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Market Research Report

Mobile Entertainment Services

Published by Berg Insight AB
Published December, 2009 Product code 104941
Content info 140 Pages
Price
US $ 1500 Hard Copy
US $ 2250 PDF by E-mail (1 - 5 User License)
US $ 4500 PDF by E-mail (Corporate License)


Mobile Entertainment Services published by Berg Insight AB in December, 2009. This report consists of 140 Pages and the price starts from US $ 1500.

Introduction

Abstract

Mobile Entertainment Services is a comprehensive report analysing the evolution of music, games and television for mobile devices.

This strategic research report from Berg Insight provides you with 140 pages of unique business intelligence and expert commentary on which to base your business decisions.

This report will allow you to understand:

  • Users - how are they consuming mobile entertainment today and in the future?
  • Music - how can the mobile industry benefit from the ongoing digital revolution in the music industry?
  • Gaming - will the mobile handset become a major gaming platform?
  • Television - what does it take to deliver an attractive user-experience on mobile handsets?
  • Strategies - how should mobile operators and other industry players position themselves in entertainment?

This report answers the following questions:

  • What will be the future role for mobile handsets in the entertainment industry?
  • How will digital music be consumed by mobile users? Will mobile handsets become a significant gaming platform?
  • What are the main challenges facing prospective providers of mobile TV?
  • Which are the most successful business models and strategies for mobile entertainment?
  • What impact will the demand for entertainment services have on the future mobile infrastructure?
  • What lessons can be learned from the most advanced markets in Asia-Pacific?

About the Author

Sabine Ehlers is a Senior Analyst and Consultant with a Masters degree from Chalmers University of Technology. She has 20 years experience from working in the international IT and Telecom industry. She has worked 8 years in the Far East and was until 2004 Science and Technology Attache at the Swedish Embassy in Tokyo. Sabine is also a frequent speaker at conferences.

Table of Contents

Table of Contents

List of Figures

Executive summary

1. Introduction

2. Music

  • 2.1 Products and packaging
    • 2.1.1 Traditional music products
    • 2.1.2 New digital music products
  • 2.2 Distribution channels
    • 2.2.1 Downloading
    • 2.2.2 Streaming
  • 2.3 Geographical markets
    • 2.3.1 United States
    • 2.3.2 United Kingdom
    • 2.3.3 France
    • 2.3.4 Germany
    • 2.3.5 Japan
    • 2.3.6 South Korea
    • 2.3.7 China
    • 2.3.8 Brazil
    • 2.3.9 Uganda
  • 2.4 Industry players
    • 2.4.1 Mobile operators
    • 2.4.2 Handset manufacturers
    • 2.4.3 Device manufacturers
    • 2.4.4 Internet Service Providers
    • 2.4.5 Content aggregators
    • 2.4.6 Online industry players
  • 2.5 Challenges and recommendations
    • 2.5.1 Finding the right business model for digital music
    • 2.5.2 Merging to the mobile arena
    • 2.5.3 The role of the music company
    • 2.5.4 The role of the mobile operator

3. Gaming

  • 3.1 The mobile handset as a gaming platform
  • 3.2 The player
  • 3.3 Mobile game concepts
    • 3.3.1 Mobile versions of online games
    • 3.3.2 Location sensitivity
    • 3.3.3 Mixed reality
    • 3.3.4 Multiplayer games
    • 3.3.5 Natural interfaces
    • 3.3.6 Ad-funded games
    • 3.3.7 Virtual products
  • 3.4 Business models
    • 3.4.1 Value chain
    • 3.4.2 Distribution
    • 3.4.3 Application stores
    • 3.4.4 Pricing
  • 3.5 Recommendations

4. TV and video

  • 4.1 The next step in the evolution of television
  • 4.2 Broadcasting technologies
    • 4.2.1 Streaming over mobile networks
    • 4.2.2 3GPP: IMB, MBMS and TDtv
    • 4.2.3 Analogue receivers in handsets
    • 4.2.4 DAB-based technologies: T-DMB, DAB-IP
    • 4.2.5 DVB-based technologies: DVB-H and DVB-IP
    • 4.2.6 MediaFLO
    • 4.2.7 ISDB-T (One-Seg)
    • 4.2.8 ATSC-M/H
    • 4.2.9 WiFi and WiMAX
  • 4.3 Strategies
    • 4.3.1 Unicast or broadcast
    • 4.3.2 Industry players and business models
    • 4.3.3 Content innovation
    • 4.3.4 Financing
  • 4.4 Challenges and recommendations
    • 4.4.1 Regulations
    • 4.4.2 Technology
    • 4.4.3 Business models and strategies
    • 4.4.4 Content and usage

5. Strategic advice to mobile entertainment providers

  • 5.1 Network operators
  • 5.2 Content producers and aggregators

Glossary

List of Figures

  • Figure 2.1: Example of screen images for Melodeo' s mobile music application
  • Figure 2.2: Digital music revenues from online and mobile channels (World 2004 - 2008)
  • Figure 2.3: Sales numbers for mobile music in Japan (2008)
  • Figure 2.4: Nokia 5730 XpressMusic
  • Figure 3.1: FIFA football game on Nokia N85
  • Figure 3.2: Screenshots from the mobile and online versions of the Mogi game
  • Figure 3.3: Illustration by NTT DoCoMo explaining the principle of Chokkan games
  • Figure 4.1: The evolution of mobile TV media
  • Figure 4.2: Comparison of downlink data capacity demand per user by services
  • Figure 4.3: Analogue TV switch-off dates for different countries
  • Figure 4.4: T-DMB business model
  • Figure 4.5: Strategic options for deploying mobile TV
  • Figure 4.6: The mobile TV value chain
  • Figure 4.7: Examples of roles played by broadcasters in the mobile TV value chain
  • Figure 4.8: Examples of aggregator led business models for mobile TV
  • Figure 4.9: Examples of roles played by mobile operators in the mobile TV value chain
  • Figure 4.10: Example of revenue flows generated by fee-based mobile TV services
  • Figure 4.11: Revenue models for mobile TV
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