2008 Global Digital Media - Entertainment Market

Publication Overview

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.


Researcher: Kylie Wansink

Current publication date:- April 2008 (1st Edition)

Next publication date:- April 2009

 

Executive Summary

The most hotly debated topic in the digital media industry is how to make money and it is the entertainment sector that many involved in the industry are directing their focus. The Internet, digital television, home media centres and mobile devices are all being used to deliver entertainment services. Set-top boxes are seen as the key to digital television service take-up around the world; HDTV, DVRs, home media centres and Internet services are also set to drive entertainment growth. Internet media companies (ie, Google, etc) are exploiting the added speed and capacity offered by broadband infrastructure, which will result in a whole range of new applications continuing to enter the market over the next decade. For more information, see chapter 1.1, page 1.

The UK continues to be a leader in digital television penetration; however, this is expected to change over the next five years as take-up accelerates in other parts of the world, particularly Asia. In 2008 Asia Pacific is expected to supersede North America and Europe in terms of set-top box sales. For more information, see chapter 2.1, page 5.

With the development of broadband, interactive TV is back in favour again. Many TV programs now have an interactive element to them, particularly in the Asian and European markets. The Multimedia Home Platform is beginning to assist in the progress of T-commerce around the world, particularly in South Korea. iTV and interactive content is also being incorporated into mobility, with further progress expected throughout 2008 and 2009. For more information, see chapter 2.3, page 20.

Video applications over broadband have emerged over the last couple years. In only a few instances however do we see an opportunity for IPTV – the reality is that the telcos will find it pretty tough competing with cable and pay TV operators. However, as PCCW has shown, it can be done. The market is progressing; in 2008 there are initial global standards and architecture specifications in place and interesting developments are taking place in Europe (particularly France and Italy), China, Hong Kong and the Netherlands. For more information, see chapter 3.1, page 41.

Video consumption via the Internet is producing promising statistics and advertisers have begun to seriously take note. In the USA around one in every three videos watched online is done via a Google property (primarily YouTube) – evidence that this industry leader continues to dominate. In 2008 it will be interesting to watch the impact of Hulu upon the online video market in the US. Launched by NBC Universal and News Corp’s Fox, Hulu offers access to advertising-supported television shows, movies and other video – differentiating itself from sites such as YouTube which are based on content generated by the users. For more information, see chapter 4.3, page 68.

The Internet has also increasingly become a forum for User Generated Content, from the early bulletin boards to today’s video blogs that allow for new levels of interaction. In recent times social networking has become a major focus – dominated by industry leaders MySpace and Facebook. Other competitors are also scrambling to capture market share. In 2008, AOL purchased popular European social networking site Bebo. Social network services are now evolving in order to maintain users’ attention. Mobile social networking services are also in development. For more information, see chapter 4.4, page 76.

Virtual worlds are another example of the developments occurring as part of the digital media evolution. The most high profile of these is ‘Second Life’; the popularity of this virtual world has exploded over the past couple of years from around 1.5 million users in 2006 to nearly 13 million registered users in 2008. However, the departure of some high-profile companies in 2007 has the industry wondering if Second Life’s growth will continue unabated. Attention is turning towards its competitors such as There.com. With recent entrants such as China’s HiPiHi and the emergence of worlds designed specifically for teenagers and children, this sector has become a focus for marketing opportunities. For more information, see chapter 4.5, page 88.

There is currently a lot of interest in both the online gambling and gaming sectors, with both being readily adopted into mobile devices. The increased penetration of high-speed broadband is assisting in this growing popularity and recently developed online game consoles are driving video game growth. The innovation of placing advertisements within games is creating potential new revenue streams with one industry leader, Microsoft, making strides in this area. In terms of online gambling, the regulatory environment continues to create uncertainty but the industry is still growing and looking towards other markets beside the US. For more information, see chapter 4.2, page 61.

Several different industries are vying for networked home media sector. They all want to become the gateway to the customer. While most of the initial home automation efforts have concentrated on the PC, there is now a noticeable shift away from PCs as home media centres. Focus has shifted to game consoles but eventually we see the future will be based on TV and DVR players. For more information, see chapter 5.1, page 95.

This report provides an insight and analyses into the trends and developments taking place in digital media with a focus on entertainment services. The report comprises a global overview of the progress of digital media entertainment developments, including digital TV, HDTV, iTV, IPTV and Internet based services. Mobile developments have been incorporated where applicable. Developments and statistics at a regional level are also provided for North America, Latin America, Europe, Middle East, Africa and Asia Pacific.

Key highlights:

  • By 2009 yearly sales of Set-top boxes are expected to reach almost 150 million worldwide. For more information, see chapter 2.1.2.1, page 6.
  • Digital cable is expected to grow significantly over the next few years as analogue cable switches to digital services. For more information, see chapter 2.4, page 31.
  • Legitimate sales of digital music have increased by 40% worldwide in the past 12 months or so.
  • The US, Japan, UK, Canada, China, South Korea and Germany are considered the leaders in terms of HDTV. However, the penetration of HDTV sits at less than 10% of TV homes worldwide. For more information, see chapter 2.2, page 11.

Installed base of homes with networked entertainment centres worldwide – 2009 - 2011

Year

Homes (million)

2009

115

2010

140

2011

180

(Source: BuddeComm estimates, 2008)

  • With the development of new handsets and next-generation consoles, spending on gaming is expected to increase with a CAGR of around 10-15% over the next few years. For more information, see chapter 4.2.3, page 64.
  • In 2008 DVR growth is taking place in Europe and Asia; manufacturers are also escalating DVR exports to North America and the Middle East. For more information, see chapter 5.1.2, page 96.
  • The Asia region is at the forefront of service innovation for online entertainment development. For more information, see chapter 6.5, page 138.
  • South African mobile operator MTN has obtained exclusive mobile content rights for the 2010 Soccer World Cup for Africa and the Middle East for $65 million. For more information, see chapter6.4.1, page 136.
  • The demographic makeup of the Middle East means that there is huge potential for the development of a dynamic entertainment industry. In the GCC countries, around 65% of the population is under 30. For more information, see chapter 6.4.2, page 137.

Data in this report is the latest available at the time of preparation and may not be for the current year.

Table of Contents

  • 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
  • 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
  • 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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Number of pages 173

Status Archived

Last updated 29 Apr 2008
Update History

Analyst: Stephen McNamara

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