Providing market intelligence for more than 35 years

Entertainment Content: Video, Audio, Gaming

Q3 2012

Industry Report

Online Entertainment: The New & Noteworthy

This industry report examines trends in the distribution and consumption of online entertainment, including video, music, and video games. It focuses on the latest trends in digital entertainment services, including the emerging role of social media in the digital entertainment space. The report also individuates potential future disruptors for the industry and provides a market forecast for the next five years.

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1.0 Notes on Methodology and Report Focus

1.1 Data Sources

1.2 Scope of Report

2.0 Digitization of Entertainment

3.0   Video

3.1 State of the Market

3.2 Market Trends

3.3 Industry Trends

4.0   Music

4.1 Trends in Music Services

4.1.1 Market Trends

5.0   Video Games

5.1 Industry and Consumer Trends

5.1.1 Online PC Gaming

5.1.2 Console Gaming

5.1.3 Cloud Gaming

6.0   Social Media

6.1 Social Media and Digital Content

6.1.1 Social Media on CE Platforms

6.1.2 Discoverability and Recommendations

7.0   Future Disruptors

8.0   Market Forecast

8.1 Online Video

8.2 Music – Online Streaming Services

8.3 Video Games

8.3.1 Social Games

8.3.2 MMOs

Glossary and Index

Interest in Buying a "Cloud Copy" of Media Content
Influence of Social Media on Online Entertainment
Top Online Video Sites Worldwide
Reason for Watching Internet Video
Comparison of Cord Cutters and Cord Shavers
Use of Device for Video Consumption
Premium Online Video Providers - North America
Premium Online Video Providers - Europe
Current-Generation Game Consoles – Content Available
Digital Music Market: Total Revenue
Music App Usage (Q3/11)
iTunes Song Downloads
Notable Retailers with Transactional Music Services
Notable Music Download Services
Radio Replacement Services
Notable Music-on-Demand Services
Notable Music Services offered by Service Providers
Online Aspects of PC Games
Subscriber Growth: World of Warcraft (2004 - 2012)
Top 10 Facebook Game Publishers
Console Connectivity Rate
Downloadable Content on Game Consoles
The Advantages of Cloud Gaming
Social Media Platforms
Comparing Social Media with Traditional Media
Digital/Internet Video Service Usage
Satisfaction with Video Watching Experience
Willingness to Pay for Movie Rentals on Social Networks
Reasons for TV Show/Movie Selection
Activities on a Mobile Phone While Watching TV
Activities on a Tablet While Watching TV
Online Video Forecast Methodology
Online Video Forecast - Active Users
Online Video Forecast – Revenues per Region
Online Video Services - Revenue Forecast
Forecast Methodology – Online Streaming Services
Online Music Services - Active Users
Online Music Services - Revenue Forecast per Region
Online Music Services Revenue Forecast
Forecast Methodology - Social Gaming
Monthly Active Users - Social Games
Social Gaming: Monthly Active Users
Social Gaming Revenues
Social Gaming Revenue Forecast
Forecast Methodology - MMOs
Free-to-Play MMO Revenues per Region
MMO Games - Revenue Forecast

© July 2012 Parks Associates
All rights reserved.  No part of this book may be reproduced, in any form or by any means, without permission in writing from the publisher.

Printed in the United States of America. 

Disclaimer
Parks Associates has made every reasonable effort to ensure that all information in this report is correct.  We assume no responsibility for any inadvertent errors.

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