Report Overview

Juniper Research’s Digital Content Monetisation research provides a comprehensive assessment of the digital content market; providing strategic recommendations on monetisation models, payment methods and emerging content categories.

It includes 5-year forecasts for key digital content metrics, as well as average digital content spend per device, including:
  • Connected TVs
  • Immersive Reality Devices
  • PCs & Desktops
  • Smartphones
  • Smart Speakers
  • Tablets
This research suite includes:
  • Deep Dive Strategy & Competition (PDF)
  • 5-Year Deep Dive Data & Forecasting (PDF& Excel)
  • Executive Summary & Core Findings (PDF)
  • 12 months' Access to harvest Online Data Platform
Buy Full Research Suite - Immediate access to all the above only £3750.


Key Features

  • Market Outlook: An evaluation of key market drivers, monetisation opportunities and strategic recommendations for key digital content areas:
    • Digital Games
    • Digital Music
    • Digital Video
  • Emerging Opportunities Analysis: An assessment of emerging areas of digital content; offering strategic recommendations for digital content platforms on how to capitalise on the growth. Areas assessed include:
    • Cooking & Healthy Eating
    • Edutainment
    • eSports
    • Fitness & Wellbeing
    • Localised Content
    • Production-on-Demand
    • User-generated Content
  • Content Consumption Evaluation: An in-depth analysis of the modes of consumption of digital content; assessing device-level demand for digital content and spend per device on content. Devices analysed include:
    • Connected TVs
    • Immersive Reality Devices
    • PCs & Desktops
    • Smartphones
    • Smart Speakers
    • Tablets
  • Juniper Research Leaderboard: Key player capability and capacity assessment of 12 leading digital content payment vendors, including:
    • Bango
    • Boku
    • Centili
    • Digital Virgo
    • DIMOCO
    • DOCOMO Digital
    • Fortumo
    • Infomedia
    • mGage
    • NTH Mobile
    • Telecoming
    • txtNation

Key Questions Answered

  1. What are the new areas of emerging digital content that are becoming increasingly important to the industry?
  2. How can content monetisation platforms capitalise on this rapidly evolving space?
  3. Which content monetisation platforms are leading the space?
  4. What will the total market value of digital content be by 2026?
  5. Which payment methods will be the most popular amongst users over the next 5 years?

Companies Referenced

Interviewed: Bango, Boku, Centili, Telecoming.
Digital Content Player Analysis: Amazon, Apple, Facebook, Google, Netflix.
Included in Juniper Research Leaderboard: Bango, Boku, Centili, Digital Virgo, DIMOCO, DOCOMO Digital, Fortumo, Infomedia, mGage, NTH Mobile, Telecoming, txtNation
Mentioned: A1, Activision Blizzard, Adyen, Afonbladet, Airtel, Alphabet, ALSA, ALTBalaji, Apigate, App Annie, AT&T, Badoo, BANDAI NAMCO Entertainment Europe, Base, Beeline, Benfica FC, BIGO LIVE, BlackBerry, Blendle, BossBabe, Bouygues, BritBox, BT, Business of Apps, busuu, ByNoGame, Calm, CareGame, Celcom, Claro Peru, ClickAttack, Clubhouse, Coursera, Create & Cultivate, DailyMotion, Danal, Deutsche Telekom, Disney, DocuBay, EA Deezer, EA Mobile, EasyPark, Elisa, EMI (Electronic Money Institution), Epic Games , EpicOn, ePlus, Etisalat, Everything Everywhere, FIIT, Fission, FMA, Fortnite, Gameloft, Girlboss, Global Collect, Globe, Goldman Sachs, GSMA, HBO, Headspace,, Huawei, IBERIA, iflix, Indosat Ooreddo, Instagram, IrokoTV, Jio, JOOX, KDDI, Kinguin, KJM (Kommission für Jugendmedienschutz), KPN, Kyivstar, LINE Payments, LMT, Locker Room, London Stock Exchange, Lookout, Mastercard, MasterClass, Maxis, McAfee , Microsoft, Mobifone, Mobiilimaksu, Mobileview, Molotov, mopay, Movistar, Mozilla, Mpulse, M-Tel, MTN, Mydala, National Express, Neomobile, Nextdoor, NFL, Niantic, Noom, NTT, O2, Oath, Oculus, OnDemand Media, Onebip, Ooredoo, Optus, Orange, Pandora, Paris Saint Germain FC, Patreon, PayPal, Peloton, Play, Playwing, PSG, Quebecell, Quibi, Rakuten, Real Madrid, Revue, Rheinische Post, Riot Games, Rouge, Royal Bank of Canada, Samsung, Schibsted, Scribd, Shoal Games, SignalFire, Singtel, Sky, Smarcom AG, Smartfren, Snap, Snapchat, Softbank, Sonera, Sony, Spellflix, Spotify, Substack, Swisscom, Tele2, Telefónica, Telekom, Telenor, Telia, Telly, Tencent, TfL (Transport for London), The Economist, The New York Times, The Times of London, The Trade Desk, TikTok, T-Mobile , Tre, Tri, TrueMove H, Turkcell, Twitch, Twitter, UMobile, Universal, Valve, Verizon, ViaPlay, VICE Media, Vietnamobile, Vinaphone, VIPnet, Visa, Vivial, Vodacom, Vodafone,, Warner Bros, Wondery, WorldPay, WW (Weight Watchers), WWE, WyWallet, XL Axiata, YouTube, Zain.

Data & Interactive Forecast

Juniper Research’s Digital Content Monetisation forecast suite includes:
  • Digital Content Monetisation Market Summary, including:
    • Total Users of Digital Content
    • Average Revenue per Digital Content User
    • Total Digital Content Revenue
  • Digital Video Market, including:
    • Total Users of Digital Video Services
    • Total Subscriptions to Digital Video Services
    • Total Subscription Revenue from Digital Video Services
    • Total Digital Video Users Who Purchase Digital Content
    • Total Revenue from Digital Video Content Purchases
    • Total Advertising Spend on Digital Video Services
  • Digital Music Market, including:
    • Total Users of Digital Music Services
    • Total Subscriptions to Digital Music Services
    • Total Subscription Revenue from Digital Music Services
    • Total Digital Music Users Who Purchase Digital Content
    • Total Revenue from Digital Music Content Purchases
    • Total Advertising Spend on Digital Music Services
  • Digital Games Market, including:
    • Total Users of Digital Games
    • Total Digital Games Monetised via Pay-per-Download
    • Total Revenue from Digital Games that Are Pay-per-Download
    • Total Digital Games Monetised via In-app Purchases
    • Total Revenue from Digital Games In-App Purchases
    • Total Advertising on Digital Games
    • Total Cloud-based Digital Games Subscriptions
  • Digital Content by Device, including:
    • Connected TVs
    • Immersive Reality Devices
    • PCs & Desktops
    • Smartphones
    • Smart Speakers
    • Tablets
  • Access to the full set of forecast data of over 115 tables and over 30,000 datapoints.
  • Interactive Excel Scenario tool allowing users the ability to manipulate Juniper Research’s data for 5 different metrics.

Geographical splits: 28 countries

Harvest: Our online data platform, harvest, contains the very latest market data and is updated throughout the year. This is a fully featured platform enabling clients to better understand key data trends and manipulate charts and tables, overlaying different forecasts within the one chart - using the comparison tool. Empower your business with our market intelligence centre, and get alerted whenever your data is updated.

Interactive Excels (IFxl): Our IFxl tool enables clients to manipulate both forecast data and charts, within an Excel environment, to test their own assumptions using the Interactive Scenario Tool and compare selected markets side by side in customised charts and tables. IFxls greatly increase a clients’ ability to both understand a particular market and to integrate their own views into the model.

Forecast Summary

The total market value of digital content will reach $432 billion by 2026; rising from $211 billion in 2021. This represents a growth of 105% over the next 5 years. This value takes into account pay-per-download revenue, in app content spend, subscription revenue and ad spend over digital content.
  • Digital games was the sector to generate the highest revenue by 2026; accounting for 45% of the global market value. As subscription services increase in popularity, digital games providers must differentiate their services through unique content. There is an immediate need for partnerships between digital content platforms and niche content to best position services for future growth.
  • There will be over 3.3 billion games users by 2026; rising from 2.7 billion in 2021, and games publishers must capitalise on this growth by offering subscriptions that leverage extensive content partnerships to provide regularly updated content libraries that justify ongoing subscription costs.
  • There are two key device channels anticipated to provide new revenue opportunities over the next five years; immersive reality headsets and smart speakers. Digital content revenue attributable to these device categories will grow from $2.4 billion in 2021, to $8.1 billion by 2026; representing a growth of 275%.
  • However, North America & Europe will account for over 50% of revenue from immersive reality headsets and smart speakers by 2026, and high device ownership will result in these regions providing the most opportunities for monetisation over the next five years.

Digital Content Monetisation Full Research Suite


Full Research Suite

  • Competitor leaderboard report (pdf)
  • Market trends & strategies report (pdf)
  • Market data, forecasts and analysis report (pdf)
  • Market data, forecasts and interactivity (xls)
  • harvest market data platform (12 months’ online access) - find out more

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Research FAQs

How much is the digital content industry worth??
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Research Details

Juniper Research
Saidat Giwa-Osagie, Sam Barker
Innovation & Disruption
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
Argentina, Australia, Brazil, Canada, China, Colombia, Croatia, Czech Republic, Denmark, France, Germany, India, Italy, Japan, South Korea, Mexico, Netherlands, Norway, Portugal, Russian Federation, Saudi Arabia, Singapore, South Africa, Spain, Sweden, UK, USA

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