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Market Research Report

2007 Global Internet - Volume 2 - Online Content and Services

Published by Paul Budde Communication Pty Ltd. Contact us : +1-860-674-8796
Published 2007/10 Content info  
Product code PA64036
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Description TOC

Table of Contents

1. INTERNET INDUSTRY

  • 1.1 Internet industry overview
    • 1.1.1 The Internet and the web
    • 1.1.2 Historical growth of the Internet
    • 1.1.3 Internet hosts
    • 1.1.4 The World Wide Web
    • 1.1.5 Search engines
    • 1.1.6 Websites
    • 1.1.7 The ISP market
    • 1.1.8 Internet elasticity
    • 1.1.9 Grid commuting will change the Internet - analysis
  • 1.2 Internet usage and penetration statistics
    • 1.2.1 Statistics
    • 1.2.2 Internet traffic and bandwidth overview
    • 1.2.3 Language statistics
    • 1.2.4 Time spent online

2. KEY ONLINE CONTENT & SERVICES

  • 2.1 Internet content and services
    • 2.1.1 New emerging business models
    • 2.1.2 The online content market
    • 2.1.3 Online content and services
    • 2.1.4 Digital Rights Management (DRM)
  • 2.2 eHealth
    • 2.2.1 Scope
    • 2.2.2 E-health - killer app on true broadband
    • 2.2.3 Massive costs of healthcare
    • 2.2.4 IT key to sustainable healthcare
    • 2.2.5 E-health project examples
    • 2.2.6 Published market statistics and forecasts
    • 2.2.7 Conclusion
  • 2.3 Online gambling and gaming
    • 2.3.1 Introduction
    • 2.3.2 In-game advertising
    • 2.3.3 Online gambling
    • 2.3.4 Online gaming
  • 2.4 Virtual worlds
    • 2.4.1 Introduction
    • 2.4.2 Trends and developments
    • 2.4.3 2007 virtual world statistics and forecasts
    • 2.4.4 Case study: Second Life

3. TECHNOLOGY

  • 3.1 Graphic and multimedia file formats
    • 3.1.1 Joint Pictures Expert Group (JPEG)
    • 3.1.2 Graphics Image Format (GIF)
    • 3.1.3 Portable Network Graphics (PNG)
    • 3.1.4 Scalable Vector Graphics (SVG)
    • 3.1.5 Adobe Flash
    • 3.1.6 Adobe Portable Document File (PDF)
  • 3.2 Web 2.0 and the future
    • 3.2.1 New methods of linkage
    • 3.2.2 Blogs and discussion sites
    • 3.2.3 User generated content
    • 3.2.4 Pay-per-click advertising
    • 3.2.5 New traffic patterns
    • 3.2.6 Network Neutrality and QoS
    • 3.2.7 New user interfaces
    • 3.2.8 Web services and mashups
    • 3.2.9 New markets - the long Tail

4. GLOSSARY OF ABBREVIATIONS

EXHIBITS:

  • Exhibit 1 - Examples of Web 2.0 developments
  • Exhibit 2 - Most popular domain name suffixes - 2007
  • Exhibit 3 - The phenomenon of the 1990s
  • Exhibit 4 - Applications of Microsoft' s Virtual Earth
  • Exhibit 5 - Online music sector
  • Exhibit 6 - Advantages of e-health
  • Exhibit 7 - Popular health-related websites in the US - 2007
  • Exhibit 8 - Anarchy Online by Funcom
  • Exhibit 9 - Major players in gaming industry sectors - worldwide - 2006
  • Exhibit 10 - Top 3 mobile games worldwide - 2006
  • Exhibit 11 - Characteristics of virtual worlds
  • Exhibit 12 - Definition of an online avatar
  • Exhibit 13 - Examples of virtual worlds
  • Exhibit 14 - Examples of virtual worlds for younger users
  • Exhibit 15 - Linden Labs ban on gambling
  • Exhibit 16 - Examples of large companies established in Second Life
  • Exhibit 17 - Second Life user statistics - 2007
  • Exhibit 18 - Second Life financials - February 2007

TABLES:

  • Table 1 - Worldwide Internet users - 1990 - 2007
  • Table 2 - Growth in number of Internet hosts - 1984; 1991 - 2006
  • Table 3 - Number of domain names by country - August 2006
  • Table 4 - Generic top level domains - top 5 countries - market share - 2006
  • Table 5 - Major domain names by host - 2003 - 2006
  • Table 6 - Percentage of Internet users by top languages - 2002; 2005; 2007
  • Table 7 - Worldwide market share of top 5 browsers - 2007
  • Table 8 - Web server market share top 6 developers - 2003 - 2007
  • Table 9 - How people find websites
  • Table 10 - Percentage of online searches conducted on leading search engines in the US - July 2006; Feb 2007
  • Table 11 - Global market share of Google and Yahoo - November 2005
  • Table 12 - Top 10 worldwide website properties - May 2007
  • Table 13 - Top 3 worldwide website properties - 2006
  • Table 14 - Worldwide Internet users - 1990 - 2007
  • Table 15 - Worldwide Internet users and penetration by region - 2007
  • Table 16 - Top 15 countries by Internet usage and growth - 2006 - 2007
  • Table 17 - Regional Internet users, growth and penetration - March 2006
  • Table 18 - Worldwide broadband subscribers and market share by access technology - 2006
  • Table 19 - Households with access to a home computer and the Internet - selected countries - 2005
  • Table 20 - Internet users by top languages - 2002; 2005; 2007
  • Table 21 - Top online activities - 2005; 2007
  • Table 22 - Top 5 countries - time spent online - March 2006
  • Table 23 - Top 10 dating websites in the US - February 2007
  • Table 24 - Consumer use of Internet dating in European countries - 2005
  • Table 25 - Worldwide e-learning market value - 2005; 2008
  • Table 26 - Top five e-government countries - 2007
  • Table 27 - Top five e-government countries - 2005
  • Table 28 - Worldwide online music sales - 2004 - 2006
  • Table 29 - Worldwide online music revenue - 2006 - 2012
  • Table 30 - iTunes catalogue breakdown - 2007
  • Table 31 - US online spending revenue for top 5 product types - 2006
  • Table 32 - Projected regional increases in total healthcare spending - 2020 - 2050
  • Table 33 - Market value and growth of telehealth - 2012
  • Table 34 - US IT health market - value of sales - 2005 - 2006; 2011
  • Table 35 - Spending on IT by Western Europe healthcare sector - 2005; 2009
  • Table 36 - Value of e-health industry - Europe - 2003, 2010
  • Table 37 - Money spent on gambling per head - Australia, Hong Kong, United States
  • Table 38 - Worldwide online gambling revenue growth - 1997; 2001; 2004; 2006
  • Table 39 - Worldwide revenue from all forms of gambling - 2006 - 2010
  • Table 40 - Revenue from all forms of gambling - Asia Pacific, EMEA - 2006; 2010
  • Table 41 - Total value of bets placed via mobile gambling - 2006; 2010
  • Table 42 - Internet gambling users in selected countries - February 2005
  • Table 43 - Global online gaming revenues and annual change - 2000 - 2006
  • Table 44 - US videogame revenue for console, PC, online and wireless - 2008
  • Table 45 - Worldwide mobile gaming revenue - 2006; 2007; 2011
  • Table 46 - Mobile gaming revenue - Asia Pacific, Western Europe, North America - 2007; 2011
  • Table 47 - Top 10 mobile game publishers worldwide - market share - May 2006
  • Table 48 - Market share of Second Life active users by country - 2007
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