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Market Research Report

Big Data in Global Media, Entertainment & Gaming Market 2021

Published by NAVADHI Market Research Pvt Ltd Product code 637120
Published Content info 79 Pages
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Big Data in Global Media, Entertainment & Gaming Market 2021
Published: May 4, 2018 Content info: 79 Pages
Description

Global Big Data market in Media, Entertainment and Gaming industry is poised to grow in the future mainly due to increase in the number of companies looking forward to incorporating useful customer insights based on their preference and behavior and use it to produce content that will be more liked and consumed by the customers.

The objective of this study is to understand the current big data market in media, entertainment and gaming industry across different geographies around the world and to forecast the growth for the next 5 years. The report covers 4 big data service providers and cases based on how big data is being used in the industry with several use cases explaining the benefits of big data in media, entertainment and gaming industry.

The report covers detailed company profiling along with value chain, financial performance, business strategy and products and services involved and required in big data analytics in media, entertainment and gaming industry with a presence across geographies. Also mentioned are the market opportunities for big data analytics in media, entertainment and gaming industry.

The key findings include the current value of big data market in media, entertainment and gaming industry valued at XX billion USD with an expected CAGR of 11.11% to reach XX billion USD by 2021. The end users of big data analytics involve production and media houses that create their own content like New York Times and Eros International or Netflix. Also, gaming industries like EA which provides real time help and support to gamers around the world and Miniclip which uses big data to develop more games based on the popularity of a game.

Scope of the Big Data Market in Media, Entertainment and Gaming Industry 2017-2021 Report:

  • This report provides a detailed view of global big data market in media, entertainment and gaming industry with current value and future projections.
  • This report identifies the need for big data analytics in media, entertainment and gaming industry.
  • This report provides detailed information on value chain as well as different characteristics of global big data market in media, entertainment and gaming industry with growth forecasts up to 2021.
  • This report provides detailed information on region wise growth forecasts for big data market in media, entertainment and gaming industry globally by 2021.
  • This report also focuses on developing a better understanding of the current state of the big data technology in media, entertainment and gaming industry.
  • The report identifies the growth drivers and inhibitors for global big data market in media, entertainment and gaming industry.
  • This report profiles 4 key service providers related to big data market in media, entertainment and gaming industry.
  • This report provides PESTLE (political, economic, social, technological, legal and environmental) analysis for global big data in media, entertainment and gaming industry.
  • This report provides porters five forces analysis for global big data in media, entertainment and gaming industry.
  • This report provides SWOT (strength, weaknesses, opportunities, threats) analysis for global big data in media, entertainment and gaming industry.
  • This report identifies major challenges faced by a new player in big data market.
  • The report identifies the key risks associated with big data market at a global level.
  • This report provides future trends for big data market at a global level.
  • This report also provides recommendations for policy makers, investors, users and service providers.

Companies covered:

  • 1. International Business Machines (IBM)
  • 2. Teradata Corp.
  • 3. Workday Inc.
  • 4. Qubole Inc.
Table of Contents
Product Code: NAV0518001

Table of Contents

1. Executive Summary

  • 1.1. Scope of the Big Data Market in Media, Entertainment and Gaming Industry 2017-2021 Report
  • 1.2. Research Methodology

2. Big Data in Media, Entertainment and Gaming

  • 2.1. Overview of Big Data in Media, Entertainment and Gaming Industry
    • 2.1.1. Tracking Business Volume: scaling of data
    • 2.1.2. Understanding Variety
    • 2.2.3. Velocity: analysis of streaming data
    • 2.2.4. Understanding Veracity of Business Reporting
    • 2.2.5. Realizing Business Value
  • 2.2. Need of Big Data in Media, Entertainment and Gaming Industry

3. Big Data in Media, Entertainment and Gaming Value Chain

  • 3.1. Big Data Consultants
  • 3.2. Infrastructure Providers
  • 3.3. Technology Enablers
  • 3.4. Big Data Software Analytics Provider
  • 3.5. End User

4. Global Big Data Market forecast till 2021

  • 4.1. Overall Forecast for Global Big Data Market till 2021
  • 4.2. Global Big Data Market in Media, Entertainment and Gaming Industry till 2021
  • 4.3. Asia Pacific Big Data Market in Media, Entertainment and Gaming Industry till 2021
  • 4.4. North America Big Data Market in Media, Entertainment and Gaming Industry till 2021
  • 4.5. Europe Big Data Market in Media, Entertainment and Gaming Industry till 2021
  • 4.6. LASA Big Data Market in Media, Entertainment and Gaming Industry till 2021
  • 4.7. MENA Big Data Market in Media, Entertainment and Gaming Industry till 2021

5. Growth Drivers and Inhibitors for Big Data in Media, Entertainment and Gaming Industry

  • 5.1. Growth Drivers
    • 5.1.1. Understand Customers
    • 5.1.2. Operated in crowded subsectors
    • 5.1.3. Diverse Service Offerings
    • 5.1.4. Communicate influence within society
    • 5.1.5. Growing need for Content
  • 5.2. Inhibitors
    • 5.2.1. Increase awareness about use of personal data
    • 5.2.2. Piracy and Consumer disregard for copyright
    • 5.2.3. Lack of high speed internet
    • 5.2.4. Dominance by US players
    • 5.2.5. Insufficient Financials

6. Key Service Providers of Big Data market in Media, Entertainment and Gaming Industry

  • 6.1. International Business Machines(IBM)
    • 6.1.1. Company Profile
    • 6.1.2. Position in Value Chain
    • 6.1.3. Financial Performance
    • 6.1.4. Business Strategy
      • 6.1.4.1. Product Level
      • 6.1.4.2. Service Level
    • 6.1.5. SWOT Analysis
      • Strengths
      • Weaknesses
      • Opportunities
      • Threats
    • 6.1.6. Customers
  • 6.2. Teradata Corp.
    • 6.2.1. Company Profile
    • 6.2.2. Position in Value Chain
    • 6.2.3. Financial Performance
    • 6.2.4. Business Strategy
      • 6.2.4.1. Product Level
      • 6.2.4.2. Service Level
    • 6.2.5. SWOT Analysis
      • Strengths
      • Weaknesses
      • Opportunities
      • Threats
    • 6.2.6. Customers
  • 6.3. Workday Inc.
    • 6.3.1. Company Profile
    • 6.3.2. Position in Value Chain
    • 6.3.3. Financial Performance
    • 6.3.4. Business Strategy
    • 6.3.5. SWOT Analysis
      • Strengths
      • Weaknesses
      • Opportunities
      • Threats
    • 6.3.6. Customers
  • 6.4. Qubole Inc.
    • 6.4.1. Company Profile
    • 6.4.2. Position in Value Chain
    • 6.4.3. Financial Performance
    • 6.4.5. SWOT Analysis
      • Strengths
      • Weaknesses
      • Opportunities
      • Threats
    • 6.4.6. Customers

7. Case Study

  • 7.1. How Gaming Industry benefits from Big Data
  • 7.2. Netflix, Big Data and Chill
  • 7.3. the dynamic changes in Amusement Parks
  • 7.4. the Magic in Disneyland
  • 7.5. You can predict the winners of Billboards Music Awards

8. Analysis Models

  • 8.1. Porter Analysis Model
    • Threat of New Entrants
    • Bargaining Power of Suppliers
    • Bargaining Power of Buyers
    • Rivalry among Existing Firms
    • Threat of Substitutes
  • 8.2. PESTLE Analysis
    • 8.2.1. Political
    • 8.2.2. Economic
    • 8.2.3. Social
    • 8.2.4. Technological
    • 8.2.5. Legal
    • 8.2.6. Environmental
  • 8.3. SWOT Analysis
    • Strengths
    • Weaknesses
    • Opportunities
    • Threats

9. Market Opportunity

  • 9.1. What are the opportunities for the companies
    • 9.1.1. Predicting what the Audience wants
    • 9.1.2. Ad targeting and providing tailored and real-time recommendations
    • 9.1.3. Optimizing the experience by acquiring the right content and driving the revenue68
    • 9.1.4. Attracting and Retaining customers
    • 9.1.5. New Product Development
  • 9.2. Below mentioned are some use case examples of media and entertainment industry and Big Data
    • 9.2.1. Spotify
    • 9.2.2. Caesars Entertainment
    • 9.2.3. Amazon Prime

10. Recommendations

  • 10.1. Recommendations for Media, Entertainment and Gaming Firms
  • 10.2. Recommendations for Big Data Suppliers

List of Exhibits

  • Exhibit 3.1: Smart Fabric Market value chain
  • Exhibit 4.1: Forecast of Global Big Data Market 2017-21
  • Exhibit 4.2: Growth Forecast of Global Big Data Market 2017-21
  • Exhibit 4.3: Forecast of Global Big Data Market in Media Entertainment and Gaming 2017-21
  • Exhibit 4.4: Market Share of Various Geographies in Global Big Data Market in Media Entertainment and Gaming 2016
  • Exhibit 4.5: Geography Wise Growth Forecast for Media Entertainment and Gaming 2017-21
  • Exhibit 4.6: Forecast of Asia Pacific Big Data Market in Media Entertainment and Gaming 2017-21
  • Exhibit 4.7: Forecast North America Big Data Market in Media Entertainment and Gaming 2017-21
  • Exhibit 4.8: Forecast of Europe Big Data Market in Media Entertainment and Gaming 2017-21
  • Exhibit 4.9: Forecast of Latin & South America Big Data Market in Media Entertainment and Gaming 2017-21
  • Exhibit 4.10: Forecast of Middle East & Africa Big Data Market in Media Entertainment and Gaming 2017-21
  • Exhibit 5.1: Growth Drivers and Inhibitors of the industry
  • Exhibit 6.1: Company Details - IBM
  • Exhibit 6.2: Contact Details - IBM
  • Exhibit 6.3: IBM in Big Data Market in Media and Entertainment Industry Value Chain
  • Exhibit 6.4: IBM Sales from 2010-11 to 2015-16(in USD million)
  • Exhibit 6.5: IBM in Sales from 2010-11 to 2015-16(in %)
  • Exhibit 6.6: Forecasted IBM in Sales from 2015-16 to 2017-18(in USD million)
  • Exhibit 6.7: Forecasted IBM in Sales from 2015-16 to 2017-18(in %)
  • Exhibit 6.8: SWOT Analysis of IBM
  • Exhibit 6.9: Company Details - Teradata
  • Exhibit 6.10: Contact Details - Teradata
  • Exhibit 6.11: Teradata in Media and Entertainment Industry Value Chain
  • Exhibit 6.12: Teradata in Sales from 2011-12 to 2015-16(in USD million)
  • Exhibit 6.13: Teradata in Sales from 2011-12 to 2015-16(in %)
  • Exhibit 6.14: Forecasted Teradata in Sales from 2016-17 to 2020-21(in USD million)
  • Exhibit 6.15: Forecasted Teradata in Sales from 2016-17 to 2020-21(in %)
  • Exhibit 6.16: Revenue from Different Operations
  • Exhibit 6.17: SWOT Analysis of Teradata
  • Exhibit 6.18: Company Details - Workday
  • Exhibit 6.19: Contact Details - Workday
  • Exhibit 6.20: Workday in Media and Entertainment Industry Value Chain
  • Exhibit 6.21: Workday in Sales from 2010-11 to 2015-16(in USD million)
  • Exhibit 6.22: Workday in Sales from 2010-11 to 2015-16(in %)
  • Exhibit 6.23: Forecasted Workday in Sales from 2015-16 to 2017-18(in USD million)
  • Exhibit 6.24: Forecasted Workday in Sales from 2015-16 to 2017-18(in %)
  • Exhibit 6.25: SWOT Analysis of Workday
  • Exhibit 6.26: Company Details - Qubole Ltd.
  • Exhibit 6.27: Contact Details - Qubole Ltd.
  • Exhibit 6.28: Qubole Ltd. in Media and Entertainment Industry Value Chain
  • Exhibit 6.29: Qubole in Sales from 2013-14 to 2015-16(in USD million)
  • Exhibit 6.30: Qubole in Sales from 2014-15 to 2015-16(in %)
  • Exhibit 6.31: Forecasted Qubole in Sales from 2015-16 to 2020-21(in USD million)
  • Exhibit 6.32: Forecasted Qubole in Sales from 2015-16 to 2020-21(in %)
  • Exhibit 6.33: SWOT Analysis of Qubole
  • Exhibit 7.1: Deep Gameplay Insights: Live Feedback from Levels on Game Events
  • Exhibit 7.2: Engagement Metrics for an Artist
  • Exhibit 7.3: Music Revenue in 2016 from various segments
  • Exhibit 8.1: Porter 5 Force Analysis
  • Exhibit 8.2: SWOT Analysis for Big Data Market in Media, Entertainment and Gaming Industry
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