially On Tablet, Smartohone, & Pc 21
5.2.4average Minutes Spent Vs. Interaction Breakdown By Users Over 5 Screen Platform 22
5.2.5platform Wise Interaction Location Preference22
5.3social Engagement & Business Opportunities 22
5.3.1social Response/engagement Rate By Pc Vs. Smartphone Vs. Tv Vs. Tablet Vs. Console22
5.3.2lead Generation Percentage By 5 Screen Platform Vs. Average 23
5.3.3analysis Of Lead Generation And Location Preference 23
Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018
3. 6.0digital Entertainment Content Ecosystem And Industry Initiatives25
6.1hollywood Ultraviolet Cloud Case26
7.0mobile Network Operators (mnos) In Digital Entertainment Market 27
7.1market Considerations For Mnos 27
7.2industry Challenges For Mnos28
7.3vendor Led Solution: Accenture Digital Entertainment Solution (des) Case 28
7.3.1creating Distinctive Media Experience29
7.3.2des Architecture: Supply Chain, Content Management & Digital Distribution29
7.4connected Home Segment: Integrated Entertainment And Gamification30
8.0consumer Electronics Company In Digital Entertainment 32
8.1nokia Music+ Strategy 32
8.2sony's Consumer Experience Strategy32
8.2.1smartphones32
8.2.2one-touch Function:33
8.2.34k 33
8.2.4televisions With Enhanced Usability And Connectivity 34
8.2.5triluminos Display35
8.2.6digital Imaging Products 35
8.3consumer Internet Company Google Delivering Movie35
9.0brands Distinctive Approach With Digital Entertainment & Involvement Of Social Networking
Company37
9.1bbc Partnership With 6waves37
9.2branded Gaming37
10.0select Industry Players39
10.1hungama.com 39
10.2box 39
10.3jelli 39
10.4lifo Interactive 39
10.5transmension40
10.6uucun (china)40
11.0case Study Analysis 41
Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018
4. 11.1uk Analysis 41
11.1.1hmv42
11.2japan Vs. Usa Analysis43
11.2.1the Battle For The Global Entertainment Industry 43
11.2.2digital Entertainment Economy: A Solution For Recession44
11.2.3components Of The New Digital Industry 44
11.2.4films And Video In Us Vs. Japan 45
11.2.5two Sides Of Intellectual Property Rights 45
11.2.6computer Games, Yu-gi-oh, And Cell Phones46
11.2.7cultural Strength47
11.3china Analysis48
11.3.1nba - Digital Entertainment Model 49
11.4india Analysis 50
11.5germany Analysis52
11.5.1demand For Physical 52
11.5.2digital Market Peneration53
11.5.3domestic Repertoire 54
11.5.4performing Rights54
11.5.5new Forum Entertainment Competence Group 54
11.5.6partnership Of Mondia Media With O2 Germany55
12.0recommendations For Ecosystem Players 56
12.1key Consideration For Industry Player56
12.2cross-platform Strategy For Market Player 56
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Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018
5. Social and Digital Entertainment Market and Forecast Analysis 2013 - 2018