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[Report]

Online Entertainment Infrastructure

Published: 2007/05

Contact 24 hrs/day
Description

Table of Contents

  • Executive Summary
  • Online Entertainment Crosses the Chasm
    • The “Killer App” Of Television Is Television
    • Online Entertainment That Features TV Programming Will Not Take Place in a Vacuum, Six Vectors of Growth Need to be Managed
      • Technology Vector
      • Delivery System Vector
      • Retransmission Consent Agreements Further Complicate the Situation
      • Audience Vector
      • Content Vector
      • Advertising Vector
      • Business Vector
    • Workflows and End Points
      • Workflows Create the TV Content
      • End Points Consume the Content
      • Workflows Multiply as the Number of End Points Increases
      • The Evolution of Search and Social Networks Further Complicate Workflows
  • Search and Social Networks Plus TV Content Equals the Future
    • Six Steps Will Tie Social Networks and Search to TV Programs
    • Step One: Search with Advertising, both Online and Mobile
      • Step Two: Social Networks of Varying Types
      • Step Three: Social Networks and Fans Connect with Their Favorite TV Shows
      • Step Four: TV Networks Will Create Programming Influenced by Social Networks
      • Step Five: Online Entertainment Will Be Filtered Toward End Users
      • Step Six: Addressable Advertising Influenced by Search and Social Networks
  • TV Networks Gear Up to Produce TV Programs in a New Environment- Create Once, Output to Many
    • The Video Delivery Value Chain is Far Reaching and Complex
      • Pre-Production
      • Production
      • Post-Production
      • Packaging for Staging, Including Branding, Metadata, and DRM
      • Staging for Distribution
      • Interfacing With eCommerce Services, Such As Subscriptions, Pay-Per-View, Etc.
      • Setting up Links to Addressable Advertising
      • Online Promotion and Building the “Buzz”
      • Distribution of the Video to End Users with Addressable Advertising Linked In
      • Delivery Assurance and Quality Control Services
      • Monitoring, Tracking, and Reporting Usage
      • Life Cycle Management of the Video Content
      • Life Cycle Management of the Addressable Advertising Content
      • Reconciliation and Rationalization of Payments to all Parties
      • Ongoing Interactions of Feedback and Inputs from End-Users and Service Providers
    • Partners Must Be Chosen and Developed for Each Step of the Process
    • Workflow for Digital TV Production Needs to Account for all Eventual Users
  • The BBC' s Digital Media Initiative
  • Major League Baseball Advanced Media Delivers “Live” Content
  • NBC Universal and News Corp. Create a Web-Wide TV Service
    • Comcast to Participate
  • CBS Interactive Audience Network
  • Disney: ABC, ESPN, Disney.com
  • Content Delivery Networks and Online Publishers
    • Akamai
    • Limelight Networks
    • Internap Network Services and Vitalstream CDN
    • Level 3 Communications and Savvis CDN
    • Maven Networks
    • thePlatform
    • Brightcove, Inc.
    • Joost
    • Vibe Solutions Group PyroTV Personalizes Video Viewing
  • Portals on ISPs Will Compete with Google, MSN, AOL, Yahoo!
    • Synacor Makes a Web Portal a True “Home” Page
  • Regional Forecasts for the Online Entertainment Infrastructure
    • North America by Category
    • Europe by Category
    • Asia by Category
    • ROW by Category
  • Worldwide Summary by Category
  • Regional Value of All Categories Combined
  • Methodology
  • Related In-Stat Reports

List of Tables

  • Table 1. Sub-Segments of Technology, Delivery System, and Audience Growth Vectors
  • Table 2. Sub-Segments of Content, Advertising, and Business Model Growth Vectors
  • Table 3. Annual Value of Online Entertainment Infrastructure by Category, North America (US$ in Millions, by Category, Annual Growth Rate, Percent of Total)
  • Table 4. Annual Value of Online Entertainment Infrastructure by Category, Europe (US$ in Millions, by Category, Annual Growth Rate, Percent of Total)
  • Table 5. Annual Value of Online Entertainment Infrastructure by Category, Asia (US$ in Millions, by Category, Annual Growth Rate, Percent of Total)
  • Table 6. Annual Value of Online Entertainment Infrastructure by Category, ROW (US$ in Millions, by Category, Annual Growth Rate, Percent of Total)
  • Table 7. Annual Value of Online Entertainment Infrastructure by Category, Worldwide (US$ in Millions, by Category, Annual Growth Rate, Percent of Total)
  • Table 8. Annual Value of All Categories Combined by Region (US$ in Millions, by Category, Annual Growth Rate, Percent of Total)

List of Figures

  • Figure 1. Worldwide Annual Value of Hardware, Bandwidth, and Services for Online Entertainment (Worldwide Annual Value, US$ Millions, by Category)
  • Figure 2. Search Leads the Way for Internet Interactivity with Key Words Linked to Banner Ads and Click-Through Advertising
  • Figure 3. Social Networks Create an Additional “Value Added” Layer of Services
  • Figure 4. TV & Movie Producers Connect to Social Networks and Mine Search Databases
  • Figure 5. TV and Movies Produced with Inputs From Social Networks and Search Services
  • Figure 6. Diagram Showing the Interaction Among Social Networks, Search, TV and Movie Program Planning And Production, and Addressable Advertising
  • Figure 7. Diagram with Notations Indicating Relative Timing Of How Each Step In The Evolution Of TV On The Internet Is Likely To Occur
  • Figure 8. Staging Programming Content and Addressable Advertising Content for Distribution
  • Figure 9. Diagram Showing the New Workflow That is Emerging for Broadcast TV Services
  • Figure 10. Illustration Showing All the Likely Delivery Systems that Must be Supported for TV, Movie, and Addressable Advertising Content
  • Figure 11. Overview Diagram of Synacor' s Innovative Portal Solution
  • Figure 12. Annual Value of Online Entertainment Infrastructure by Category, North America (US$ in Millions)
  • Figure 13. Share of Total Value for Each Category Showing Trend Line, North America (Percent of Total Annual Value by Category)
  • Figure 14. Annual Value of Online Entertainment Infrastructure by Category, Europe (US$ in Millions)
  • Figure 15. Share of Total Value for Each Category Showing Trend Line, Europe (Percent of Total Annual Value by Category)
  • Figure 16. Annual Value of Online Entertainment Infrastructure by Category, Asia (US$ in Millions)
  • Figure 17. Share of Total Value for Each Category Showing Trend Line, Asia (Percent of Total Annual Value by Category)
  • Figure 18. Annual Value of Online Entertainment Infrastructure by Category, ROW (US$ in Millions)
  • Figure 19. Share of Total Value for Each Category Showing Trend Line, ROW (Percent of Total Annual Value by Category)
  • Figure 20. Annual Value of Online Entertainment Infrastructure by Category, Worldwide (US$ in Millions)
  • Figure 21. Share of Total Value for Each Category Showing Trend Line, Worldwide (Percent of Total Annual Value by Category)
  • Figure 22. Pie Chart Showing Relative Value of Each Category in 2006, Worldwide (US$ in Millions)
  • Figure 23. Pie Chart Showing Relative Value of Each Category in 2011, Worldwide (US$ in Millions)
  • Figure 24. Annual Value of All Categories Combined by Region (US$ in Millions)
  • Figure 25. Trend Line for Share of Total Value for All Categories Combined, by Region (Percent of Total Annual Value by Region)
Description

[Report]
Online Entertainment Infrastructure
Published: 2007/05
Published by : In-Stat In-Stat

Price:
US $ 2,995.00 PDF and Excel File by E-mail (Single User License)
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Product Code : CG51976
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