[Report]
Online Entertainment Infrastructure
Published: 2007/05
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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
- 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)
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[Report]
Online Entertainment Infrastructure
Published: 2007/05
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Published by : In-Stat  |
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Price:
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Product Code : CG51976 |
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