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


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Reportlinker

May 25, 2010, 11:19 ET

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NEW YORK, May 25 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:

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

http://www.reportlinker.com/p0201027/The-Future-of-Digital-Home-Entertainment-Key-trends-and-drivers-shaping-devices-content-and-services.html

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

a) 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.

b) Around 45% of mobile Internet users are expected to be in Asia-Pacific by 2014 .

c) The CAGR for mobile music over the period 2009-2013 is forecast to be 38%, almost double that for the online channel.

e) 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.

f) The VOD market is expected to generate almost $9bn in revenues in 2012.

Key questions answered

a) Which technology platform for delivering TV content in future represents the largest market opportunity?

b) How will the cloud shape the evolution of the digital home entertainment market?

c) Will consumers pay for digital content in future?

d) What are the six meta-themes that can be used to forecast the evolution of the market?

e) How can vendors and service providers create new market opportunities and attract new consumers?

f) What role will mobile devices have in the future digital home?

List of Tables

The Future of Digital Home Entertainment

Executive summary 12

Drivers and inhibitors of digital home entertainment 12

Trends and meta-themes in digital home entertainment 13

The future of digital home entertainment: TV and video 14

The future of digital home entertainment: Music 15

The future of digital home entertainment: Gaming 16

Chapter 1 Introduction 20

What is this report about? 20

Who is this report for? 21

Definitions 21

Chapter 2 Drivers and inhibitors of digital home entertainment 24

Summary 24

Introduction 25

Market context 25

Content provision and delivery models 26

Market drivers 28

Connectivity 29

Fixed broadband penetration 29

Mobile broadband penetration 32

Mobility, the cloud and the 'porous home' 33

Consumer behavior and lifestyle 35

Work-life balance 35

Media consumption 37

Entertaining at home 44

Market inhibitors 45

Global economic downturn 45

Retail sales hit in 2009-2010 45

Recovery begins in 2011 45

Converged devices restrict sales growth 46

Slow technology pipelines 46

Media and content provider challenges 47

The consumer sets the agenda 47

Certain consumers are not comfortable with new technologies 48

Providers need to differentiate themselves from the pack 49

Conclusions 50

Chapter 3 Trends and key themes in digital home entertainment 52

Summary 52

Introduction 53

Six technology meta-themes 54

Analysis of the six technology meta-themes 57

Convergence 57

Service convergence 58

Media platform convergence 59

Device convergence 60

Convergence encourages the 'good enough' concept 61

Maturity 61

Convergence to dominate the evolution of digital home entertainment 62

Specialization 62

Dangers in attempting to appeal to all 62

Understanding consumer preferences 63

Converged services: specialization and customization often overlap 64

Personalization 66

Consumer lifestyle trends point towards individualism 66

The popularity of mobile apps 66

Media and broadcasting sectors driving personalized content 68

Maturity 69

Portability and the porous home 69

Digital content moves from fixed and portable storage devices into the cloud 69

Mobile technology is becoming more important to consumers 71

Fixed devices remain central to home life 73

Maturity 73

Simplification 73

Amount of new devices increases the complexity of the purchasing process 73

Consumer demands for simplicity vary between generation and demographic 74

Fixed and mobile Internet makes life easier 74

The need for simplification does not only apply to devices 75

Differentiation 75

Setting products and services apart from the crowd 75

Apple and Nintendo: examples of successful differentiation 76

Triple-play provides opportunities 77

Chapter 4 The future of digital home entertainment: TV and video 80

Summary 80

The future of TV and video 81

The broadcast industry 81

Web TV 83

IPTV 84

On-demand video 85

3DTV 85

Technology evolution 86

HDTV 87

Internet connectivity 87

3D TV 88

Mobile TV 88

Market sizing and forecast 89

TV and video hardware 89

Global TV sales snapshot 89

Digital TV 90

IPTV 92

HDTV 95

HDTV sets 95

HD services 96

Blu-ray 97

Set-top boxes and DVRs 98

Video-on-demand 99

Internet-based TV and video content 100

Online providers 100

Hulu 101

YouTube 103

BBC iPlayer 105

Comcast and TV Everywhere 105

MLB.tv 106

3D Television 107

Mobile TV 108

Applying the six meta-themes to the future of TV 111

Convergence 111

Differentiation 111

Personalization 112

Simplification 112

Specialization 113

Portability and the porous home 113

Chapter 5 The future of digital home entertainment: Music 116

Summary 116

The future of digital music 117

Evolution of business models 121

Technology evolution 123

Audio formats and quality 126

Digital audio content retailers 126

Market sizing and forecast 128

Digital audio content 128

Portable audio players 129

Networked audio products 131

Applying the six meta-themes to the future of digital music 134

Convergence 134

Portability and the porous home 135

Personalization 135

Simplification 136

Differentiation 136

Specialization 136

Chapter 6 The future of digital home entertainment: Gaming 140

Summary 140

The future of gaming 141

Emerging technologies and trends 141

On-demand gaming – OnLive 142

User-generated content 144

Social gaming 144

Serious gaming 145

Advergaming 146

Micropayment models 147

The changing demographic profile of gamers 148

Market sizing and forecast 152

Games console market 154

Hardware 154

Online consoles 156

Software 157

Online gaming market 158

Massively multiplayer online games (MMOGs) market 159

Mobile gaming market 160

PC gaming market 163

Applying the six meta-themes to the future of gaming 164

Convergence 164

Portability and the porous home 165

Personalization 165

Simplification 166

Differentiation 167

Specialization 168

Index 169

List of Figures

Figure 2.1: Drivers of the digital home entertainment market 28

Figure 2.2: Consumer fixed broadband subscribers by region (m), 2008-2014 30

Figure 2.3: Consumer mobile broadband subscribers by region (m), 2008-2014 33

Figure 2.4: Global mobile phone connections and revenue, 2007-2012 34

Figure 2.5: Average time spent consuming media per day, hours (by country), 2002-2012 38

Figure 2.6: Average time spent watching TV by country (hours/day), 2008 41

Figure 3.7: Relationships between the 6 meta-themes influencing the future of digital home entertainment 55

Figure 3.8: How the 6 meta-themes impact on the future of digital home entertainment 56

Figure 3.9: The role of convergence in the future of digital home entertainment 58

Figure 3.10: Global mobile applications downloads (m), 2008-2014 68

Figure 3.11: The porous digital home and the cloud 71

Figure 4.12: Media trends and technology enablers for the broadcasting industry 82

Figure 4.13: Global digital TV market by platform (households, m), 2008-2012 91

Figure 4.14: IP traffic growth (PB per month) to 2012 93

Figure 4.15: Global IPTV revenues and subscribers to 2012 (000s) 94

Figure 4.16: Global VOD revenues ($m), 2007-2012 95

Figure 4.17: European HDTV households (m), 2008-2018 96

Figure 4.18: Global 3D TV unit sales and revenue, 2010-2015 107

Figure 5.19: Music-related activities in the UK, 2009 (% of respondents) 120

Figure 5.20: Global market for online and mobile digital audio content ($bn), 128

Figure 5.21: Global iPod and iPhone shipments (000s), 2007-2009 130

Figure 5.22: Global sales of dedicated Internet radio units (000s), 2008-2013 131

Figure 5.23: Western Europe and US sales of networked audio products (000s), 2007-2013 132

Figure 6.24: Global in-game advertising market ($bn), 2008-2013 146

Figure 6.25: UK breakdown of gamers and non-gamers by age (%), 2008 149

Figure 6.26: Global video gaming market size ($bn), 2008-2013 152

Figure 6.27: Global video gaming market share by format (%), 2008-2013 153

Figure 6.28: Global video gaming market share by geography (%), 2008-2013 154

Figure 6.29: Global console shipments (m), 2006-2013 155

Figure 6.30: Global online console market ($bn), 2008-2013 157

Figure 6.31: Global online gaming market ($bn), 2008-2013 159

Figure 6.32: Global mobile gaming market ($bn), 2008-2013 160

Figure 6.33: Smartphone shipments by region (m), 2009-2014 161

List of Tables

Table 2.1: Typical Internet connection speeds in different regions of the world, 2009 31

Table 2.2: Average consumer leisure time (hours/day), 2007-2012 36

Table 2.3: Average time spent consuming media (hours/day) by country, 2002-2012 39

Table 2.4: Daily Internet usage, Internet users (000s) and total % of population, by continent, 2008 40

Table 2.5: Average time spent watching TV by country (hours/day), 2008 42

Table 2.6: Average consumer leisure time spent consuming print media (minutes/day, by country) 2007-2012 43

Table 2.7: Electricals retail expenditure in the UK, 2003-2013 46

Table 3.8: Global mobile applications downloads (m), 2008-2014 68

Table 4.9: Global TV shipments by technology (000s), Q4 2009 89

Table 4.10: Global digital TV market by platform (households, m), 2008-2012 91

Table 4.11: European HDTV households (m), 2008-2018 96

Table 4.12: Global 3D TV unit sales and revenue, 2010-2015 107

Table 4.13: Worldwide mobile TV and video content revenues ($m) 109

Table 5.14: Charting global digital music changes, 2003 vs. 2009 119

Table 5.15: Global digital (online and mobile) music market ($bn), 2009-2013 129

Table 5.16: Global iPod and iPhone shipments (000s), 2007-2009 130

Table 5.17: Global sales of dedicated Internet radio units (000s), 2008-2013 131

Table 5.18: Western Europe and US sales of networked audio products (000s), 2007-2013 132

Table 6.19: UK breakdown of gamers and non-gamers by age (%), 2008 150

Table 6.20: The most popular console games worldwide (units sold, m) 151

Table 6.21: Global video gaming market size ($bn), 2003–2013 152

Table 6.22: Global video gaming market break-up by geographic region ($bn), 2008–2013 154

Table 6.23: Global console shipments (m), 2006-2013 156

Table 6.24: Global online console market ($bn), 2008-2013 157

Table 6.25: Smartphone shipments by region (m), 2009-2014 162

Companies mentioned

3DTV , Audio content , Cable , Convergence , Digital content , Digital TV , Gaming , Gaming consoles , HDTV , Internet radio , Internet TV , IPTV , Mobile TV , Music , Personalization, Satellite , The cloud , TV , User interfaces , Video , VOD ,

To order this report:

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

More  Market Research Report

Check our  Company Profile, SWOT and Revenue Analysis!

Nicolas Bombourg

Reportlinker

Email: [email protected]

US: (805)652-2626

Intl: +1 805-652-2626

SOURCE Reportlinker

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