Future of Digital Home Entertainment

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Transcription:

Future of Digital Home Entertainment This report analyzes trends, technologies and business models of the enablers and providers of digital content. It examines six meta-themes that can be used as a template for defining the future shape and growth of the digital home entertainment market. These six themes are then applied to each of three main digital home entertainment markets: TV and video; music; and gaming. Features Understand how six main meta-themes can help to analyze and forecast the future of the digital home entertainment. Gain insight into how changing lifestyle and media consumption trends will impact the future shape and growth of the market. Understand the drivers and inhibitors that are shaping the evolution of the digital home entertainment market. Gain insight into the future technology roadmaps for TV sets, audio players and gaming consoles, including market forecasts. Understand how new market entrants are disrupting the traditional business models of content providers and media publishers. Highlights The future of digital home entertainment can be defined and analyzed using six key interrelating meta-themes : ; specialization; portability and the porous home; simplification; and differentiation. The number of households receiving digital TV globally is expected to grow from just over 211m in 2009 to reach 274m by 2012. Satellite and cable will remain the two largest delivery platforms for digital TV between now and 2012, however, IPTV will grow the fastest. The VOD market is expected to generate almost $9bn in revenues in 2012. The global digital music market is predicted to grow at a CAGR of 30% over the period 2009-2013, reaching $13.7bn. The online gaming market is expected to grow at a CAGR of 12.5% over the period 2008-2013 to reach $20.2bn. Your key questions answered How can six meta-themes be used to forecast the evolution of the digital home entertainment market? How can vendors and service providers create new market opportunities and attract new consumers? Will consumers pay for digital content in future? Which technology platform for delivering TV content in future represents the largest market opportunity? How will the cloud shape the evolution of the digital home entertainment market? What role will mobile devices have in the future digital home? Which technologies and services are next for convergence?

Table of Contents Executive summary Drivers and inhibitors of digital home entertainment Trends and meta-themes in digital home entertainment The future of digital home entertainment: TV and video The future of digital home entertainment: Music The future of digital home entertainment: Gaming Chapter 1 Introduction What is this report about? Who is this report for? Definitions Chapter 2 Drivers and inhibitors of digital home entertainment Introduction Market context Content provision and delivery models Market drivers Connectivity Fixed broadband penetration Mobile broadband penetration Mobility, the cloud and the porous home Consumer behavior and lifestyle Work-life balance Media consumption Entertaining at home Market inhibitors Global economic downturn Retail sales hit in 2009-2010 Recovery begins in 2011 Converged devices restrict sales growth Slow technology pipelines Media and content provider challenges The consumer sets the agenda Certain consumers are not comfortable with new technologies Providers need to differentiate themselves from the pack Conclusions Chapter 3 Trends and key themes in digital home entertainment Introduction

Six technology meta-themes Analysis of the six technology meta-themes Service convergence Media platform convergence Device convergence encourages the 'good enough' concept Maturity to dominate the evolution of digital home entertainment Dangers in attempting to appeal to all Understanding consumer preferences Converged services: specialization and customization often overlap Consumer lifestyle trends point towards individualism The popularity of mobile apps Media and broadcasting sectors driving personalized content Maturity Digital content moves from fixed and portable storage devices into the cloud Mobile technology is becoming more important to consumers Fixed devices remain central to home life Maturity Amount of new devices increases the complexity of the purchasing process Consumer demands for simplicity vary between generation and demographic Fixed and mobile Internet makes life easier The need for simplification does not only apply to devices Setting products and services apart from the crowd Apple and Nintendo: examples of successful differentiation Triple-play provides opportunities Chapter 4 The future of digital home entertainment: TV and video The future of TV and video The broadcast industry Web TV IPTV On-demand video 3DTV Technology evolution HDTV Internet connectivity 3D TV Mobile TV

Market sizing and forecast TV and video hardware Global TV sales snapshot Digital TV IPTV HDTV HDTV sets HD services Blu-ray Set-top boxes and DVRs Video-on-demand Internet-based TV and video content Online providers Hulu YouTube BBC iplayer Comcast and TV Everywhere MLB.tv 3D Television Mobile TV Applying the six meta-themes to the future of TV Chapter 5 The future of digital home entertainment: Music The future of digital music Evolution of business models Technology evolution Audio formats and quality Digital audio content retailers Market sizing and forecast Digital audio content Portable audio players Networked audio products Applying the six meta-themes to the future of digital music

Chapter 6 The future of digital home entertainment: Gaming The future of gaming Emerging technologies and trends On-demand gaming - OnLive User-generated content Social gaming Serious gaming Advergaming Micropayment models The changing demographic profile of gamers Market sizing and forecast Games console market Hardware Online consoles Software Online gaming market Massively multiplayer online games (MMOGs) market Mobile gaming market PC gaming market Applying the six meta-themes to the future of gaming Index List of Figures Figure 2.1: Drivers of the digital home entertainment market Figure 2.2: Consumer fixed broadband subscribers by region (m), 2008-2014 Figure 2.3: Consumer mobile broadband subscribers by region (m), 2008-2014 Figure 2.4: Global mobile phone connections and revenue, 2007-2012 Figure 2.5: Average time spent consuming media per day, hours (by country), 2002-2012 Figure 2.6: Average time spent watching TV by country (hours/day), 2008 Figure 3.7: Relationships between the 6 meta-themes influencing the future of digital home entertainment Figure 3.8: How the 6 meta-themes impact on the future of digital home entertainment Figure 3.9: The role of convergence in the future of digital home entertainment

Figure 3.10: Global mobile applications downloads (m), 2008-2014 Figure 3.11: The porous digital home and the cloud Figure 4.12: Media trends and technology enablers for the broadcasting industry Figure 4.13: Global digital TV market by platform (households, m), 2008-2012 Figure 4.14: IP traffic growth (PB per month) to 2012 Figure 4.15: Global IPTV revenues and subscribers to 2012 (000s) Figure 4.16: Global VOD revenues ($m), 2007-2012 Figure 4.17: European HDTV households (m), 2008-2018 Figure 4.18: Global 3D TV unit sales and revenue, 2010-2015 Figure 5.19: Music-related activities in the UK, 2009 (% of respondents) Figure 5.20: Global market for online and mobile digital audio content ($bn), Figure 5.21: Global ipod and iphone shipments (000s), 2007-2009 Figure 5.22: Global sales of dedicated Internet radio units (000s), 2008-2013 Figure 5.23: Western Europe and US sales of networked audio products (000s), 2007-2013 Figure 6.24: Global in-game advertising market ($bn), 2008-2013 Figure 6.25: UK breakdown of gamers and non-gamers by age (%), 2008 Figure 6.26: Global video gaming market size ($bn), 2008-2013 Figure 6.27: Global video gaming market share by format (%), 2008-2013 Figure 6.28: Global video gaming market share by geography (%), 2008-2013 Figure 6.29: Global console shipments (m), 2006-2013 Figure 6.30: Global online console market ($bn), 2008-2013 Figure 6.31: Global online gaming market ($bn), 2008-2013 Figure 6.32: Global mobile gaming market ($bn), 2008-2013 Figure 6.33: Smartphone shipments by region (m), 2009-2014 List of Tables Table 2.1: Typical Internet connection speeds in different regions of the world, 2009 Table 2.2: Average consumer leisure time (hours/day), 2007-2012 Table 2.3: Average time spent consuming media (hours/day) by country, 2002-2012 Table 2.4: Daily Internet usage, Internet users (000s) and total % of population, by continent, 2008 Table 2.5: Average time spent watching TV by country (hours/day), 2008 Table 2.6: Average consumer leisure time spent consuming print media (minutes/day, by country) 2007-2012 Table 2.7: Electricals retail expenditure in the UK, 2003-2013 Table 3.8: Global mobile applications downloads (m), 2008-2014 Table 4.9: Global TV shipments by technology (000s), Q4 2009 Table 4.10: Global digital TV market by platform (households, m), 2008-2012 Table 4.11: European HDTV households (m), 2008-2018 Table 4.12: Global 3D TV unit sales and revenue, 2010-2015 Table 4.13: Worldwide mobile TV and video content revenues ($m) Table 5.14: Charting global digital music changes, 2003 vs. 2009 Table 5.15: Global digital (online and mobile) music market ($bn), 2009-2013

Table 5.16: Global ipod and iphone shipments (000s), 2007-2009 Table 5.17: Global sales of dedicated Internet radio units (000s), 2008-2013 Table 5.18: Western Europe and US sales of networked audio products (000s), 2007-2013 Table 6.19: UK breakdown of gamers and non-gamers by age (%), 2008 Table 6.20: The most popular console games worldwide (units sold, m) Table 6.21: Global video gaming market size ($bn), 2003-2013 Table 6.22: Global video gaming market break-up by geographic region ($bn), 2008-2013 Table 6.23: Global console shipments (m), 2006-2013 Table 6.24: Global online console market ($bn), 2008-2013 Table 6.25: Smartphone shipments by region (m), 2009-2014