Making a Success of the Mobile Content Value Chain
 
Report

Making a Success of the Mobile Content Value ChainThe mobile content and entertainment services market reached about EUR3 billion in 2003 - less than 3% of total mobile service revenue and less than 19% of non-voice revenue.

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There is, however, a potential for the market to grow by hundreds of percent cumulatively over the next six years.

Once a number of barriers to service adoption are overcome, mobile content and entertainment services are expected to quickly become significant contributors to the overall mobile service market.

However, as the value chain evolves, some types of players will win bigger chunks of the total market revenues than others. Several trends are shaping the value chain, including greater participation of large content owners and mobile operators' efforts to control the handset/user interface.

It is crucial for mobile operators, content owners, games developers, device manufacturers and middleware providers to understand the specific drivers and barriers to the development of various mobile content and entertainment services. These companies also need to understand the value of the market for mobile content and entertainment services, and how revenue from those services is likely to be distributed across the evolving value chain.

Making a Success of the Mobile Content Value Chain provides detailed analysis, estimates and forecasts of the mobile content and entertainment market in Western Europe for 2003-2009, by country, type of service, market segment and technology generation. Detailed quantitative analysis is complemented by an in-depth survey of the key drivers of the mobile content and entertainment market in Western Europe, exploring the current status and likely future development of networks, service and device usability, interoperability and standards, and revenue models.

Making a Success of the Mobile Content Value Chain answers your key questions:

How big is the market for mobile content and entertainment services in Western Europe, and how quickly is it likely to grow?

What are the drivers of adoption of specific services? What are the barriers preventing this market from significantly contributing to the total mobile service revenues?

What needs to be done to eliminate the barriers, and when is it likely to happen, given the current trends in the market?

What is the forecast value of different types of mobile content and entertainment in Western Europe, split by key countries, market segments and technology generation?

What categories of content are likely to dominate the mobile content and entertainment market?

What trends are shaping the emerging value chain in this market? What industry players are likely to benefit and lose out because of these trends?

How will the revenue for mobile content and entertainment services split along the value chain?

Who should read this report?

Mobile operators: understand the main barriers and drivers that will shape the market for mobile content and entertainment services, and learn the value of the market for different types of content and entertainment service. Understand how to take advantage of the trends in the value chain.

Portals, content providers and application developers: discover where the opportunities lie for mobile content, and the size of the market. Understand the opportunities and threats presented by current trends in the value chain.

Investment banks and consultants: understand how the mobile content and entertainment market is likely to impact upon the performance of mobile operators, content owners and other companies in the value chain. Understand the opportunities and threats to these companies presented by current trends in the value chain.

Report Details:
Publisher:
Analysys
Type:
Market Study - December 2004
First Publication Date:
1/12/2004
 
 
 
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