Social and Digital Entertainment Market and Forecast Analysis 2013-2018 |
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.
Publisher 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.
Inquire about this report: Social and Digital Entertainment Market and Forecast Analysis 2013-2018
Target Audience:
- 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
Key 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% CAGR reaching US$ 850 billion by 2018
Companies
covered in this market research report
are-
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, Hungama.com, 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
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