Digital Content Business Models

Digital Content Business Models: OTT & Telco Strategies 2019-2023

Juniper Research's Digital Content Business Models research provides a comprehensive analysis of the business models that players across the telecoms and digital ecosystem; namely operators, service providers, OTTs and billing providers, are embracing to determine adaptive strategies and survive in this rapidly changing sector.

This digital content industry strategy research explores how content business models are changing, and will continue to change, in the future. It analyses what the transition in consumption patterns means for both old and new players, and what that implies for optimal monetisation of the digital content market.

This digital content trends research suite includes:
  • Deep Dive Strategy & Competition (PDF)
  • Deep Dive Data & Forecasting (PDF & Excel)
  • Executive Summary & Core Findings (PDF)
  • 12 months' access to harvest online data platform


Key Features

  • Market Landscape: In-depth analysis of key player content spend levels; exploring how OTTs and telcos are disrupting the status quo through the acquisition of sporting content and eSports rights.
  • Competitive Player Assessment: Investigates carrier billing providers; focusing on player activities in delivering and producing content, future business prospects, together with Juniper Research commentary on individual player prospects:
    • FAANG (Facebook, Apple, Amazon, Netflix & Google)
    • BAT (Baidu, Alibaba & Tencent)
  • Market Dynamics: Strategic analysis of the major trends and key debates in the digital content ecosystem, including:
    • OTT player and telco strategies to monetise sports and eSports content, and unique film/TV content
    • The rise of on-demand and streaming services
    • Leveraging the billing relationship
  • Interviews: With leading players across the digital content ecosystem, including:
    • mGage
    • NTH Mobile
    • Centili (Infobip)
    • Bango
    • DIMOCO
  • Vendor Profiles & Leaderboard: Key player capability and capacity assessment, together with Leaderboard vendor positioning for 10 carrier billing providers.
  • Benchmark Industry Forecasts: Includes forecasts for digital content revenues split by country, by region and by content type:
    • Games
    • Video
    • Music
    • ePublishing
    • Lifestyle

Key Questions

  1. Which OTTs and telcos are investing significantly in the development of original content?
  2. How are OTTs and telcos successfully monetising sporting content?
  3. What revenues can telcos derive from carrier billed content over the next 5 years?
  4. Which carrier billing companies are generating the highest levels of end user spend?
  5. Which types of digital content will have the largest growth over the next 5 years and why?

Companies Referenced

Interviewed: Bango, Centili (Infobip), DIMOCO, mGage, NowTV, NTH Mobile,
Profiled: Bango, Boku, Centili (Infobip), Infomedia, DOCOMO Digital, DIMOCO, Fortumo, mGage, NTH Mobile, txtNation.
Mentioned: 21st Century Fox, 9Mobile, 9Pay, A1, ABC, Adyen, AFL, Afonbladet, Airtel, AIS, Alibaba, ALTBalaji, Amaze, Amazon, American Express, AOL, Apigate, Apple, Association of Tennis Professionals, AT&T, Audiens, Austrian FMA (Financial Market Authority), Baidu, BANDAI NAMCO, BARB (Broadcasters Audience Research Board), Base, Batelco, BBC, Beeline, Bharti Airtel, BilltoMobile, BlackBerry, Blizzard, Bonnier Broadcasting, Bose, Bouygues, Box TV, British Fashion Council, British Phonographic Industry, BT, Busuu, ByNoGame, C More, CBS, Celcom, Channel 4, Channel Nine, China Mobile, Cinemax, ClickAttack, CNN, Comcast, Danal, Deezer, Deloitte, Deutsche Telekom, Digitouch, Discovery, Disney, dittoTV, DNA, Easypark, EE (Everything Everywhere), EA, Elisa, English Premier League, Entel, ePlus, Ericsson, ESL, ESPN, Etisalat, Eurosport, Facebook, Fission, Formula One, Gaana, Gambit eSports Club, Gameloft, General Motors, Global Collect, Globe Telecom, Globe Telecom, GMO Payment Gateway, Google, GSMA, HBO,, HT-Mobile, Huawei, Hulu, Hutchison, IBERIA, Idea Cellular, iflix, IFPI, iHeartRadio, IM3, Indosat, Intel, Intuit, ITV, Iusacell, J Sports, Jazz, JOOX, Kayo, KDDI, KJM (Kommission für Jugendmedienschutz), Kinguin, KPN, Kyivstar, LMT, Lookout, Loop-Mobile, Loviit, Lucasfilm, Magzrer, Maker Studios, Maxdome, Maxis, McAfee, Mediapro, Microsoft, MOBA, MobiFone, Mobiilimaksu, MobileView, Mobinil, MoCoPay, mopay, Morgan Stanley, Movistar, Mozilla, M-Tel, MTS, Mydala, National Copyright Adminstration, National Express/ALSA, NBA, NBC Universal, NetEase Cloud Music, Netflix, NFL, Nickelodeon, Nintendo, NPM (National Public Media), NRL (National Rugby League), NTT, O2, Oath, Ofcom, OneBip, OnMobile, Ooredoo, Optimal Payments, Optus, Orange, PayPal, Pear Video, Philo, Play, Playwing, Proximus, Qingting FM, QQ, Quebecell, RBI, Readwhere, Reliance Communications, Renren Video, RGK Mobile, Rheinische Post, Riot Games, Roku, S Phone, Samsung, Satelindo, Sega, Shibsted, Shoal Games, Showtime, Singtel, Sky, Smarcom AG, Smart, SmartCom, Smartfren, Smartfren, Softbank, SolidTango, Sonos, Sony, Spellflix, Spotify, Sprint, STARZ, Sun, Supercell, SuperData Research, Swisscom, Telcel, Tele2, Telefonica, Telekom Slovenije, Telenor, Telia, Telkom, Telkomsel, Telstra, Tencent, TfL (Transport for London), The Trade Desk, The VoD platform, Three, TIDAL, Time Warner, Tiscali, T-Mobile, TRAI, Tre, Tri, Turkcell, TV4, Twitter, UMobile, Uninor, Valve, Verizon, Via, ViaPlay, VICE Media, Vietnamobile, Viettel, Vinafone, VIPnet, Virgin, Visit Britain, Viva, Vivial, Vivo, VN, Vodacom, Vodafone, Warner Brothers, webe, WeChat, WhatsApp, World Bank, WorldPay, WWE (World Wrestling Entertainment), WyWallet, Xiaomi, XL/AXIS, Yahoo, YouTube, Zain, ZTE.


Data & Interactive Forecast

Juniper Research’s Digital Content Business Models forecast suite includes:
  • Regional splits for 8 key regions, as well as 11 country level data splits for:
    • Canada
    • China
    • Denmark
    • Germany
    • Japan
    • Portugal
    • Norway
    • Spain
    • Sweden
    • UK
    • US
  • Digital content revenues, carrier billing spend and MNO carrier billed revenues for:
    • Games
    • Video
    • Music
    • ePublishing
    • Lifestyle
    • Other Content
  • Billing device forecasts by:
    • Smartphones
    • Featurephones
    • Tablets
    • Other connected devices
  • Interactive Scenario Tool allowing users to manipulate Juniper Research’s data for 9 different metrics.
  • Access to the full set of forecast data of 114 tables and more than 7,000 datapoints.
Juniper Research’s highly granular Interactive Forecast Excels (IFxls) enable clients to manipulate Juniper Research’s forecast data and charts to test their own assumptions by using the Interactive Scenario Tool, and compare select markets and sectors side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.

Digital Content Business Models Full Research Suite


Full Research Suite

Digital Content Business Models Full Research Suite comprises:

  • Digital Content Business Models Executive Summary PDF Report
  • Digital Content Business Models Deep Dive Strategy & Competition PDF Report
  • Digital Content Business Models Deep Dive Data & Forecasting PDF Report
  • Digital Content Business Models Interactive Forecast Excel Data
  • 12 months' access to Digital Content Business Models data updates in harvest - find out more


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Research Details

Juniper Research
Elson Sutanto
Content & Digital Media
8 Key Regions - includes North America, Latin America, West Europe, Central & East Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East
Canada, China, Denmark, Germany, Japan, Norway, Portugal, Spain, Sweden, UK, USA