The highly anticipated 7th edition of this industry-leading report provides an
overview of the rapidly expanding mobile entertainment market, highlighting
the key sectors for service growth and the new business models which are
reshaping the way that content is monetised.
This report covers
Challenges Across The Value Chain. This report explores the critical
issues facing operators, app storefronts and content providers, including:
How can operators avoid the bitpipe scenario?
The emergence of the shelf-in-store
The challenge of discovery and differentiation
The future of Java
The report also explores the key drivers behind the continuing growth in this
space, and considers the implications that a transition to browser-based apps
might have on the mobile entertainment ecosystem. This analysis is supported
by interviews with senior executives from players across the mobile ecosystem,
including Nokia, Bango, Poynt, inneractive and Opera.
Market forecasts. This report brings together in a single volume the
key five-year revenue forecasts from across Juniper's latest sector-specific
reports:
Mobile TV
Gambling
Games
Social Media
Adult
It also includes previously unpublished forecasts on the Music and
Infotainment sectors. For the first time, these forecasts include revenues
generated by tablets in addition to mobile handsets.
Figure 1.1 Mobile Entertainment Services: Time to Deployment
1.2 Types of Mobile Entertainment Service
1.2.1 Mobile Gambling
1.2.2 Mobile Adult Content
1.2.3 Mobile Games
1.2.4 Mobile Music
1.2.5 Mobile TV
1.2.6 Mobile Social Media
1.2.7 Mobile Infotainment
Table 1.1: Scope of Sport Leisure and Information Content and Services
Mobile Entertainment Market Forecasts
2.1 Forecast Definitions & Methodology
2.1.1 Forecast Methodology
Figure: 2.1: Forecast Methodology
2.2 The Global Market for Mobile Entertainment
2.2.1 Global Market Product Breakdown
Figure 2.2: Total Revenues ($m) from Mobile Entertainment Split By 7
Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult &
Gambling) 2011-2016
Table 2.1: Total Revenues ($m) from Mobile Entertainment Split By 7
Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult &
Gambling) 2011-2016
Figure 2.3: Total Revenues (%) from Mobile Entertainment Split By 7
Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult &
Gambling) 2011 & 2016
2.2.2 Global Market Regional Breakdown
Figure 2.4 Total Revenues ($m) from Mobile Entertainment Split by 8 Key
Regions 2011-2016
Table 2.2: Total Revenues ($m) from Mobile Entertainment Split by 8 Key
Regions 2011-2016
Figure 2.5: Total Revenues (%) from Mobile Entertainment Split by 8 Key
Regions 2011 & 2016
2.3 Mobile Entertainment Product Sector Forecasts
2.3.1 Mobile Gambling
i. Quantifying Mobile Gambling: Wagers & Gross Win
ii. Methodology
iii. Total Mobile Gambling Wagers
Figure 2.6: Total Wager ($m) on Mobile Gambling Services Split by 8 Key
Regions 2011-2016
Table 2.3: Total Wager ($m) on Mobile Gambling Services Split by 8 Key
Regions 2011-2016
Figure 2.7: Total Gross Win ($m) on Mobile Gambling Services Split By 8
Key Regions 2011-2016
Table 2.4: Total Gross Win ($m) on Mobile Gambling Services Split by 8 Key
Regions 2011-2016
2.3.2 Mobile Adult Content
Figure 2.8: Total Revenues from Adult Mobile Services ($m) Split By 8 Key
Regions 2011-2016
Table 2.5: Total Revenues from Adult Mobile Services ($m) Split By 8 Key
Regions 2011-2016
2.3.3 Mobile Games
Figure 2.9: Total End-User Generated Revenues ($m) from Mobile Games Split
By 8 Key Regions 2011-2016
Table 2.6: Total End-User Generated Revenues ($m) from Mobile Games Split
by 8 Key Regions 2011-2016
2.3.4 Mobile Music
Figure 2.10: Total End-user Generated Revenues ($m) from Mobile Music
Split by 8 Key Regions 2011-2016
Table 2.7: Total End-user Generated Revenues ($m) from Mobile Music Split
by 8 Key Regions 2011-2016
2.3.5 Mobile Social Media
Figure 2.11: Total End-User Revenues ($m) for Social Media Split by 8 Key
Regions 2011-2016
Table 2.8: Total End-User Revenues ($m) for Social Media Split by 8 Key
Regions 2011-2016
2.3.6 Mobile TV
Table 2.9: Mobile TV - Key Disruptive Factors
i. The Outlook for Mobile Broadcast TV Services
ii. The Outlook for Mobile Streamed TV Services
iii. The Market for Mobile TV Services
Figure 2.12: Mobile TV Revenues ($m) Split by 8 Key Regions 2011-2016
Table 2.10: Mobile TV Revenues ($m) Split by 8 Key Regions 2011-2016
2.3.7 Mobile Infotainment
Figure 2.13: Mobile Infotainment Revenues ($m) Split by 8 Key Regions 2011
- 2016
Table 2.11: Mobile Infotainment Revenues ($m) Split by 8 Key Regions
2011-2016
2.4 Mobile Entertainment Regional Forecasts
2.4.1 North America
Figure 2.14: North American Revenues ($m) from Mobile Entertainment
Services Split By 7 Products (Infotainment, Social Media, Mobile TV, Music,
Games, Adult & Gambling) 2011-2016
Table 2.12: North American Revenues ($m) from Mobile Entertainment
Services Split By 7 Products (Infotainment, Social Media, Mobile TV, Music,
Games, Adult & Gambling) 2011-2016
2.4.2 Latin America
Figure 2.15: Latin American Revenues ($m) from Mobile Entertainment Split
By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult &
Gambling) 2011-2016
Table 2.13: Latin American Revenues ($m) from Mobile Entertainment Split
By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult &
Gambling) 2011-2016
2.4.3 Western Europe
Figure 2.16: Western European Revenues ($m) from Mobile Entertainment
Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games,
Adult & Gambling) 2011-2016
Table 2.14: Western European Revenues ($m) from Mobile Entertainment Split
By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult &
Gambling) 2011-2016
2.4.4 Central & Eastern Europe
Figure 2.17: Central & Eastern European Revenues ($m) from Mobile
Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV,
Music, Games, Adult & Gambling) 2011-2016
Table 2.15 Central & Eastern European Revenues ($m) from Mobile
Entertainment Split By 7 Products (Infotainment, Social Media, Mobile TV,
Music, Games, Adult & Gambling) 2011-2016
2.4.5 Far East & China
Figure 2.18: Far East & China Revenues ($m) from Mobile Entertainment
Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games,
Adult & Gambling) 2011-2016
Table 2.16: Far East & China Revenues ($m) from Mobile Entertainment Split
By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games, Adult &
Gambling) 2011-2016
2.4.6 Indian Subcontinent
Figure 2.19: Indian Sub Continent Revenues ($m) from Mobile Entertainment
Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games,
Adult & Gambling) 2011-2016
Table 2.17: Indian Sub Continent Revenues ($m) from Mobile Entertainment.
Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games,
Adult & Gambling) 2011-2016
2.4.7 Rest of Asia Pacific
Figure 2.20: Rest of Asia Pacific Revenues ($m) from Mobile Entertainment.
Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games,
Adult & Gambling) 2011-2016
Table 2.18: Rest of Asia Pacific Revenues ($m) from Mobile Entertainment
Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games,
Adult & Gambling) 2011-2016
2.4.8 Africa & Middle East
Figure 2.21: Africa & Middle East Revenues ($m) from Mobile Entertainment
Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games,
Adult & Gambling) 2011-2016
Table 2.19: Africa & Middle East Revenues ($m) from Mobile Entertainment
Split By 7 Products (Infotainment, Social Media, Mobile TV, Music, Games,
Adult & Gambling) 2011-2016
Monetising Mobile Entertainment
3.1 The Opportunity for Mobile Entertainment
3.1.1 Mobile Ubiquity
3.1.2 The Consumer Smartphone Boom & the Rise of the Storefront
3.1.3 Mobile Internet Adoption is Increasing
Figure 3.1: Global Mobile Internet Users (m) Split by 8 Key Regions
2011-2016
3.1.4 The Rise of M-Commerce/M-Banking
Figure 3.2: Ocado on the Go Screenshots
Figure 3.3: The mPayment Revolution: Global mPayment Transactions ($bn),
2008-2011
3.2.5 The Challenges of Content Monetisation - Which Business Model?
3.3 The Challenges of Content Billing
3.3.1 Beyond Billing - Maximising Monetisation Opportunities Through
Intelligent Billing
3.4 Advertising in Apps
3.5 Mobile Entertainment in a Post App-Store World
3.5.1 HTML5 & D2C: the Implications of the Browser-based Approach
i. Case Study: FT
ii. Constraints of the Browser-based Approach
a. Discoverability
b. Browser-Based Services Require Connectivity
Table 3.2: Selected US/UK Data Outages 2010-2011
c. Browser-Based Applications Can Be Slow
d. HTML5 is a work in progress
e. Web-based Apps can be expensive for end-users
3.5.2 The Rise of the Hybrid - Opportunities for Thin Clients
Challenges Across Entertainment Value Chain
4.1 Challenges for MNOs
Figure 4.1: MNO Strategic Options in an App-Centric World
4.1.1 The Bitpipe Scenario
4.1.2 New Business Models: The Data/Content Bundle
i. Case Study: Verizon Wireless
4.1.3 New Business Models: Leveraging the Billing Relationship
4.1.4 New Business Models: The Shelf-in-Store
i. Case Study: Vodafone AppSelect
ii. Prospects for the Shelf-in-Store Model
4.2 Challenges For Storefront Vendors
4.2.1 Discovery and Differentiation
Figure 4.2: The Vicious Circle of the Addressable User Base
i. A Third Party Solution?
4.2.2 Repositioning the Storefront from B2C to B2B: Appia
4.3 Challenges for Content Providers
4.3.1 Discovery and Differentiation
4.4 New Opportunities, New Challenges: App Stores in Developing Markets
4.4.1 Case Study: Ovi Store
4.4.2 The Future of Java?
Mobile Ticketing for Entertainment & Events
5.1 Introduction
5.1.1 Entertainment Events Mobile Ticketing Market Development
i. Intensive Ticket Validation Demands
ii. Handheld Reader Advantage
iii. Regional Differences
iv. End-to-End Ticketing Rare
v. Case Study: Ministry of Sound
Figure 5.1: Ministry of Sound Mobile App
5.2 Market Forecast
5.2.1 Entertainment Ticketing Landscape
5.2.2 Entertainment & Events Mobile Ticketing Transaction Value
Figure 5.2: Total Entertainment & Events Mobile Ticketing Transaction
Value ($m) Split by 8 Key Regions 2011-2016
Table 5.1: Total Entertainment & Events Mobile Ticketing Transaction Value
($m) Split by 8 Key Regions 2011-2016
Table 5.2: Total Entertainment & Events Mobile Ticketing Transaction Value
($m) Split by 8 Key Regions 2011-2015
The Regulation of Mobile Entertainment
6.1 Introduction
6.2 Regulatory Environments
6.2.1 International Privacy Regulation
i. Directive 95/46/EC: Processing Personal Data and the Protection of
Privacy
ii. The E-Commerce Sector Data Protection Directive (2002/58/EC)
iii. The Data Retention Directive (2006/24/EC)
iv. The Distance Selling Directive (97/7/EC)
v. The E-money Directive (2009/110/EC)
6.2.2 Mobile Content Regulation
i. Pan-European Activities
a. European Framework on Safer Mobile use by Younger Teenagers and Children
Table 6.1: Implementation of European Framework for Safer Mobile Use by
Younger Teenagers and Children by Country 2010
ii. National Legislation Pertaining to Mobile Services
a. Case Study: Australian Communication and Media Authority (ACMA)
b. Case Study: PhonepayPlus (UK)
iii. National Self-Regulation
a. Case Study: UK
b. Case Study: US
c. Case Study: South Africa
Future Mobile Awards
Table 7.1: Future Mobile Award Winners - 2012
7.1 Future Mobile Award for Mobile Gambling
Paddy Power
7.2 Future Mobile Award for Mobile Adult Services
Manwin
7.3 Future Mobile Award for Mobile Games
EA Mobile
7.4 Future Mobile Award for Mobile Dating
Match.com
7.5 Future Mobile Award for Mobile TV
AT&T
7.6 Future Mobile Award for Mobile Advertising
Velti
Mobile Entertainment Strategies: Business Models & Forecasts 2012-2016 published by Juniper Research in June 13, 2012. This report consists of 105 Pages and the price starts from US $ 2720.
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