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Content Economics: Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2009-2018

The Report Content Economics provides information on pricing, market analysis, shares, forecast, and company profiles for key industry participants. - MarketResearchReports.biz

 

Albany, NY -- (SBWIRE) -- 12/22/2014 -- The effects of dematerialisation on content industries

This report analyses the four major segments of the content industry: books, recorded music, video games, video.

For each sector, it details key market figures, analyses the dematerialisation cycle, its impact on industry structure and value distribution, and estimates the impact of piracy.
It then offers a cross-analysis of the trends common to all four sectors.

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Finally, it provides 2014-2018 market forecasts for each of the four sectors on a global scale, focusing on six key countries and four regions.

Table of Content

1.Executive Summary
1.1.A stabilising market
1.2.Different dematerialisation cycles
1.3.Dematerialisation drives down prices and household expenditure
1.4.From an ownership model to an access model
1.5.A new distribution of value in favour of producers and rights holders
1.6.New growth opportunities

2.Scope and methodology
2.1.Scope of the study
2.1.1.Definition of the subjects studied
2.1.2.Geographical coverage
2.2.General methodology of IDATE's reports
2.3.Methodology specific to this report
2.4.Definitions

3.Sectoral analyses
3.1.The publishing market
3.1.1.Changing trends in book consumption
3.1.2.Publishing market revenues
3.1.3.Industry structure
3.1.4.Innovation and disruption
3.1.5.Piracy
3.2.The recorded music market
3.2.1.Changing trends in recorded music consumption
3.2.2.Recorded music market revenues
3.2.3.Industry structure
3.2.4.Innovations & trends
3.2.5.Piracy
3.3.The video game market
3.3.1.Changing trends in video game consumption
3.3.2.Video game market revenues
3.3.3.Industry structure
3.3.4.Innovations & trends
3.3.5.Piracy
3.4.The video market
3.4.1.Changing trends in video consumption
3.4.2.Video market revenues
3.4.3.Industry structure
3.4.4.Innovations & trends
3.4.5.Piracy

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4.Cross-analysis
4.1.The dematerialisation of cultural industries and its impact
4.1.1.Different degrees of dematerialisation
4.1.2.The impact of dematerialisation on prices and household expenditure
4.1.3.A new distribution of value in favour of producers and rights holders
4.2.General trends
4.2.1.New consumption patterns
4.2.2.From an ownership model to an access model
4.2.3.A shift towards yield management of cultural goods?
4.3.Content industries' response to piracy
4.3.1.Current state of DRM techniques
4.3.2.Still high levels of piracy...
4.3.3.... but is declining in developed markets

5.Markets and forecasts
5.1.Growth conditions
5.1.1.Growth factors
5.1.2.IDATE's opinion
5.2.Market forecasts
5.2.1.Forecasts for 2014-2018
5.3.Data book

Table 1:Summary table of the scope of content studied
Table 2:Details of the countries covered by region
Table 3:Lists of indicators in the database and sources used
Table 4:Characteristics of ubiquitous games
Table 5:Main techniques for limiting usage and access to downloaded or streamed content
Table 6:Forecasts for content industry revenues, worldwide, 2014-2018
Table 7:Forecasts for publishing sector revenues, worldwide, 2014-2018
Table 8:Forecasts for recorded music sector revenues, worldwide, 2014-2018
Table 9:Forecasts for video game sector revenues, worldwide, 2014-2018
Table 10:Forecasts for video sector revenues, worldwide, 2014-2018

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Figure 1:Global content industry revenues by market segment and dematerialisation rate in value, 2010-2014
Figure 2:Percentage of physical and dematerialised revenues by content industry market segment, 2010 and 2013
Figure 3:Comparison between the average sales price of content on physical media and in dematerialised form, Europe, 2013
Figure 4:Household expenditure by content industry segment, worldwide, 2010 and 2013
Figure 5:Illustration of the transition from a model based on ownership to a model based on access to content, according to the theory of public goods
Figure 6:Global content industry revenues by market segment and dematerialisation rate in value, 2014-2018
Figure 7:Change in a movie's unit value over time
Figure 8:Diagram showing the four distribution channels within content industries
Figure 9:Illustration of the process for obtaining forecasts
Figure 10: Global content industry revenues by market segment and dematerialisation rate in value, 2010-2014
Figure 11:Volume of books sold on physical media and in dematerialised form, United States, 2010-2014
Figure 12:Volume of books sold on physical media and in dematerialised form, Europe, 2010-2014
Figure 13:Subscription digital library subscribers, United States, Europe and worldwide, 2010-2014
Figure 14:Global publishing market revenues and industry dematerialisation rate in value, 2010-2014
Figure 15:Distribution of global publishing market revenues by geographical region, 2013
Figure 16:Growth in revenues generated by subscription digital library services, worldwide, 2010-2014
Figure 17:Comparison of physical and dematerialised distribution chains in the publishing sector
Figure 18:Percentage of a digital book sales price captured by various stakeholders according to distribution model adopted, in France, 2010

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