The Future of Digital Home Entertainment: Key trends and drivers shaping devices, content and services

Date: April 22, 2010
Pages: 170
Price:
US$ 2,875.00
Publisher: Business Insights
Report type: Strategic Report
Delivery: E-mail Delivery (PDF)
ID: F2D298A41C3EN
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The Future of Digital Home Entertainment: Key trends and drivers shaping devices, content and services
Despite the economic slowdown of recent years, digital home entertainment looks set to evolve and grow significantly over the next five years. The convergence of technologies and platforms, lifestyle trends, a growing need for mobility, and technological advances are all combining to fundamentally change the ways in which consumers interact with digital content. In turn, these trends and ‘meta-themes’ are forcing broadcasters, media agencies and conglomerates, service providers, device and consumer electronics manufacturers, and communications operators to rethink the value chain and restructure their business models. In the future digital home, content will be king, and consumers will expect to be able to access synchronized content and digital content libraries instantaneously on a range of connected devices, in a variety of locations.

The consumption of digital entertainment content is being driven by the rapid transition to online and mobile platforms, on which consumers of tomorrow will expect the ability to watch broadcast TV, access video content on-demand, personalize Internet radio stations to suit their own preferences, play games, and store media collections, whether inside or outside the home - this concept of the ‘porous home’ will be a defining feature of the future of digital home entertainment. This report analyzes the trends, technologies and business models of the enablers and providers of digital content. Furthermore, it defines six ‘Meta-themes’ that can be used as a template for defining and considering the future shape and growth of the digital home entertainment market. These six meta-themes are then applied to each of three main digital home entertainment markets: TV and video; Music and audio content; and Gaming.

Key features of this report
  • Defines six ‘Meta-themes’ that can be used to define the future shape and evolution of the digital home entertainment market.
  • Applies each meta-theme to analyze and forecast the future evolution of three sub-markets of the digital home entertainment market, namely: TV & Video; Music & audio; and Gaming.
  • Provides market sizing and opportunity statistics for consumer electronics manufacturers.
  • Provides forecasts for the growth of the IPTV, DTT, cable and satellite TV markets.
  • Explains how new entrants to the market are already disrupting traditional business models of content providers and media publishers, and how they can respond and adapt to the changing conditions.
  • Offers in-depth analysis of the future of the gaming market.
  • Explains and analyzes the concept of the ‘Porous home’.
Scope of this report
  • Understand how six main ‘meta-themes’ can help to analyze and forecast the future of the digital home entertainment .
  • Gain insight into how changing lifestyle and media consumption trends will impact the future shape and growth of the market.
  • Understand the drivers and inhibitors that are shaping the evolution of the digital home entertainment market.
  • Gain insight into the future technology roadmaps for TV sets, and gaming consoles.
  • Understand how the cloud will impact the future of the digital home.
Key Market Issues
  • The economic downturn and it’s impact on sales of consumer electronics devices over the next few years.
  • The increasing convergence of devices, services and content delivery platforms.
  • The impact of emerging technology platforms for the delivery of TV and video, music and gaming content.
  • The impact of the cloud on technological evolution in the future digital home.
  • Changing consumer lifestyles and how this alters preferences in how they consume media.
  • How vendors and service providers can differentiate themselves in a crowded and converged marketplace.
  • Certain devices are becoming ‘content hubs’ for digital home entertainment.
Key findings from this report
  1. The future of digital home entertainment can be defined and analyzed using six key ‘meta-themes’. All of these themes interrelate with each other, but the key ones are convergence and specialization.
  2. Around 45% of mobile Internet users are expected to be in Asia-Pacific by 2014 .
  3. The CAGR for mobile music over the period 2009-2013 is forecast to be 38%, almost double that for the online channel.
  4. The number of households receiving digital TV globally is expected to grow from just over 211m in 2009 to reach 274m by 2012. Satellite and cable will remain the two largest delivery platforms for digital TV between now and 2012, however, IPTV will grow the fastest.
  5. The VOD market is expected to generate almost $9bn in revenues in 2012.
Key questions answered
  1. Which technology platform for delivering TV content in future represents the largest market opportunity?
  2. How will the cloud shape the evolution of the digital home entertainment market?
  3. Will consumers pay for digital content in future?
  4. What are the six meta-themes that can be used to forecast the evolution of the market?
  5. How can vendors and service providers create new market opportunities and attract new consumers?
  6. What role will mobile devices have in the future digital home?
The Future of Digital Home Entertainment
Executive summary
Drivers and inhibitors of digital home entertainment
Trends and meta-themes in digital home entertainment
The future of digital home entertainment: TV and video
The future of digital home entertainment: Music
The future of digital home entertainment: Gaming

CHAPTER 1 INTRODUCTION

What is this report about?
Who is this report for?
Definitions

CHAPTER 2 DRIVERS AND INHIBITORS OF DIGITAL HOME ENTERTAINMENT

Summary
Introduction
Market context
Content provision and delivery models
Market drivers
Connectivity
Fixed broadband penetration
Mobile broadband penetration
Mobility, the cloud and the ‘porous home’
Consumer behavior and lifestyle
Work-life balance
Media consumption
Entertaining at home
Market inhibitors
Global economic downturn
Retail sales hit in 2009-2010
Recovery begins in 2011
Converged devices restrict sales growth
Slow technology pipelines
Media and content provider challenges
The consumer sets the agenda
Certain consumers are not comfortable with new technologies
Providers need to differentiate themselves from the pack
Conclusions

CHAPTER 3 TRENDS AND KEY THEMES IN DIGITAL HOME ENTERTAINMENT

Summary
Introduction
Six technology meta-themes
Analysis of the six technology meta-themes
Convergence
Service convergence
Media platform convergence
Device convergence
Convergence encourages the 'good enough' concept
Maturity
Convergence to dominate the evolution of digital home entertainment
Specialization
Dangers in attempting to appeal to all
Understanding consumer preferences
Converged services: specialization and customization often overlap
Personalization
Consumer lifestyle trends point towards individualism
The popularity of mobile apps
Media and broadcasting sectors driving personalized content
Maturity
Portability and the porous home
Digital content moves from fixed and portable storage devices into the cloud
Mobile technology is becoming more important to consumers
Fixed devices remain central to home life
Maturity
Simplification
Amount of new devices increases the complexity of the purchasing process
Consumer demands for simplicity vary between generation and demographic
Fixed and mobile Internet makes life easier
The need for simplification does not only apply to devices
Differentiation
Setting products and services apart from the crowd
Apple and Nintendo: examples of successful differentiation
Triple-play provides opportunities

CHAPTER 4 THE FUTURE OF DIGITAL HOME ENTERTAINMENT: TV AND VIDEO

Summary
The future of TV and video
The broadcast industry
Web TV
IPTV
On-demand video
3DTV
Technology evolution
HDTV
Internet connectivity
3D TV
Mobile TV
Market sizing and forecast
TV and video hardware
Global TV sales snapshot
Digital TV
IPTV
HDTV
HDTV sets
HD services
Blu-ray
Set-top boxes and DVRs
Video-on-demand
Internet-based TV and video content
Online providers
Hulu
YouTube
BBC iPlayer
Comcast and TV Everywhere
MLB.tv
3D television
Mobile TV
Applying the six meta-themes to the future of TV
Convergence
Differentiation
Personalization
Simplification
Specialization
Portability and the porous home

CHAPTER 5 THE FUTURE OF DIGITAL HOME ENTERTAINMENT: MUSIC

Summary
The future of digital music
Evolution of business models
Technology evolution
Audio formats and quality
Digital audio content retailers
Market sizing and forecast
Digital audio content
Portable audio players
Networked audio products
Applying the six meta-themes to the future of digital music
Convergence
Portability and the porous home
Personalization
Simplification
Differentiation
Specialization

CHAPTER 6 THE FUTURE OF DIGITAL HOME ENTERTAINMENT: GAMING

Summary
The future of gaming
Emerging technologies and trends
On-demand gaming – OnLive
User-generated content
Social gaming
Serious gaming
Advergaming
Micropayment models
The changing demographic profile of gamers
Market sizing and forecast
Games console market
Hardware
Online consoles
Software
Online gaming market
Massively multiplayer online games (MMOGs) market
Mobile gaming market
PC gaming market
Applying the six meta-themes to the future of gaming
Convergence
Portability and the porous home
Personalization
Simplification
Differentiation
Specialization
Index

LIST OF FIGURES

Figure 2.1: Drivers of the digital home entertainment market
Figure 2.2: Consumer fixed broadband subscribers by region (m), 2008-2014
Figure 2.3: Consumer mobile broadband subscribers by region (m), 2008-2014
Figure 2.4: Global mobile phone connections and revenue, 2007-2012
Figure 2.5: Average time spent consuming media per day, hours (by country), 2002-2012
Figure 2.6: Average time spent watching TV by country (hours/day), 2008
Figure 3.7: Relationships between the 6 meta-themes influencing the future of digital home entertainment
Figure 3.8: How the 6 meta-themes impact on the future of digital home entertainment
Figure 3.9: The role of convergence in the future of digital home entertainment
Figure 3.10: Global mobile applications downloads (m), 2008-2014
Figure 3.11: The porous digital home and the cloud
Figure 4.12: Media trends and technology enablers for the broadcasting industry
Figure 4.13: Global digital TV market by platform (households, m), 2008-2012
Figure 4.14: IP traffic growth (PB per month) to 2012
Figure 4.15: Global IPTV revenues and subscribers to 2012 (000s)
Figure 4.16: Global VOD revenues ($m), 2007-2012
Figure 4.17: European HDTV households (m), 2008-2018
Figure 4.18: Global 3D TV unit sales and revenue, 2010-2015
Figure 5.19: Music-related activities in the UK, 2009 (% of respondents)
Figure 5.20: Global market for online and mobile digital audio content ($bn),
Figure 5.21: Global iPod and iPhone shipments (000s), 2007-2009
Figure 5.22: Global sales of dedicated Internet radio units (000s), 2008-2013
Figure 5.23: Western Europe and US sales of networked audio products (000s), 2007-2013
Figure 6.24: Global in-game advertising market ($bn), 2008-2013
Figure 6.25: UK breakdown of gamers and non-gamers by age (%), 2008
Figure 6.26: Global video gaming market size ($bn), 2008-2013
Figure 6.27: Global video gaming market share by format (%), 2008-2013
Figure 6.28: Global video gaming market share by geography (%), 2008-2013
Figure 6.29: Global console shipments (m), 2006-2013
Figure 6.30: Global online console market ($bn), 2008-2013
Figure 6.31: Global online gaming market ($bn), 2008-2013
Figure 6.32: Global mobile gaming market ($bn), 2008-2013
Figure 6.33: Smartphone shipments by region (m), 2009-2014

LIST OF TABLES

Table 2.1: Typical Internet connection speeds in different regions of the world, 2009
Table 2.2: Average consumer leisure time (hours/day), 2007-2012
Table 2.3: Average time spent consuming media (hours/day) by country, 2002-2012
Table 2.4: Daily Internet usage, Internet users (000s) and total % of population, by continent, 2008
Table 2.5: Average time spent watching TV by country (hours/day), 2008
Table 2.6: Average consumer leisure time spent consuming print media (minutes/day, by country) 2007-2012
Table 2.7: Electricals retail expenditure in the UK, 2003-2013
Table 3.8: Global mobile applications downloads (m), 2008-2014
Table 4.9: Global TV shipments by technology (000s), Q4 2009
Table 4.10: Global digital TV market by platform (households, m), 2008-2012
Table 4.11: European HDTV households (m), 2008-2018
Table 4.12: Global 3D TV unit sales and revenue, 2010-2015
Table 4.13: Worldwide mobile TV and video content revenues ($m)
Table 5.14: Charting global digital music changes, 2003 vs. 2009
Table 5.15: Global digital (online and mobile) music market ($bn), 2009-2013
Table 5.16: Global iPod and iPhone shipments (000s), 2007-2009
Table 5.17: Global sales of dedicated Internet radio units (000s), 2008-2013
Table 5.18: Western Europe and US sales of networked audio products (000s), 2007-2013
Table 6.19: UK breakdown of gamers and non-gamers by age (%), 2008
Table 6.20: The most popular console games worldwide (units sold, m)
Table 6.21: Global video gaming market size ($bn), 2003–2013
Table 6.22: Global video gaming market break-up by geographic region ($bn), 2008–2013
Table 6.23: Global console shipments (m), 2006-2013
Table 6.24: Global online console market ($bn), 2008-2013
Table 6.25: Smartphone shipments by region (m), 2009-2014

COMPANIES MENTIONED

Abbott , Astra Zeneca , Bayer Schering Pharma , Boehringer Ingelheim , Bristol-Myers Squibb , Covance , Eisai Co. Ltd , Eli Lilly , GSK , ICON plc , Merck and Co. Inc. , Novartis , Pfizer , Roche , Sanofi-Aventis , Takeda Pharmaceuticals
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