|
Professional
Center
White Papers
Mini-tutorials
Books
|
Content Convergence 2006 - 2011
Shifting the Value Chain Dynamics
Brought to you by MobileIN.com and its affiliate
consultants, researchers, experts and analysts. |
Questions or comments? Email: Reports@MobileIN.com
| Single User License: |
|
£ 1,999 ($ 3950) |
|
| Company Wide License: |
|
£ 6,999 ($ 13800) |
|
|
Research
|
|
|
|
|
| Consumers are changing the way they access digital content, demanding that they
be able to access the same content through multiple CE devices and platforms. |
Consumers are changing the way they access digital content, demanding that they be able to access the same content through multiple CE devices and platforms. The move to this form of content convergence is being driven by factors such as a shift towards “all-IP” and embedded networking connectivity. But what exactly does content convergence entail, and how will it affect your business? Purchase this report to find out.
Consumers have long battled technology companies over content ownership, as the communications market changes from device centric to content centric. It is the content that interests the market and the ability to retrieve and use that content across devices, networks and geographies that drives both innovation and profits.
“Placeshifting” has gained the most interest from the operator community, with Vodafone launching its Mein PC service, which enables customers to use their 3G phones to access multimedia files that are stored on their home PCs. Other technology and commercial options also exist that enable consumers to stream content across multiple devices. What are these options, and what is their potential market impact? Should they be seen as opportunities or threats to mobile operators? This report will tell you.
This report analyses the content convergence market and assesses its impact on the value chain. It provides forecasts for the digital home market, VoIP, IPTV, online music content, mobile content and network gaming.
The report answers questions including:
- What demand exists for content convergence?
- What is the potential business model and service uptake?
- How will mobile operators respond to the emergence of placeshifting?
- Is placeshifting competitive or complimentary to their own service offerings?
- How does this impact the operator vs content owner/brands debate and the battle for consumer control?
- What is the role of the mobile handset and the mobile phone manufacturer?
- What is the potential impact on other stakeholders, such as content firms, vendors and other service providers?
- What are the DRM issues and how are they being resolved?
- How will standardisation initiatives such as the DLNA affect market evolution?
- What will be the key driving applications of networked consumer electronics and media devices?
Table of Contents
Chapter 1 Executive Summary
1.1 Consumers are demanding flexible content
1.2 The battle for content ownership
1.3 Device convergence and different formats
1.4 “Anytime, anywhere” promise is driving convergence
1.5 Enterprises and content convergence
1.6 Towards a content centric model
1.7 Market forecasts
Chapter 2 Market overview
2.1 Convergence trends
2.1.1 IP platforms
2.1.2 Triple and quad play services
2.1.3 The bandwidth bottleneck has been breached
2.1.4 Ubiquity
2.1.5 Interconnection
2.1.6 Time and place shifting
2.1.7 Privacy and security
2.1.8 Increased mobility
2.2 Three levels of convergence
Table 2.1: Convergence SWOT analysis
2.3 The DRM dilemma
2.4 Device overload
2.5 Email edges voice
2.6 FON
2.7 VoIP Ups The Ante
Chart 2.1: VoIP subscribers - pure play providers vs cable companies, 2006-2007
2.8 IP In a packet
Chart 2.2: IP service revenues as % of total telecoms revenues
2.9 When push turns to shove
Chapter 3 Space and place shifting
3.1 Content in motion
3.1.1 Neuf’s TWIN
3.2 Lessons from the iPod
Chart 3.1: Digital home market, 2008-2010
3.3 Inter-network streaming
Table 3.1: Current state of the digital home
Image 3.1: TiVo
3.3.1 Different forms of streaming
Table 3.2: Streaming media technologies
Table 3.3: Stream and transport protocols
3.4 Mobile moves time, place and profits
3.4.1 TiVo
3.4.1.1 Services
3.4.1.2 Strategy
3.4.1.3 What impact does place- and time-shifting have on content providers?
Chapter 4 Technical focus
4.1 Different technology options
4.1 IMS and UMTS/HSPA
4.1.1 3G UMTS/HSDPA Spectrum Play
4.1.2 Advanced IMS Architecture
4.1.2.1 A-IMS Standard
4.1.2.2 Comprehensive Security
4.1.2.3 Uniform Treatment of SIP and non-SIP Applications
4.1.2.4 Dual Anchoring
4.1.2.5 Three-Layer Peering
4.1.2.6 Multi-Tiered Service Interaction Management
4.1.3 A-IMS Plan Highlights
4.1.3.1 Bearer Manager (BM)
4.1.3.2 Policy Manager (PM)
4.1.3.3 Application Manager (AM)
4.1.3.4 Security Manager (SM)
4.1.3.5 Services Data Manager (SDM)
4.1.4 Multi-Channel Video Transcoders for IMS
4.2 UMA
Table 4.1: Initial Group Responsible for UMA Development
4.2.1 First Public UMA Pilot
4.3 Notable Developments
4.3.1 Adcore-Tech
4.3.2 The OSGi Royalty-Free Patent Pledge
Chapter 5 Drivers and barriers
5.1 Drivers
5.1.2 Consumers
5.1.3 Enterprises
5.1.3.1 Mobile VoIP
Table 5.1: EQO-supported handsets
5.1.3.1.1 HiPath
5.1.3.2 4G Integrated Satellite and Terrestrial Systems
5.1.4 Governments
5.2 Barriers
5.2.1 DRM
5.2.1.1 The Scrap Over Content Scrambling
5.2.1.2 DRM Showdown
5.2.1.3 Hollywood Goes DRM Free
5.2.1.4 DRM- Free Music Trend
Chart 5.1: DRM-free music, 2007-2011 (%)
5.2.2 Resistance Games
5.2.3 DRM and GPLv3
Chapter 6 Market Impact
6.1 Convergence market growth
Table 6.1: Converged content revenue forecasts
Chart 6.1: VoIP revenues, 2008-2011
Chart 6.2: IPTV revenues, 2007-2011
Chart 6.3: Online music content revenues, 2007-2011
Chart 6.4: Mobile phone content services, 2007-2011
Chart 6.5: Networked games revenues, 2007-2011
6.1 On Mobile Phone/Handset Manufacturers
6.2 On Content Artists
6.3 On Content Firms
6.4 On Service Providers
6.5 On Traditional Media
6.6 On Mobile Operators
Chapter 7 Standards landscape
7.1 DLNA
7.2 IHA
7.3 3G Americas
7.4 CEA
7.5 Wi-Fi Alliance
Chapter 8 Evolving Players
8.1 Sling Media
8.2 Orb Networks
Table 8.1: Orb system requirements
8.3 Motorola
8.4 Microsoft
8.5 Sony
8.5 Intel Viiv
Chapter 9 Recommendations
9.1 For operators
9.2 For handset makers
9.3 For digital home vendors
9.4 For traditional media
9.5 For content firms
Appendix A DLNA member companies
Appendix B Lead author’s profile
Appendix C About visiongain
Appendix D Report evaluation form
|
|
|
|
|