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.
Prices
Single User
Multi User
Enterprise Wide
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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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