Next Generation Digital Entertainment: CDN Delivery + DRM Challenge + Market Forecast 2013-2018

Next Generation Digital Entertainment: CDN Delivery + DRM Challenge + Market Forecast 2013-2018

$1,995.00

Publication ID
MIC0313003
Publication Date
March 19, 2013
Pages
67
Regions Covered
Publisher
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

1.0 EXECUTIVE SUMMARY 6

2.0 INTRODUCTION 8

2.1 DIGITAL ENTERTAINMENT MARKET 8
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
3.1.1 INFORMATION AND COMMUNICATION TECHNOLOGY BEING ADOPTED ACROSS THE VALUE CHAIN 10
3.1.2 INCREASING ROLE BEING PLAYED BY THE CONSUMER AS A CONTENT CREATOR 10
3.1.3 PHENOMENON OF OUTSOURCING TO ASIAN MEDIA COMPANIES AND DECENTRALIZATION. 10
3.1.4 AVAILABILITY AND SALE OF DIGITAL DEVICES AT AFFORDABLE COSTS 11
3.1.5 RISE IN MOBILE AND BROADBAND SUBSCRIPTIONS 12
3.1.6 ONLINE DISTRIBUTION OF MOVIES AND TELEVISION SHOWS INCREASING GLOBALLY 15
3.2 MARKET RESTRAINTS 16
3.2.1 NEW ENTRANTS & THE RESULTANT INTENSE COMPETITION 16
3.2.2 PIRATED DIGITAL CONTENT 17
3.3 MARKET CHALLENGES 17
3.3.1 PRODUCTION AND TIME TO MARKET PRESSURES 17
3.3.2 IMPROVED AUDIENCE MEASUREMENT SYSTEMS 17
3.3.3 MOBILE TV BEING LIMITED TO SPORTS AND NEWS CONTENT 18
3.4 ROLE OF CDN ON DIGITAL ENTERTAINMENT DELIVERY 18
3.5 DRM CHALLENGES IN DIGITAL ENTERTAINMENT MARKET 19
3.6 FOUR SCREEN STRATEGY (COMPUTER +MOBILE + TABLET + TV) 19
3.6.1 APPLE 20
3.6.2 GOOGLE 20
3.6.3 SONY 20
3.6.4 SAMSUNG 20
3.7 SOCIAL EVOLUTION IN DIGITAL ENTERTAINMENT INDUSTRY 20
3.7.1 SOCIAL ENTERTAINMENT 21
3.8 RICH COMMUNICATION SERVICE PARADIGM 21

4.0 ECOSYSTEM ANALYSIS 23

4.1 PORTER’S FIVE FORCE 23
4.1.1 BARGAINING POWER OF BUYERS 23
4.1.2 BARGAINING POWER OF SELLERS 23
4.1.3 THREAT OF SUBSTITUTES 24
4.1.4 COMPETITIVE RIVALRY 24
4.1.5 THREAT OF NEW ENTRANTS 24
4.2 VALUE-CHAIN STAKEHOLDERS 24
4.2.1 SOFTWARE PROVIDERS 25
4.2.2 INTERNET SERVICE PROVIDERS 26
4.2.3 CONTENT PROVIDERS 26
4.2.4 CDN PROVIDER 27
4.2.5 ADVERTISERS 27
4.2.6 END USERS 28
4.2.7 CONSUMER ELECTRONICS MANUFACTURERS 28
4.2.8 DRM CONTROLLER AND GOVERNMENT BODIES 28
4.2.9 SOCIAL MEDIA PROVIDER 29
4.2.10 RCS PROVIDERS 29

5.0 GLOBAL ENTERTAINMENT MARKET REVENUES AND FORECASTS, 2013 – 2018 30

5.1 DIGITAL ENTERTAINMENT MARKET REVENUES AND FORECASTS, 2013 – 2018 30
5.2 REVENUE SHARE: MUSIC VS. GAMING VS. MOVIE VS. VIDEO VS.UGC 31
5.3 MARKET DELIVERY SHARE IN FOUR SCREEN PLATFORM 32
5.4 CONSUMER ELECTRONICS VS. ADVERTISING MARKET SHARE IN DIGITAL ENTERTAINMENT INDUSTRY 2013 - 2018 32
5.5 TOP REVENUE COUNTRY 34

6.0 GLOBAL DIGITAL ENTERTAINMENT USER PREDICTION 2013 – 2018 35

6.1 DIGITAL ENTERTAINMENT USER 2013 – 2018 35
6.2 USER % IN FOUR SCREEN PLATFORM 36
6.3 TOP USER COUNTRY 37

7.0 DIGITAL ENTERTAINMENT USER BEHAVIOR 38

7.1 PREFERENCE AMONG FOUR SCREENS 39
7.2 TIME PREFERENCE BY FOUR SCREEN PLATFORM 41
7.3 LOCATION PREFERENCE BY FOURS SCREEN PLATFORM 41
7.4 USER RESPONSE RATE BY SOCIAL FOUR SCREEN PLATFORM 42
7.5 LEAD GENERATION PERCENTAGE BY FOUR SCREEN PLATFORM 42

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 DELIVERY 47

9.0 DRM IMPLICATION AND IMPACT ON DIGITAL ENTERTAINMENT 48

9.1 ROLE OF DRM CONTROLLING BODY AND USER PERSPECTIVE 48
9.2 POTENTIAL THREAT REDUCTION PARADIGM APPLYING DRM 48
9.3 POTENTIAL LOSS/REVENUE SAVING FOR ORGANIZATION 48

10.0 RCS AND DIGITAL ENTERTAINMENT 50

10.1 RCS PARADIGM IN DIGITAL ENTERTAINMENT 50
10.2 TIME VS. SPEED GAINED USING RCS MODE 50
10.3 COST VS. REVENUE GAINED USING RCS MODE 51

11.0 VENDOR COMPANY ANALYSIS 52

11.1 ADOBE 52
11.1.1 ADOBE PRODUCTS AND SERVICES 52
11.1.2 ADOBE STRATEGIES 53
11.2 AKAMAI 53
11.2.1 AKAMAI PRODUCTS AND SERVICES 54
11.2.2 AKAMAI STRATEGIES 55
11.3 CDNETWORKS 55
11.3.1 CDNETWORKS PRODUCTS AND SERVICES 56
11.3.2 CDNETWORKS STRATEGIES 56
11.4 XDN 56
11.5 QUADIA 57
11.6 EDGESTREAM 57
11.6.1 EDGESTREAM PRODUCTS AND SERVICES 58
11.6.2 EDGESTREAM STRATEGIES 58
11.7 LIMELIGHT NETWORKS 58
11.7.1 LIMELIGHT NETWORKS PRODUCTS AND SERVICES 59
11.7.2 LIMELIGHT NETWORKS STRATEGIES 59

12.0 GEOGRAPHIC ANALYSIS 61

12.1 NORTH AMERICA 63
12.2 APAC 63
12.3 EUROPE 64
12.4 MIDDLE EAST AND AFRICA 64

13.0 GLOBAL MARKET STRATEGIES 65

13.1 VALUE CHAIN ANALYSIS 65
13.2 SUGGESTIONS & RECOMMENDATIONS 65
 

List of Figures

Figure 1: Smartphone & Tablet % owned by Top Countries 12
Figure 2: Global Mobile Cellular Subscription 13
Figure 3: Global Mobile Cellular Subscription per 100 inhabitants 14
Figure 4: Active Mobile Broadband Subscriptions per 100 inhabitants 15
Figure 5: Ecosystem & Porter’s Five Forces Model 23
Figure 6: Global Digital Entertainment Market Revenues, 2012 – 2018 ($ Billions) 30
Figure 7: Global Digital Entertainment Market Revenues, 2012 – 2018 ($ Billions) 31
Figure 8: Digital Entertainment Market Breakdown by Content and Delivery Type, 2012 (%) 32
Figure 9: Digital Entertainment Market Breakdown by Device Type, 2012 (%) 32
Figure 10: Consumer Electronics vs. Digital Advertising Revenues, 2012 – 2018 33
Figure 11: Consumer Electronics vs. Digital Advertising Revenues, 2012 – 2018 33
Figure 12: Top Digital Entertainment Market Countries, Revenues, ($ Billions) 34
Figure 13: Global Digital Entertainment Users, 2012 – 2018 (Millions) 35
Figure 14: Global Digital Entertainment Users, 2012 – 2018 (Millions) 36
Figure 15: Digital Entertainment User Breakdown by Four Screens, 2012 (%) 36
Figure 16: Top Digital Entertainment User Countries, 2012 (Millions) 37
Figure 17: Aggregate Values of Activities performed when Sequentially Screening Devices 40
Figure 18: Aggregate Time Spent By User Sequentially on Smartphone, PC and Tablet 40
Figure 19: Aggregate Time Spent By User Sequentially on PC, Smartphone and Tablet 41
Figure 20: Aggregate Time Spent By User Sequentially on Tablet, Smartphone and PC 41
Figure 21: Location Preference by User on Four Screen Platform 42
Figure 22: Unaided Recall Percentage of Ads by Users by Screen Type 42
Figure 23: Attention Values by Four Screens Among Users 43
Figure 24: Content Delivery Network Market Breakdown by Value Chain Components, 2012 – 2017 ($ Millions) 44
Figure 25: Content Delivery Network Market Breakdown by Value Chain Components, 2012 – 2017 ($ Millions) 45
Figure 26: Global Encoding and DRM Market Revenues, 2012 – 2017 ($ Millions) 49
Figure 27: Global Digital Entertainment Industry Revenue Breakdown by Geography, 2013 – 2018 ($ Billions) 61
Figure 28: Global Digital Entertainment Industry Revenue Breakdown by Geography, 2013 – 2018 ($ Billions) 61
Figure 29: Global DRM Market Revenues by Geography, 2012 -2017 ($ Millions) 62
Figure 30: Global DRM Market Revenues by Geography, 2012 -2017 ($ Millions) 62
Figure 31: Global CDN Market Breakdown by Geographic Region, 2012 – 2017 ($ Millions) 63
Figure 32: Global CDN Market Breakdown by Geographic Region, 2012 – 2017 ($ Millions) 63
  1. Adobe
  2. Akamai
  3. Apple
  4. Google
  5. Sony
  6. Samsung
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