Online Entertainment: The New & Noteworthy 3Q 2012
This industry report examines trends in the distribution and consumption of online entertainment, including video, music, and video games. It focuses on the latest trends in digital entertainment services, including the emerging role of social media in the digital entertainment space. The report also individuates potential future disruptors for the industry and provides a market forecast for the next five years.
“Due to the increasing availability of content on connected devices, much of the entertainment consumed today is digital,” said Pietro Macchiarella, Research Analyst. “Today's digital entertainment industry is extremely dynamic. New services are becoming available worldwide, and business models are evolving. How today’s industry players adapt to these changes will determine the landscape of tomorrow's digital service.”
“Due to the increasing availability of content on connected devices, much of the entertainment consumed today is digital,” said Pietro Macchiarella, Research Analyst. “Today's digital entertainment industry is extremely dynamic. New services are becoming available worldwide, and business models are evolving. How today’s industry players adapt to these changes will determine the landscape of tomorrow's digital service.”
1 NOTES ON METHODOLOGY AND REPORT FOCUS
1.1 Data Sources
1.2 Scope of Report
2 DIGITIZATION OF ENTERTAINMENT
3 VIDEO
3.1 State of the Market
3.2 Market Trends
3.3 Industry Trends
4 MUSIC
4.1 Trends in Music Services
4.1.1 Market Trends
5 VIDEO GAMES
5.1 Industry and Consumer Trends
5.1.1 Online PC Gaming
5.1.2 Console Gaming
5.1.3 Cloud Gaming
6 SOCIAL MEDIA
6.1 Social Media and Digital Content
6.1.1 Social Media on CE Platforms
6.1.2 Discoverability and Recommendations
7 FUTURE DISRUPTORS
8 MARKET FORECAST
8.1 Online Video
8.2 Music – Online Streaming Services
8.3 Video Games
8.3.1 Social Games
8.3.2 MMOs
GLOSSARY and INDEX
1.1 Data Sources
1.2 Scope of Report
2 DIGITIZATION OF ENTERTAINMENT
3 VIDEO
3.1 State of the Market
3.2 Market Trends
3.3 Industry Trends
4 MUSIC
4.1 Trends in Music Services
4.1.1 Market Trends
5 VIDEO GAMES
5.1 Industry and Consumer Trends
5.1.1 Online PC Gaming
5.1.2 Console Gaming
5.1.3 Cloud Gaming
6 SOCIAL MEDIA
6.1 Social Media and Digital Content
6.1.1 Social Media on CE Platforms
6.1.2 Discoverability and Recommendations
7 FUTURE DISRUPTORS
8 MARKET FORECAST
8.1 Online Video
8.2 Music – Online Streaming Services
8.3 Video Games
8.3.1 Social Games
8.3.2 MMOs
GLOSSARY and INDEX
LIST OF FIGURES
Interest in Buying a 'Cloud Copy' of Media Content
Influence of Social Media on Online Entertainment
Top Online Video Sites Worldwide
Reason for Watching Internet Video
Comparison of Cord Cutters and Cord Shavers
Use of Device for Video Consumption
Premium Online Video Providers - North America
Premium Online Video Providers - Europe
Current-Generation Game Consoles – Content Available
Digital Music Market: Total Revenue
Music App Usage (Q3/11)
iTunes Song Downloads
Notable Retailers with Transactional Music Services
Notable Music Download Services
Radio Replacement Services
Notable Music-on-Demand Services
Notable Music Services offered by Service Providers
Online Aspects of PC Games
Subscriber Growth: World of Warcraft (2004 - 2012)
Top 10 Facebook Game Publishers
Console Connectivity Rate
Downloadable Content on Game Consoles
The Advantages of Cloud Gaming
Social Media Platforms
Comparing Social Media with Traditional Media
Digital/Internet Video Service Usage
Satisfaction with Video Watching Experience
Willingness to Pay for Movie Rentals on Social Networks
Reasons for TV Show/Movie Selection
Activities on a Mobile Phone While Watching TV
Activities on a Tablet While Watching TV
Online Video Forecast Methodology
Online Video Forecast - Active Users
Online Video Forecast – Revenues per Region
Online Video Services - Revenue Forecast
Forecast Methodology – Online Streaming Services
Online Music Services - Active Users
Online Music Services - Revenue Forecast per Region
Online Music Services Revenue Forecast
Forecast Methodology - Social Gaming
Monthly Active Users - Social Games
Social Gaming: Monthly Active Users
Social Gaming Revenues
Social Gaming Revenue Forecast
Forecast Methodology - MMOs
Free-to-Play MMO Revenues per Region
MMO Games - Revenue Forecast
Interest in Buying a 'Cloud Copy' of Media Content
Influence of Social Media on Online Entertainment
Top Online Video Sites Worldwide
Reason for Watching Internet Video
Comparison of Cord Cutters and Cord Shavers
Use of Device for Video Consumption
Premium Online Video Providers - North America
Premium Online Video Providers - Europe
Current-Generation Game Consoles – Content Available
Digital Music Market: Total Revenue
Music App Usage (Q3/11)
iTunes Song Downloads
Notable Retailers with Transactional Music Services
Notable Music Download Services
Radio Replacement Services
Notable Music-on-Demand Services
Notable Music Services offered by Service Providers
Online Aspects of PC Games
Subscriber Growth: World of Warcraft (2004 - 2012)
Top 10 Facebook Game Publishers
Console Connectivity Rate
Downloadable Content on Game Consoles
The Advantages of Cloud Gaming
Social Media Platforms
Comparing Social Media with Traditional Media
Digital/Internet Video Service Usage
Satisfaction with Video Watching Experience
Willingness to Pay for Movie Rentals on Social Networks
Reasons for TV Show/Movie Selection
Activities on a Mobile Phone While Watching TV
Activities on a Tablet While Watching TV
Online Video Forecast Methodology
Online Video Forecast - Active Users
Online Video Forecast – Revenues per Region
Online Video Services - Revenue Forecast
Forecast Methodology – Online Streaming Services
Online Music Services - Active Users
Online Music Services - Revenue Forecast per Region
Online Music Services Revenue Forecast
Forecast Methodology - Social Gaming
Monthly Active Users - Social Games
Social Gaming: Monthly Active Users
Social Gaming Revenues
Social Gaming Revenue Forecast
Forecast Methodology - MMOs
Free-to-Play MMO Revenues per Region
MMO Games - Revenue Forecast