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Market Research Report

Digital Music Meets Mobile Music A Detailed Analysis of the European Market

Published by Generator Research Contact us : +1-860-674-8796
Published 2004/09 Content info  
Product code GS23808
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Description TOC

Table of Contents

1 INTRODUCTION

2 THE MUSIC BUSINESS: PHYSICAL FORMAT

  • 2.1 Introduction
    • Record Labels: Late Starters, Quick Learners
    • Mobile Operators: Early Success, Now Doing Their Own Thing
    • Analysis: A Complex Problem
    • No Consumer Research?
    • Vision, Forecasting and Opportunity
  • 2.2 Industry Operation
    • 2.2.1 Writers: Songwriters and Composers
    • 2.2.2 Performers: Artist, Acts and Talent
    • 2.2.3 Agents and Professionals
    • 2.2.4 Music Publishers
    • 2.2.5 Record Labels
      • Talent Prospecting
      • Recording Contracts
      • Writing and Recording Songs
      • Manufacturing and Distribution
      • Tour Support
      • Marketing
      • Website
      • Clubs
      • New Media Channels
      • Media Relations
      • Television and Radio
      • Agencies
      • Advertisements
      • Formatting
      • Artist Image
      • Direct Mail
      • Store Events and Promos
      • Music Video
      • Retail Placement
      • Strategic Aspects of the Marketing Process
      • Investment Function
    • 2.2.6 Manufacturers
    • 2.2.7 Distributors
    • 2.2.8 Retailers: Record Stores
  • 2.3 Music Copyright
    • 2.3.1 Creation of Musical Rights
    • 2.3.2 Mechanical Rights
    • 2.3.3 Sound Recording Rights
      • Soundalike Ringtones
    • 2.3.4 Examples of Usage Rights: Mechanical and Sound Recording Rights
    • 2.3.5 Additional Licenses: Performance Elements
    • 2.3.6 Summary: License Rates for Various Music Formats
  • 2.4 The European Music Market
    • 2.4.1 Size of European Major Recorded Music Markets
      • Illegitimate Downloads
      • The Good News
    • 2.4.2 Unit Sales: Total Songs
    • 2.4.3 Structure of European Retail Market
    • 2.4.4 Repertoire Mix: The Importance of Local Content
    • 2.4.5 Music Videos
    • 2.4.6 Consumer Demographics

3 DIGITAL MUSIC: OVERVIEW

  • 3.1 Value Propostion: Digital Music
    • 3.1.1 Comparison with the CD
    • 3.1.2 Lack of Tangibility
  • 3.2 Is Digital Music Simply Another dot.com Fiasco?
    • 3.2.1 Strong, Proven Customer Proposition
    • 3.2.2 Tangible Distribution Advantages
    • 3.2.3 Large Market
  • 3.3 Format Replacement: The Compact Disc
    • 3.3.1 Successful Formats Offer Clear Consumer Benefits
      • Reduced Sound Quality
    • 3.3.2 New Formats Are About Value, Not Price
    • 3.3.3 Digital Music is Unique: Demand-Led Market
    • 3.3.4 Summary
  • 3.4 The Value of Music
    • 3.4.1 Value Prespective 1: Absolute Value of Recorded Music
      • The Sony-BMG Case
      • Generatorfs Analysis
    • 3.4.2 Value Perspective 2: Underlying Need for Musical Entertainment Limits Demand
    • 3.4.3 Value Perspective 3: Content Drives Demand, Not Price
    • 3.4.4 Value Perspective 4: Price is a Secondary Consideration for Most Consumers
    • 3.4.5 Value Perspective 5: High Margins Do Not Mean Prices Are Too High
  • 3.5 Pricing: Digital Music
    • 3.5.1 Long-Run Album Pricing
      • The Cost of CDs
  • 3.6 Pricing: Benchmarking Digital Song Pricing
    • 3.6.1 Per-Song Prices: Compact Disc Albums
    • 3.6.2 Per Song Prices: Compact Disc Singles
    • 3.6.3 Complicating Factors
      • Relative Worth: Hit Songs and Fillers
      • Differences Between Genres
      • The Effect of Digitisation on Product Formatting
      • Extra Value Offered by Digital Music
      • Price Plays: Bundling and Promotions
      • Commoditisation
  • 3.7 Music Subscription Services
    • 3.7.1 Consumer Benefits
    • 3.7.2 Future Potential
    • 3.7.3 Premium Pricing
  • 3.8 The Role of the Player
    • 3.8.1 Example: The iPod
    • 3.8.2 Discussion
      • Corporate Priority
      • iTunes: A Simple Loss Leader?
      • Bundling
  • 3.9 Evolution to Digital Movies
    • 3.9.1 Players: Personal Media Centers
    • 3.9.2 The Personal Movie Market
    • 3.9.3 Comparison Between Portable Movie and Music Markets
      • Personal Market
      • Home Market

4 THE MUSIC BUSINESS: DIGITAL FORMAT

  • 4.1 Consumer Experience
    • 4.1.1 Discovering Music
      • Infomediaries: MP3 Blogs, Chatrooms, Messageboards
      • Equal Stakeholders
      • Trusted: Impartial
      • Quality
      • Intermediaries
      • Into Music
      • Artistlaunch
      • Vitaminic Buongiorno
      • Interent Undeground Music Association - IUMA
      • Peoplesound
      • Vitaminic
      • Soundclick.com
      • Textone
      • Magnatune
    • 4.1.2 Obtaining and Consuming Music
  • 4.2 Music Production
    • 4.2.1 Tilly and The Wall
    • 4.2.2 Impact on Established Record Labels
    • 4.2.3 Impact on Wannabe Acts
    • 4.2.4 Talent Supply
  • 4.3 Industry Structure and Operation
    • 4.3.1 Artists
    • 4.3.2 Record Labels
    • 4.3.3 New Entrants
      • Capital Providers
      • Artist Marketing Services
    • 4.3.4 Virgin Music
    • 4.3.5 General Retailers: Wal-Mart Music Downloads
    • 4.3.6 Consumer Brands: Coca Cola
    • 4.3.7 Event Organisers
    • 4.3.8 Summary

5 THE RINGTONE MARKET

  • 5.1 Erosion of The Ringtone Premium
    • 5.1.1 Alternative 1: Use a Digital Song Purchased From an Online Store
      • Situation 1: Customer goes looking for a specific ringtone
      • Situation 2: Customer wants to use already-purchased digital songs as ringtones
      • Situation 3: Customer uses mobile to access an online digital music store directly
      • Situation 4: Operatorsf bespoke digital music stores
    • 5.1.2 Alternative 2: Visit Online Store to Buy a Ringtone
      • Possible Service Implementation
      • Pricing
  • 5.2 Pricing
  • 5.3 Changes in the Ringtone Value Chain

6 DIGITAL MUSIC SERVICES: ONLINE

  • 6.1 Apple Computer
    • 6.1.1 iTunes
      • Sync With the iPod
      • Importing Windows WMA Song Files
      • Party Shuffle
      • CD Jewel Case Inserts
    • 6.1.2 iTunes Music Store (iTMS)
      • User Experience
      • Key Features
      • Music Videos
      • Movie Trailers
      • Audiobooks
      • Radio Stations
      • Value-Added Information and Features
      • iMix
      • Usage Restrictions
      • Catalog
      • Payment
      • New Updates: Direct Marketing
      • Additional Features of the Music Store
    • 6.1.3 Accessories
    • 6.1.4 Peripherals
    • 6.1.5 iPod
      • Hard Disc Drive Storage Technology
      • Future Evolution: Enabling Technology
      • Possible Product Line Extensions
      • Personal Stereo Products
      • Home Entertainment Products
      • iMac G5: Analysis and Implications (Update 2 September 2004)
    • 6.1.6 Summary
  • 6.2 Microsoft
    • 6.2.1 Platform Licensing or Retail Services?
    • 6.2.2 Windows Media DRM10 (WM DRM10)
      • Outline Technical Description - WM DRM10
      • System Operation and Terminology
      • Key Licensing Features: WM DRM10
      • Protected Live Streaming
      • Superdistribution
      • Time-based Playback
      • Play Counter
      • Portable Device Transfer
      • Copy Limits
      • CD Burning
      • Different Licenses for the Same File
      • Discussion: Comparison With Mobile-Focussed DRM Solutions
    • 6.2.3 Digital Music Jukebox: Windows Media Player 9
    • 6.2.4 Digital Music Jukebox: Windows Media Player 10 - Beta (WMP10b)
      • Device Synchronisation
      • Digital Media Mall
      • Analysis Microsoft Digital Media Mall (DMM)
      • Music Search
      • Music Search: The Bigger Picture
      • Reduced Entry Barriers
  • 6.3 Sony
    • 6.3.1 Online Store: Sony Connect
    • 6.3.2 Jukebox: SonicStage
    • 6.3.3 Usage Restrictions
    • 6.3.4 Devices
      • MiniDisc (MD) Products
      • High Capacity MiniDisc (Hi-MD) Products
      • FLASH Products
      • HDD Products
      • Portable Media Players
      • Digital Music Players
    • 6.3.5 Supplementary Services
      • Music Radio Services
      • Movie Downloads
    • 6.3.6 Mobile Phones
    • 6.3.7 Discussion : Why MiniDisc?
      • The History of the MiniDisc
      • Deciding on a Device Strategy for the Connect Music Store
  • 6.4 Hewlett Packard
    • 6.4.1 iPod
    • 6.4.2 iTunes
    • 6.4.3 Device Portfolio
  • 6.5 Napster
    • 6.5.1 Business Analysis
    • 6.5.2 Marketing
    • 6.5.3 Service Outline
      • Usage Restrictions
      • General Comments
  • 6.6 Loudeye
    • 6.6.1 The Digital Music Platform Business
    • 6.6.2 Mobile Music Platform: Nokia Deal
      • Marketing Strategy
      • Technical Solution
    • 6.6.3 Other European Digital Music Platform Providers
  • 6.7 Real Networks
    • 6.7.1 Rational for Inclusion
    • 6.7.2 Current Business Focus
    • 6.7.3 Importance of Subscription Services
    • 6.7.4 Review of Music Services
      • Subscription Music Service: RealRhapsody
      • Subscription-based Streaming Music Radio Service: RadioPass
      • Analysis: Extension to Mobile
      • Subscription-based Streaming Music Video Services
      • Digital Downloads: RealPlayer Music Store
    • 6.7.5 RealPlayer 10 (RP10)
    • 6.7.6 Harmony
      • History and Rationale for Harmony
      • Analysis
      • Legal Challenge
      • Licensing of Harmony
      • Backwards Compatibility
      • A Zero Sum Game: Applefs Loss = Real Networks Gain
      • Outline Operation
      • Significance for the Mobile Operators and Third Party Service Providers
    • 6.7.7 Helix DRM
    • 6.7.8 Mobile Offering: Helix Mobile Platform
      • Platform Description
      • Helix Mobile Producer
      • Helix Universal Server - Mobile
      • Helix Universal Gateway - Mobile
      • RealPlayer Mobile
      • Current Position in the Mobile Media Market
  • 6.8 MusicMatch
    • 6.8.1 Digital Music Jukebox - MusicMatch Jukebox
      • Device Compatibility
      • Portable Devices: Song Transfer and Synchronisation
    • 6.8.2 Online Digital Music Store - MusicMatch Downloads
    • 6.8.3 Internet Radio - MusicMatch MX
      • Genre Radio Stations
      • Artist OnDemand Radio
    • 6.8.4 Marketing
      • Shipping Player with PCs and Smartphones
      • Purchasing Music

7 MARKETING: PROMOTION AND BRANDING

  • 7.1 The Role of Branding in Digital Music
    • 7.1.1 Apple iPod
    • 7.1.2 iPod: Brand Leverage by Others
  • 7.2 Promotion
  • 7.3 Competitive Analysis
    • 7.3.1 Brand Extension: Strategies Used in Other Industries
      • Alcoholic Beverages
      • Soft Drinks
      • Software
    • 7.3.2 Brand Extension: Four Strategies Being Used in the Mobile Industry
    • 7.3.3 Virgin Group
    • 7.3.4 Nokia
    • 7.3.5 Mobile Network Operators
      • Mobile Operator Brand Development
      • McDonaldfs
      • Branding a MNO-Provided Digital Music Service: The Options
      • Summary

8 DIGITAL MUSIC SERVICES: MOBILE OPERATORS

  • 8.1 MMO2: O2 Music
    • 8.1.1 Technology
    • 8.1.2 Service Outline
    • 8.1.3 Service Test Methodology
    • 8.1.4 Browsing
    • 8.1.5 Song Downloads
    • 8.1.6 Audio Compression
    • 8.1.7 Music Management
    • 8.1.8 Usage Restrictions
    • 8.1.9 Pricing
    • 8.1.10 Error Messages
  • 8.2 Chaoticom
    • 8.2.1 Orange (UK) Implementation
      • Service Outline
      • Player Download Process
      • Browsing Performance
      • Catalogue Depth
      • Previewing and Downloading Songs
      • Usage Restrictions
      • Pricing
    • 8.2.2 Service Description Eurotel Czech Republic
      • Pricing
      • Application Download
  • 8.3 AT&T Wireless

9 MOBILE PREMIUM

  • 9.1 Argument 1: The Intrinsic Mobile Premium
    • 9.1.1 The Human Communication Process
      • Voice Calling
      • Text Messaging
      • Mobile Premium: Test Criteria
    • 9.1.2 The Music Purchase Process
      • Customer Awareness
      • Initial Awareness
      • Developing Interest
      • Purchase
      • Effecting The Purchase
      • Product Delivery
      • Consumption
    • 9.1.3 Other Factors
  • 9.2 Argument 2: No Need for a Separate Player
    • 9.2.1 The Argument
    • 9.2.2 Analysis
      • Apples With Apples
      • Shifting Value Benefits Between Songs and Devices
      • Device Performance and Service Features
  • 9.3 Summary

10 MOBILE OPERATOR PORTALS: MUSIC CONTENT

  • 10.1 Events
    • 10.1.1 Information
    • 10.1.2 Ticket Purchase
      • SMS-Based Systems
      • MMS-Based Systems
  • 10.2 Mobile Shop: CDs
    • 10.2.1 Requirement
    • 10.2.2 Summary
  • 10.3 Video Material
    • 10.3.1 3
      • Quality
      • Usage Rights
    • 10.3.2 Orange
    • 10.3.3 Pricing
  • 10.4 Information
    • 10.4.1 Album Reviews
    • 10.4.2 Alerts
      • Current Activity
      • Potential Opportunities
    • 10.4.3 News
      • Music News
      • Pay-as-you-go News
      • Text and Picture
      • MMS-based Slide Show Alerts
    • 10.4.4 Interaction
  • 10.5 Magazines
    • 10.5.1 The Business Case
    • 10.5.2 Customer Proposition
      • Quality: Rendering
      • Magazine Reading Process
      • Leverage of Channel-Specific Attributes
      • Usage Environment
    • 10.5.3 User Experience
    • 10.5.4 Summary
  • 10.6 Artist Sites
    • 10.6.1 Introduction
    • 10.6.2 Results of Comparative Tests
    • 10.6.3 Mobile Interent: Avril Lavigne Website Functionality
    • 10.6.4 Music: Streaming and Downloads
    • 10.6.5 Music Videos: Streaming and Downloads
    • 10.6.6 Summary

11 RADIO

  • 11.1 Introduction
  • 11.2 Premium Music Radio Services
    • 11.2.1 Key Differences: Commercial Radio Vs. Premium Music Radio Services
    • 11.2.2 Commercial Radio and Premium Music Radio: Competitors?
    • 11.2.3 Sony StreamMan
      • Outline Service Description
      • Billing and Pricing
      • Benchmarking with Online Alternatives
      • GPRS Usage-based Tarrifing
      • Mobile Premium
      • Product Enhancements
      • Discussion: Possible Future Developments
    • 11.2.4 Other Developments in Premium Radio Services
      • Premium Radio Services: Transfer to Portable Devices Within the Home
      • Transfer of Vanilla Radio Stations
      • Transfer of Personalised Music Radio Stations/Playlists
      • Additional Evolution Paths
  • 11.3 Digital Radio (DAB)
    • 11.3.1 Introduction
    • 11.3.2 Current Status
      • Europe
      • DAB: A Clear Growth Market
      • DAB: A Clear Early-Stage Market
      • Leading Receivers: Enabling Future Purchase of Digital Music
      • Comparison With Other Markets: FM Receivers and Smartphones
      • International Markets
    • 11.3.3 Outline Description: DAB
      • Spectrum and Licensing
      • Available Capacity and Station Choices
      • Programme Associated Data
    • 11.3.4 Analysis: The Role of Mobile Phones
      • Selling Digital Music
      • Premium Services
      • Using Digital Radio as a Means to Boost Ad Revenues
      • Other Considerations for DAB Stations
      • Conclusion
  • 11.4 Enhanced Analogue FM Radio
    • 11.4.1 GWR eHear it Buy it Burn itf
      • Service Description
    • 11.4.2 Future Developments
      • Put Affiliated Stations on the Internet
      • Porting the Service Concept to Mobile Phones
      • Hear it Buy it Burn it on Mobile Phones: Avoiding GPRS Charges
    • 11.4.3 Nokia: Visual Radio
      • Outline Description
      • Usage Scenarios and Cost Implications
      • Comparative Analysis: DAB and Visual Radio
    • 11.4.4 Sony: Any Music

12 MOBILE INTERNET

  • 12.1 Introduction
  • 12.1.1 Accessing Existing Web Resources
  • 12.1.2 Third Party Services
  • 12.1.3 Not More Hype!
  • 12.2 Enabling Factors
  • 12.2.1 Mobile Phone Operating Systems
  • Accessing Existing Web Resources
  • Enabling Technology
  • Operating Systems Standards
  • 12.2.2 Internet Search Tools
  • 12.2.3 Internet Browsers
  • 12.2.4 Media Players
  • 12.2.5 Mobile Broadband 3G
  • 12.2.6 Data Tariffing
  • 12.2.7 User Interface: Displays and Data Entry
  • Display Size
  • Data Entry
  • 12.2.8 Phone Technology: Memory and Processor Power
  • 12.2.9 Smartphone Penetration
  • 12.3 Market Timing
  • 12.4 Implications for Mobile and Music Industry Executives

13 THE ROLE OF STANDARDS IN DIGITAL MUSIC

  • 13.1 Industry Needs: Supply-side Drivers
  • 13.2 Consumer Needs: Demand-side Drivers
  • 13.3 Self Interest of Industry Players
    • 13.3.1 Company Interests Vs. Consumer Interests
      • Toner Cartridges
      • Printer Driver Software
      • Console Games
    • 13.3.2 Implications for Digital Music
      • Rival Platforms
      • Platform Convergence
  • 13.4 Regulatory Intervention
    • 13.4.1 EC Copyright Directive
      • No Big Issues
      • Copyright Control Technology Circumvention
    • 13.4.2 Collective Licensing of Rights Relating to Digital Media
  • 13.5 Summary
    • 13.5.1 Wider Digital Music Market
    • 13.5.2 Mobile Channel
  • 13.6 Emergence of a Digital Music eStandardf?
    • 13.6.1 The DRM Quagmire
    • 13.6.2 Rival Technolgy Platforms
    • 13.6.3 Real Networks
    • 13.6.4 Apple Computer
    • 13.6.5 Sony Corporation
    • 13.6.6 Microsoft
  • 13.7 Consumer View: Meaning of Digital Music Standards
    • 13.7.1 Music Accessibility
      • Focus on a Niche
      • Provide Music Search Features
    • 13.7.2 Format Compatibility
    • 13.7.3 Device Interchangability

14 THE WILD CARD: COLLECTIVE LICENSING

  • 14.1 Introduction
  • 14.2 Arguments For and Against
  • 14.3 Implementation Issues
    • 14.3.1 Infrastructure
    • 14.3.2 Copyright and Related Laws
    • 14.3.3 Collecting Societies
    • 14.3.4 Critical Mass
    • 14.3.5 Tax Laws
  • 14.4 Market Developments
    • 14.4.1 Brazil
    • 14.4.2 Europe
  • 14.5 Making it Happen: Action Plan

15 MARKET FORECAST: DIGITAL MUSIC

  • 15.1 Current Status
    • 15.1.1 The U.S.
    • 15.1.2 Europe
  • 15.2 Overall Market Size
    • 15.2.1 Industry Maturity
      • Format Replacement
      • Interesting Music
      • Improved Format
      • Digital Music
      • Criteria
      • Piracy and Illegitimate Downloads
      • Competition From Other Forms of Entertainment
      • Economic Fundamentals
    • 15.2.2 Demand: The Desire to Listen to Music
    • 15.2.3 Supply: Availability of Interesting Music
      • More Acts and More Songs: Effect of Digitisation and the Internet
      • Tools to Help Creative Process: Creative Commons
      • Music Search
      • Adoption by Intermediaries
      • Music Industry MO
      • Sampling
      • Product Formatting
    • 15.2.4 Leakage
    • 15.2.5 Pricing
    • 15.2.6 Structural Changes in The Music Industry
    • 15.2.7 Summary
  • 15.3 Historic Adoption: Previous Recorded Music Formats
  • 15.4 Future Adoption: Digital Music
    • 15.4.1 Consumer Proposition
    • 15.4.2 Consumer Behaviour
    • 15.4.3 Fundamental Factors
    • 15.4.4 Legacy factors
      • Content
      • Artist Marketing
      • Manufacturing
      • Distribution and Retail
      • Cross Industry Support
      • Standards: Device and Format Plug and Play
      • Industry MO
    • 15.4.5 Format-Specific Factors
      • Fixed Broadband Penetration
      • Realtones
      • Various Mobile Options
  • 15.5 Digital Music Forecast
  • 15.6 Channel Mix
    • 15.6.1 Today: Physical Format Retail Channels
    • 15.6.2 Future: Digital Music Retail Channels
      • Music Retailing Moves into the Home
      • Convergence
      • Device Interaction
      • Channel Separation
      • Channel Separation: Sales and Product Delivery
    • 15.6.3 Forecast: Channel Mix

16 MARKET FORECAST: 3G (WCDMA)

  • 16.1 Status of Current 3G Deployments
  • 16.2 3G Rollout Scenarios
    • 16.2.1 Scenario 1: Consumer Pull
    • 16.2.2 Scenario 2: Operator Push
  • 16.3 Detailed Analysis - Scenario 1: Consumer Pull
    • 16.3.1 Key Success Factors Affecting 3G Rollouts
    • 16.3.2 Supply Side Factors
      • Service Coverage
      • Handset Maturity
    • 16.3.3 Demand Side Factors
      • Customer Proposition
      • End User Pricing
    • 16.3.4 Summary
  • 16.4 Detailed Analysis - Scenario 2: Operator Push
  • 16.5 Conclusion

17 APPENDIX

  • 17.1 Download Speed: 2.5G - GPRS
    • 17.1.1 Coding Scheme
    • 17.1.2 Handset Class (GPRS Class)
    • 17.1.3 Timeslot Allocation (Multislot Class)
    • 17.1.4 Traffic Load Requirement
    • 17.1.5 Summary What it Means
  • 17.2 Network Capacity
    • 17.2.1 Offered Load
    • 17.2.2 Available Network Capacity
    • 17.2.3 Conclusion
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