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Mobile Entertainment Strategies

Mobile Entertainment Strategies

Markets, Opportunities & Forecasts 2011-2015

Publisher: Juniper Research
Date Published: 02/03/2011
Category: Mobile Content & Applications
No of Pages: 99
Coverage: Global - 8 Key regions
 

Overview

- Industry Benchmark Forecasting Methodology
- Extensive Regional Analysis Across Sectors
- Entertainment Events Ticketing Forecasts

This report provides a complete overview of the entire mobile entertainment ecosystem including an assessment of the challenges and strategic opportunities for network operators, vendors and content providers.

The report collates the core analysis and forecasting suites from the recent mobile entertainment reports, providing market sizing and revenue forecasts for: Mobile Games; Mobile TV; Mobile Gambling; Mobile Music; Mobile Adult; Social Media; and Infotainment.  For each of the eight key regions it also explores which are the most compelling segments of mobile entertainment today and which are likely to generate the greatest revenues in the future.

Given the increasing importance of live events within the revenue streams of entertainment providers, this report also provides new forecasts for entertainment and events ticketing as well as case studies of key ticketing providers (Live Music, Theatre, Ballet, Comedy, Cinema, Night Clubs, Museums and Galleries, Trade Shows).  This is taken from the forthcoming mobile ticketing report due for publication shortly.  Please contact us for more details.

Table of Contents

Executive Summary
1. Mobile Entertainment Market Development

1.1 Introduction   
1.2 Types of Mobile Entertainment Service   
1.2.1 Mobile Gambling   
1.2.2 Mobile Adult Content   
1.2.3 Mobile Games   
Table 1.1: Games Genre and Examples (with Publisher)   
i. Action Games   
ii. Role-playing Games   
Figure 1.2: Gamevil\\\\\\\'s RPG Zenonia on the iPhone   
iii. Simulation   
iv. Casual Games   
v. Traditional Games   
1.2.4 Mobile Music   
1.2.5 Mobile TV   
1.2.6 Mobile Social Media   
1.2.7 Mobile Infotainment   
Table 1.2: Scope of Sport Leisure and Information Content and Service

2. Mobile Entertainment Market Forecasts

2.1 Forecast Definitions & Methodology   
2.1.1 Forecast Methodology   
Figure: 2.1: Forecast Methodology   
2.2 The Global Market for Mobile Entertainment   
2.2.1 Global Market Product Breakdown   
Figure 2.2: Total Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
Table 2.1: Total Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
Figure 2.3: Total Revenues (%) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010 and 2015   
2.2.2 Global Market Regional Breakdown   
Figure 2.4 Total Revenues ($m) from Mobile Entertainment Split by 8 Key Regions 2010-2015.   
Table 2.2: Total Revenues ($m) from Mobile Entertainment Split by 8 Key Regions 2010-2015.   
Figure 2.5: Total Revenues (%) from Mobile Entertainment Split by 8 Key Regions Split 2010 & 2015   
2.3 Mobile Entertainment Product Sector Forecasts   
2.3.1 Mobile Gambling   
i. Quantifying Mobile Gambling: Wagers & Gross Win   
ii. Total Mobile Gambling Wagers   
Figure 2.6: Total Wager ($m) on Mobile Gambling Services Split by 8 Key Regions 2010-2015   
Table 2.3: Total Wager ($m) on Mobile Gambling Services Split by 8 Key Regions 2010-2015   
Figure 2.7: Total Gross Win ($m) on Mobile Gambling Services Split By 8 Key Regions 2010-2015   
Table 2.4: Total Gross Win ($m) on Mobile Gambling Services Split by 8 Key Regions 2010-2015   
2.3.2 Mobile Adult Content   
Figure 2.8: Total Revenues from Adult Mobile Services ($m) Split By 8 Key Regions 2010-2015   
Table 2.5: Total Revenues from Adult Mobile Services ($m) Split By 8 Key Regions 2010-2015   
2.3.3 Mobile Games   
Figure 2.9: Total End-User Generated Revenues ($m) from Mobile Games Split By 8 Key Regions 2010-2015   
Table 2.6: Total End-User Generated Revenues ($m) from Mobile Games Split by 8 Key Regions 2010-2015   
2.3.4 Mobile Music   
Figure 2.10: Total End-user Generated Revenues ($m) from Mobile Music Split by 8 Key Regions 2010-2015   
Table 2.7: Total End-user Generated Revenues ($m) from Mobile Music Split by 8 Key Regions 2010-2015   
2.3.5 Mobile Social Media   
Figure 2.11: Total End-User Revenues ($m) for Social Media Split by 8 Key Regions 2010-2015   
Table 2.8: Total End-User Revenues ($m) for Social Media Split by 8 Key Regions 2010-2015   
2.3.6 Mobile TV   
Table 2.9: Mobile TV - Key Disruptive Factors   
Figure 2.12: Mobile TV Revenues ($m) Split by 8 Key Regions 2010-2015   
Table 2.10: Mobile TV Revenues ($m) Split by 8 Key Regions 2010-2015   
2.3.7 Mobile Infotainment   
Figure 2.13: Mobile Infotainment Revenues ($m) Split by 8 Key Regions 2010 - 2015   
Table 2.11: Mobile Infotainment Revenues ($m) Split by 8 Key Regions 2010-2015   
2.4 Mobile Entertainment Regional Forecasts   
2.4.1 North America   
Figure 2.14: North American Revenues ($m) from Mobile Entertainment Services Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
Table 2.12: North American Revenues ($m) from Mobile Entertainment Services Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
2.4.2 Latin America   
Figure 2.15: Latin American Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
Table 2.13: Latin American Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
2.4.3 Western Europe   
Figure 2.16: Western European Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
Table 2.13: Western European Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
2.4.4 Central & Eastern Europe   
Figure 2.17: Central & Eastern European Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
Table 2.14: Central & Eastern European Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
2.4.5 Far East & China   
Figure 2.18: Far East & China Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
Table 2.15: Far East & China Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
2.4.6 Indian Sub Continent   
Figure 2.19: Indian Sub Continent Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
Table 2.16: Indian Sub Continent Revenues ($m) from Mobile Entertainment. Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015.   
2.4.7 Rest of Asia Pacific   
Figure 2.20: Rest of Asia Pacific Revenues ($m) from Mobile Entertainment. Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
Table 2.17: Rest of Asia Pacific Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
2.4.8 Africa & Middle East   
Figure 2.21: Africa & Middle East Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015   
Table 2.18: Africa & Middle East Revenues ($m) from Mobile Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult & Gambling) 2010-2015

3. Monetising Mobile Entertainment

3.1 The Opportunity for Mobile Entertainment   
3.1.1 Mobile Ubiquity   
3.1.2 The Rise of the App Store   
3.1.3 The Rise of the Smartphone   
3.1.4 Mobile Internet Adoption is Increasing   
Figure 3.1: Mobile Internet User Base (m) Split By 8 Key Regions 2006-2010   
3.1.5 Brands Are Recognising the Potential of Mobile Distribution Channels   
3.1.6 The Rise of mCommerce   
3.2 Mobile Content Business Models   
Figure 3.2: Mobile App Business Models   
3.2.1 Pay Per Download   
i. Pricing Content   
ii. Is Pay-Per-Download An Optimal Business Model For My App or Content?   
3.2.2 Free to Download   
3.2.3 Upselling Content - The Freemium Approach   
3.3 Mobile Entertainment in a Post App-Store World   
3.3.1 The Traditional Mobile Value Chain & Value Web   
Figure 3.3: Traditional Value Chain of Mobile Content   
Figure 3.4: Mobile Content Value Web   
Figure 3.5: App Store Value Chain   
3.3.2 App Stores For All   
3.3.3 Challenges Across The Mobile Value Chain   
i. Challenges For Storefront Vendors   
a. The Need for Scale   
Figure 3.6: The Vicious Circle of the Addressable User Base   
b. Monetising the Mass Market   
c. App Store Overload   
ii. Challenges for Network Operators   
a. The Content Legacy   
Figure 3.6: The Content Legacy   
b. Monetising Download Volumes   
c. The Portal Revisited?   
d. Seizing the Opportunity: Operator APIs   
iii. Challenges for Vendors   
a. Fragmentation   
iv. Challenges for Content Providers   
a. The Challenge of Differentiation   
b. From Development to Storefront: QA, Content Policies and Developer Agreements   
c. Open OS   
d. The Challenge of Discovery   
v. Challenges for White Label Storefront Providers   
vi. Aggregators: Reposition or Fail?

4. Mobile Ticketing for Entertainment & Events

4.1 Introduction   
4.2 Case Studies   
4.2.1 Live Nation (Ticketmaster) (US)   
4.2.2 Fandango (USA)   
Figure 4.1: Fandango Mobile Ticketing   
4.3 Market Forecast   
4.3.1 Entertainment Ticketing Landscape   
Figure 4.2: Orange Romania 2 for 1 Cinema Ticketing   
4.3.2 Entertainment & Events Mobile Ticketing Transaction Value   
Figure 4.3: Total Entertainment & Events Mobile Ticketing Transaction Value ($m) Split by 8 Key Regions 2011-2015

5. Regulation and Controls

5.1 Introduction   
5.2 Regulatory Environments   
5.2.1 International Privacy Regulation   
i. Directive 95/46/EC: Processing Personal Data and the Protection of Privacy   
ii. The E-Commerce Sector Data Protection Directive (2002/58/EC)   
iii. The Data Retention Directive (2006/24/EC)   
iv. The Distance Selling Directive (97/7/EC)   
v. The E-money Directive   
5.2.2 Mobile Content Regulation   
i. Pan-European Activities   
a. European Framework on Safer Mobile use by Younger Teenagers and Children   
Table 5.1: Implementation of European Framework for Safer Mobile Use by Younger Teenagers and Children by Country 2010   
b. The EU Mobile Services Sweep   
ii. National Legislation Pertaining to Mobile Services   
a. Case Study: Australian Communication and Media Authority (ACMA)   
b. Case Study: PhonepayPlus (UK)   
iii. National Self-Regulation   
a. Case Study: UK   
b. Case Study: US   
c. Case Study: South Africa

6. Future Mobile Awards

Table 6.1: Future Mobile Award Winners - 2011   
Category   
Award Winner   
Future Mobile Award for Mobile Gambling   
Ladbrokes   
Future Mobile Award for Mobile Adult Services   
Pink Visual   
Future Mobile Award for Mobile Games   
EA Mobile   
Future Mobile Awards for Mobile Music   
Spotify   
Future Mobile Award for Mobile TV   
MobiTV   
Future Mobile Award for Mobile Augmented Reality   
Qualcomm   
Future Mobile Award for Mobile Advertising   
Millennial Media   

Glossary

Companies Referenced

Apple, AT & T, BuzzCity, Digital Chocolate, E A Mobile, eBay, Fandango, GetJar, Google, Ladbrokes, Live Nation Entertainment, LG, Millennial Media, MobiTV, Motorola, NTTDoCoMo, O₂, Orange,    Pink Visual, Probability, Qualcomm, Samsung, Shazam, Spotify, T-Mobile, Verizon Wireless, Vodafone, VODone.

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Key Questions

1. How much will mobile entertainment services be worth by 2015?
2. Which are the most lucrative mobile entertainment segments?
3. What are the key drivers for mobile entertainment?
4. Which regions will experience the strongest growth in terms of mobile entertainment revenues?
5. What are the key opportunities that mobile entertainment offers to network operators?
6. How has the mobile content value chain been disrupted by the app store model?

Any Questions about this report please contact us.

 

Related Reports:

Mobile TV, Mobile Gambling Markets, Mobile Adult Strategies, Mobile Games.

Related Categories: Entertainment

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