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Social and Digital Entertainment Market and Forecast Analysis 2013-2018

April 2013

Pages: 57

Single-user License: $ 1,995 USD
Company-wide License: $ 4,955 USD
Team License (Up to 5 Users): $ 2,865 USD

Keywords: Digital Entertainment, Digital Entertainment Second Screen, Digital Entertainment Social, Mobile Entertainment


The digital entertainment market is experiencing growing pains within the era of the multiscreen (TV, phone, tablet, PC, and more) environment. The ecosystem is expected to experience massive disruption with the evolution of social networking and the convergent usage of the so-called "Second Screen" devices including smartphones, tablet, phablet, netbook, laptop and other devices. Mind Commerce anticipates localization and other personalization methods on Second Screen applications and services as well as innovative OTT business models.

This research analyzes the digital entertainment ecosystem and the profound impact of social networking including evaluation of the multiscreen role in business strategy. The report analyzes the market approach of ecosystem players with case study analysis. The report provides revenue forecasting analysis globally as well as regional and by country. The report also provides quantitative analysis of user engagement and interaction.

See Table of Contents for complete list of areas covered.


  • Social networking companies
  • Media companies and portals
  • Advertising agencies and brands
  • Consumer electronics companies
  • Gaming and gamification companies
  • Content Delivery Network (CDN) companies
  • Network operators and service providers of all types
  • Personalization, identity, and preference control companies

Companies in Report

Facebook, Twitter, Tumblr, Google, Adobe, Akamai, Alcatel Lucent, Best Buy, Sky Broadcasting, British Telecom, Cisco, Fox Entertainment, Fujitsu, HP, Huawei, IBM, Intel, LG, Liberty, Microsoft, Motorola, NBC Universal, Netflix, Neustar, Panasonic, Paramount Pictures, Samsung, Sony, VeriSign, Warner Bros Entertainment, Walt Disney, Time Warner, Apple, Amazon, Verizon, AT&T, Accenture, Pinterest, NOKIA, Hollywood UltraViolet, Spotify, Rdio, Rhapsody, MOG, 6Waves, BBC,, Box, NetSuite, Salesforce, Xbox, Nintendo, HMV, Pokemon, McDonald, NTT DoCoMo, KDDI, NBA China, We7, Deezer, Vodafone, O2 Germany, HTC, DECE LLC, Arxan Technologies, BluFocus, CableLabs, castLabs, Catch Media, Cineplex Entertainment, Comcast, Cox Communications, CSG Systems, Deluxe Digital, Dolby, DTS (sound system), Elemental Technologies, Empathy Lab, Fanhattan, FilmFlex, Irdeto, Kaleidescape, Lionsgate, LOVEFiLM, Marvell, MOD Systems, Nagravision, NDS, Ooyala, PacketVideo, Royal Philips Electronics, QuickPlay Media, RIAA, Red Bee Media, Rovi Corporation, Saffron Digital, SeaChange International, Sonic Solutions, Switch Communications, Technicolor, Tesco, Testronic Labs, Toshiba, Verance, Verimatrix, Widevine Technologies, Zoran, Top Gear, Jelli, DreamWorks, Proctor & Gamble, Random House, TaylorMade, Jive, LIFO Interactive, Transmension, UUCun (China), Yu-Gi-Oh, Nippon Rental Cars, Japan Airlines, Miaozhen Systems, IFPI, Zavvi, Woolworths, Borders, , Musicload, AOL, Musik, Saturn, Media Markt, ECO, Mondia Media

Selected Findings

  • Video is the most consuming & revenue generating segments
  • North America is the top revenue contributor among regions and USA among countries
  • Most user interaction and engagement including social will occur on Second Screen Space
  • Social and digital entertainment users is predicted to reach 2.4 billion by 2018 with 7.9% CAGR
  • Digital entertainment revenue including social driven is expected to grow 10.06% with CAGR reaching US$ 850 billion by 2018

Table of Contents

  • Social Networking and Digital Entertainment
  • Digital Entertainment Ecosystem Analysis in Social Er
  • Digital Entertainment Revenue and forecast 2013-2018
  • Global Digital Entertainment Revenue Forecast
  • Social Driven Entertainment Revenue vs Global Digital Entertainment Revenue
  • Digital Entertainment Platform Contribution in Digital Advertising Services Revenue
  • Revenue Breakdown: Music vs Gaming vs Movies vs Video vs User Generated Content
  • Revenue Breakdown by 5 Screen Content Delivery Platform
  • Regional Breakdown: Americas vs EMEA vs APAC
  • Breakdown by Country: Top 10 Countries
  • Mobile Broadband as a Component of Global Digital Entertainment Revenue
  • Digital Entertainment User Prediction 2013-2018
  • Global Unique Digital Entertainment Users
  • Social User in the Digital Entertainment Ecosystem
  • Global Unique Users: Music vs Gaming vs Movies vs Video vs User Generated Content
  • Global Unique User Breakdown in 5 Screen Consuming Platforms
  • Regional Unique User Breakdown: Americas vs EMEA vs APAC
  • Country Wise Unique User: Top 10 Countries
  • Mobile Broadband User Among Global Digital Entertainment Users
  • Social and Digital Entertainment User Behaviour Analysis
  • Social Entertainment Behaviour and Key Findings
  • Interaction on Personal Computer
  • Interaction on Smartphones
  • Tablets Interaction
  • Console Interaction
  • TV Interaction
  • User Preference Over Second Screen Delivery Platform
  • Aggregated Time Spent on Users on Activities while Sequentially Screening Devices
  • Breakdown of the Aggregate Time Spent Sequentially on Smartphone, PC and Table
  • Average Minutes Spent vs Interation Breakdown by Users Over 5 Screen Platform
  • Platform Wise Interaction Location Preference
  • Social Engagement and Business Opportunities
  • Social Response/Engagement Rate by PC vs Smartphone vs TV vs Tablet vs Console
  • Lead Generation Percentage by 5 Screen Platform vs Average
  • Analysis of Lead Generation and Location Preference
  • Digital Entertainment Content Ecosystem and Industry Initiatives
  • Hollywood Ultraviolet Cloud Base
  • Mobile Network Operators (MNOs) in Digital Entertainment Market
  • Market Considerations for MNOs
  • Industry Challenges for MNOs
  • Vendor Led Solution: Accenture Digital Entertainment Solution (DES) Case
  • Creating Distinctive Media Experience
  • DES Architecture: Supply Chain, Content Management and Digital Distribution
  • Connected Home Segment: Integrated Entertainment and Gamification
  • Consumer Electronics Company in Digital Entertainment
  • Nokia Music+ Strategy
  • Sony’s Consumer Experience Strategy
  • Smartphones
  • One-Touch Function
  • 4K
  • Televisions with Enhanced Usability and Connectivity
  • Triluminos Display
  • Digital Imaging Products
  • Consumer Internet Company Google Delivering Movie
  • Brands Distinctive Approach with Digital Entertainment and Involvement of Social Networking Company
  • BBC Partnership with 6Waves
  • Branded Gaming
  • Select Industry Players
  • Box
  • Jelli
  • Lifo Interactive
  • Transmension
  • UUCUN (China)
  • Case Study Analysis
  • UK Analysis
  • HMV
  • Japan vs USA Analysis
  • The Battle for the Global Entertainment Industry
  • Digital Entertainment Economy: A Solution for Recession
  • Components of the New Digital Industry
  • Films and Video in US vs Japan
  • Two Sides of Intellectual Property Rights
  • Computer Games, Yu-Gi-Oh and Cell Phones
  • Cultural Strength
  • China Analysis
  • NBA – Digital Entertainment Model
  • India Analysis
  • Germany Analysis
  • Demand for Physical
  • Digital Market Penetration
  • Domestic Repertoire
  • Performing Rights
  • New Forum Entertainment Competence Group
  • Partnership of Mondia Media with O2 Germany
  • Recommendations for Ecosystem Players
  • Key Consideration for Industry Player
  • Cross-Platform Strategy for Market Player

List of Graphs

  • Figure 1: Global Digital Entertainment Revenue Forecast 2013-2018
  • Figure 2: Social Driven Portion among total Global Entertainment Revenue 2013-2018
  • Figure 3: Digital Entertainment Platform's Contribution to DAS Revenue 2013-2018
  • Figure 4: Revenue Generation % of Music vs Game vs Movie vs Video vs UGC
  • Figure 5: Contribution of 5 Screen Platform (Content Delivery) to Global Revenue
  • Figure 6: North America vs Latin America vs EMEA vs APAC Digital Entertainment Revenue in US$ billion 2013-2018
  • Figure 7: Top 10 Countries Digital Entertainment Revenue in US$ Billions 2013-2018
  • Figure 8: Contribution of Mobile Broadband among Global Digital Entertainment Revenue 2013-2018
  • Figure 9: Global Unique Digital Entertainment User Prediction 2013-2018
  • Figure 10: Social Users in Digital Entertainment Ecosystem 2013-2018
  • Figure 11: Unique User % in Music vs Game vs Movie vs Video vs UGC
  • Figure 12: Unique User % of Global Users in 5 Screen Platform (Content Consumption)
  • Figure 13: North America vs Latin America vs0 EMEA vs APAC Digital Entertainment Users in Millions 2013-2018
  • Figure 14: Top 10 Countries Unique Digital Entertainment Users in Millions 2013-2018
  • Figure 15: Mobile Broadband Users among Global Digital Entertainment Users 2013-2018
  • Figure 16: Aggregated Time Spent % of Users on Activities while Sequentially Screening Devices
  • Figure 17: Breakdown of Aggregated Time Spent % by User Sequentially on Smartphone, PC and Tablet
  • Figure 18: Breakdown of Aggregated Time Spent % by User Sequentially on Tablet, Smartphone and PC
  • Figure 19: Interaction Location Preference % by User on 5 Screen Platforms
  • Figure 20: Unaided Recall vs Excitement vs Attention vs Clutter Ratio by 5 Screen Platform
  • Figure 21: Average vs 5 Screen Platform Wise Generated Attention Values among Users
  • Figure 22: DES Architecture: Supply Chain, Content Management and Digital Distribution
  • Figure 23: US Connected Home Users Per cent on Device / Medium
  • Figure 24: Screenshot of Top Gear: Stunt School Revolution, Branded Gaming App
  • Figure 25: India Entertainment and Media Market Projection 2015
  • Figure 26: Entertainment Segment Wise Break-up 2015