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Next Generation Digital Entertainment: CDN Delivery + DRM Challenge + Market Forecast 2013 – 2018

March 2013

Pages: 67

Single-user License: $ 1,995 USD
Company-wide License: $ 4,995 USD
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Keywords: Digital Entertainment, Online Gaming, Mobile Gaming, Digital Rights Management, DRM, Content Delivery Networks, CDN, Rich Communications Services, RCS, Casual Gaming

Overview

The digital entertainment market is poised to reach a new stage in its evolution with the coming pipeline of next generation applications and solutions. The increased usage of CDN, DRM, and RCS in the digital media and entertainment markets has led to a revolution of content consumption among consumers. Higher bandwidth, low cost digital devices, most notably smartphones and tablet devices, have rendered long-standing issues such as connectivity, user interface and data-speed problems of the past.

This research first evaluates the industry value chain and players and then focuses on market drivers, challenges, and opportunities. The report's market dynamics section evaluates the four screen strategy and analysis including preferences, location preferences, sequential sharing, user response rates, ad clutter, unaided ad recall times, and the impact of social media. The report includes an ecosystem and value chain analysis utilizing porter's five forces tool. Arguably the three main enabling factors for the digital entertainment industry, CDN, DRM and RCS, are evaluated in in terms of effect relative to time, speed, cost and revenue.

The report also includes market revenues and forecast analysis for 2013 to 2018 along with the breakdown by medium, screen type and advertising market share. The number of digital users is provided with a breakdown by content type, screen type. The top countries are also provided in the both the above sections. The market is also segmented by the key geographic regions: North America, Europe, Asia-Pacific (APAC) and Middle East & Africa (MEA).

See Table of Contents for complete list of areas covered.

Audience

  • Telecommunications service providers
  • Digital entertainment support companies
  • Content Delivery Network (CDN) companies
  • Digital Rights Management (DRM) organizations
  • Integrators of Rich Communications Services (RCS)
  • Online, mobile, casual, and console game companies
  • Online companies of all types including portals and media

Table of Contents

  • Executive Summary
  • Introduction
  • Digital Entertainment Market
  • Content Delivery Networks (CDN)
  • Digital Rights Management (DRM)
  • Rich Communication Services (RCS)
  • Market Dynamics
  • Market Drivers
  • Information and Communication Technology Being Adopted Across the Value Chain
  • Increasing Role Being Played by the Consumer as a Content Creator
  • Phenomenon of Outsourcing to Asian Media Companies and Decentralization
  • Availability and Sale of Digital Devices at Affordable Costs
  • Rise in Moibile and Broadband Subscriptions
  • Online Distribution of Movies and Television Shows Increasing Globally
  • Market Restraints
  • New Entrants and the Resultant Intense Competition
  • Pirated Digital Content
  • Market Challenges
  • Production and Time to Market Pressures
  • Improved Audience Measurement Systems
  • Mobile TV Being Limited to Sports and News Content
  • Role of CDN on Digital Entertainment Delivery
  • DRM Challenges in Digital Entertainment Market
  • Four Screen Strategy (Computer + Mobile + Tablet + TV)
  • Apple
  • Google
  • Sony
  • Samsung
  • Social Evolution in Digital Entertainment Industry
  • Social Entertainment
  • Rich Communication Service Paradigm
  • Ecosystem Analysis
  • Porter’s Five Force
  • Bargaining Power of Buyers
  • Bargaining Power of Sellers
  • Threat of Substitutes
  • Competitive Rivalry
  • Threat of New Entrants
  • Value-Chain Stakeholders
  • Software Providers
  • Internet Service Providers
  • Content Providers
  • CDN Provider
  • Advertisers
  • End Users
  • Consumer Electronics Manufacturers
  • DRM Controller and Government Bodies
  • Social Media Provider
  • RCS Providers
  • Global Entertainment Market Revenues and Forecasts, 2013-2018
  • Digital Entertainment Market Revenues and Forecasts, 2013-2018
  • Revenue Share: Music vs Gaming vs Movie vs Video vs UGC
  • Market Delivery Share in Four Screen Platform
  • Consumer Electronics vs Advertising Market Share in Digital Entertainment Industry 2013-2018
  • Top Revenue Country
  • Global Digital Entertainment User Preduction 2013-2018
  • Digital Entertainment User 2013-2018
  • User % in Four Screen Platform
  • Top User Country
  • Digital Entertainment User Behaviour
  • Preference Among Four Screens
  • Time Preference by Four Screen Platform
  • Location Preference by Four Screen Platform
  • User Response Rate by Social Four Screen Platform
  • Lead Generation Percentage by Four Screen Platform
  • CDN Delivery Impact on Digital Entertainment
  • Content Management Systems (CMS)
  • Time vs Speed Gain by Using CDN Delivery
  • Cost vs Revenue Gained by Using CDN Delivery
  • DRM Implication and Impact on Digital Entertainment
  • Role of DRM Controlling Body and User Perspective
  • Potential Threat Reduction Paradigm Applying DRM
  • Potential Loss/Revenue Saving for Organization
  • RCS and Digital Entertainment
  • RCS Paradigm in Digital Entertainment
  • Time vs Speed Gained Using RCS Mode
  • Cost vs Revenue Gained Using RCS Mode
  • Vendor Company Analysis
  • Adobe
  • Adopt Products and Services
  • Adobe Strategies
  • Akamai
  • Akamai Products and Services
  • Akamai Strategies
  • CDNetworks
  • CDNetworks Products and Services
  • CDNetworks Strategies
  • XDN
  • Quadia
  • Edgestream
  • Edgestream Products and Services
  • Edgestream Strategies
  • Limelight Networks
  • Limelight Networks Products and Services
  • Limelight Networks Strategies
  • Geographic Analysis
  • North America
  • APAC
  • Europe
  • Middle East and Africa
  • Global Market Strategies
  • Value Chain Analysis
  • Suggestions and Recommendations

List of Graphs

  • Figure 1: Smartphone and Tablet % owned by Top Countries
  • Figure 2: Global Mobile Cellular Subscription
  • Figure 3: Global Mobile Cellular Subscription per 100 inhabitants
  • Figure 4: Active Mobile Broadband Subscriptions per 100 inhabitants
  • Figure 5: Ecosystem and Porter's Five Forces Model
  • Figure 6: Global Digital Entertainment Market Revenues, 2012 - 2018 ($ Billions)
  • Figure 7: Global Digital Entertainment Market Revenues, 2012 - 2018 ($ Billions)
  • Figure 8: Digital Entertainment Market Breakdown by Content and Delivery Type, 2012 (%)
  • Figure 9: Digital Entertainment Market Breakdown by Device Type, 2012 (%)
  • Figure 10: Consumer Electronics vs. Digital Advertising Revenues, 2012 - 2018
  • Figure 11: Consumer Electronics vs. Digital Advertising Revenues, 2012 - 2018
  • Figure 12: Top Digital Entertainment Market Countries, Revenues, ($ Billions)
  • Figure 13: Global Digital Entertainment Users, 2012 - 2018 (Millions)
  • Figure 14: Global Digital Entertainment Users, 2012 - 2018 (Millions)
  • Figure 15: Digital Entertainment User Breakdown by Four Screens, 2012 (%)
  • Figure 16: Top Digital Entertainment User Countries, 2012 (Millions)
  • Figure 17: Aggregate Values of Activities performed when Sequentially Screening Devices
  • Figure 18: Aggregate Time Spent By User Sequentially on Smartphone, PC and Tablet
  • Figure 19: Aggregate Time Spent By User Sequentially on PC, Smartphone and Tablet
  • Figure 20: Aggregate Time Spent By User Sequentially on Tablet, Smartphone and PC
  • Figure 21: Location Preference by User on Four Screen Platform
  • Figure 22: Unaided Recall Percentage of Ads by Users by Screen Type
  • Figure 23: Attention Values by Four Screens Among Users
  • Figure 24: Content Delivery Network Market Breakdown by Value Chain Components, 2012-2017 ($ Millions)
  • Figure 25: Content Delivery Network Market Breakdown by Value Chain Components, 2012-2017 ($ Millions)
  • Figure 26: Global Encoding and DRM Market Revenues, 2012-2017 ($ Millions)
  • Figure 27: Global Digital Entertainment Industry Revenue Breakdown by Geography, 2013-2018 ($ Billions)
  • Figure 28: Global Digital Entertainment Industry Revenue Breakdown by Geography, 2013-2018 ($ Billions)
  • Figure 29: Global DRM Market Revenues by Geography, 2012-2017 ($ Millions)
  • Figure 30: Global DRM Market Revenues by Geography, 201-2017 ($ Millions)
  • Figure 31: Global CDN Market Breakdown by Geographic Region, 2012-2017 ($ Millions)
  • Figure 32: Global CDN Market Breakdown by Geographic Region, 2012-2017 ($ Millions)