Mobile Entertainment in Western Europe: value chain and forecasts 2006?11
Report
The report will assist cellular players 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.
?While mobile entertainment represents a potentially lucrative market, operators and content providers will have to overcome a series of technological, regulatory and social hurdles to fully realise that potential.?
Windsor Holden, Senior Analyst
Although the mobile content and entertainment services market accounted for less than 4% of total mobile service revenue and less than 19% of non-voice revenue in 2005, this market has the potential to grow considerably over the next five years. As mobile players seek to exploit the additional capacity offered by 3G networks, an ever-increasing array of rich-media services is being deployed, from full-track music downloads to broadcast TV bouquets. If these services are to become significant contributors to the overall mobile services market, a number of barriers must be overcome.
Mobile Entertainment in Western Europe: value chain and forecasts 2006?11 will help mobile operators, content owners, games developers, device manufacturers and middleware providers to gain crucial insights into the specific drivers of, and barriers to, the development of mobile content and entertainment services. The report will also help mobile players 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.
The report includes forecasts to 2011 for France, Germany, Italy, Spain, Sweden and the UK, as well as for Western Europe as a whole. Forecasts of subscribers, ARPU and revenue are split by market segment (residential prepaid, residential contract, SMEs and large corporations) and technology generation (2G, 2.5G, 3G and 3.5G). Forecasts of adoption rates, adoption levels, average spend, ARPU and revenue are provided for the following mobile service types:
mobile information
personalisation
games
music
video on demand
broadcast TV
gambling
content messaging
cross-media services.
In addition, forecasts are segmented by key consumer interest group (adult, sports and film) across these service categories.
Mobile Entertainment in Western Europe: value chain and forecasts 2006?11 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 for specific services? What are the barriers preventing this market from significantly contributing to total mobile services revenue?
What needs to be done to eliminate the barriers, and when is it likely to happen, given current trends in the market?
What is the forecast value of the different types of mobile content and entertainment for various countries, market segments and technology generations?
What types of content are likely to dominate the mobile content and entertainment market?
What trends are shaping the emerging value chain in this market? Which industry players are likely to benefit, and which are likely to lose out, because of these trends?
How will the revenue for mobile content and entertainment services split along the value chain?