消费者元宇宙:数位内容、服务与广告
市场调查报告书
商品编码
1365557

消费者元宇宙:数位内容、服务与广告

Consumer Metaverse: Digital Content, Services, and Advertising

出版日期: | 出版商: ABI Research | 英文 44 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

本报告调查了消费者元宇宙空间的全球市场,并对构成消费者元宇宙的社交媒体、网络视频、广告、游戏软体和服务等的收入规模和用户数量进行了趋势和预测分析. ,按各个细分市场和地区进行详细分析,以及主要供应商的市场份额。

报告的优点:

  • 评估市场向云端的迁移及其对硬体和服务的影响
  • 了解主要媒体和娱乐市场、元宇宙(消费者)和数位广告的市场机会
  • 评估消费者元宇宙的演变,并将其与传统的 M&E 细分市场进行比较
  • 确定捆绑和增值包装以及数位服务类型的主要参与者
  • 您可以检查业务模式(SVOD、TVOD、AVOD)和分销管道的变化,包括与元宇宙相关的新市场元素和收入。

关键问题的答案:

  • 现在和到 2030 年线上影片市场的整体规模是多少?
  • 虚拟世界的创建将如何影响数位内容和服务的消费市场?
  • 影片以外的市场区隔有哪些市场机会(社群媒体、数位广告、游戏、虚拟空间等)?
  • 这些市场中的主要公司和服务有哪些?
  • 您有多少个串流媒体 SVOD 合约?

研究亮点:

  • 社群媒体市场规模(收入)、市场占有率和预测
  • 以线上影片市场规模(收入、用户数量、SVOD 订阅数量)、市场份额(收入、SVOD 订阅数量)、商业模式(SVOD、TVOD、EST、AVOD)进行预测
  • 搜寻广告和展示广告市场规模(收入)、市场占有率和预测
  • 游戏软体和服务市场规模(收入、用户数)、市场占有率(收入)、预测
  • 云端游戏市场规模(营收/云端游戏用户数)/预测
  • 数位广告市场规模:按类型划分
  • 虚拟空间市场规模(销售)

目录

表格

图表

  • 云端内容与服务收入
  • 虚拟空间收入
  • 虚拟空间中的活跃使用者数量
  • 人口:依地区划分
  • 按地区划分的串流影片观众总数
  • 按地区划分的行动串流影音收视率
  • 按地区划分的连网电视 (CTV) 串流影音收视率
  • 电玩玩家总数:依地区划分
  • 手机游戏玩家:依地区划分
  • 云端游戏玩家:依地区
  • 社群网路市场收入:依地区划分
  • 社群网路市场收入:依收入来源分类
  • 社群网路市场占有率:依供应商划分
  • 搜寻收入:按地区
  • 搜寻收入市场占有率:依供应商划分
  • 数位广告收入:依地区划分
  • 按细分市场划分的数位广告收入
  • 基于位置的广告收入:按地区划分
  • 户外广告收入:依地区划分
  • 显示收入市场占有率:依供应商分类
  • 市占率:整体线上视频
  • 订阅 VOD(非直播/线性)订阅数量:依供应商划分
  • 按供应商划分的订阅 VOD(非直播/线性)收入
  • 订阅 VOD(即时/线性)订阅数量:依供应商划分
  • 订阅 VOD(直播/线性)收入:依供应商划分
  • 游戏市场(按类别):总收入
  • 游戏市场总收入:依地区划分
  • 实体媒体收入:依地区划分
  • 打包主机游戏收入:依地区划分
  • 打包 PC 游戏收入:依地区划分
  • 打包掌上游戏收入:依地区划分
  • 数位媒体收入:依地区划分
  • 数位主机游戏媒体收入:依地区划分
  • 数位电脑游戏媒体收入:依地区划分
  • 数位手持游戏媒体收入:依地区划分
  • 数位手机游戏媒体收入:依地区划分
  • 云游戏收入:依地区划分
  • 基于地点的游戏:按地区
  • 游戏市占率:依供应商划分
简介目录
Product Code: MD-NGCS-103

Actionable Benefits:

  • Evaluate the market transition to the cloud and its impact on hardware and services.
  • Size the market opportunity for key Media & Entertainment (M&E) markets, the buildup to the metaverse (consumer), and digital advertising.
  • Assess the progress of the consumer metaverse and compare these developments to conventional M&E market segments.
  • Identify key players and types of digital services for bundling or value-added packaging.
  • Examine shifts in business models (Subscription Video on Demand (SVOD), Television on Demand (TVOD), and Ad-Based Video on Demand (AVOD)), and the distribution channels, including new market elements and revenue tied to the metaverse (virtual spaces).

Critical Questions Answered:

  • What is the overall size of the online video market today and through 2030?
  • How does the buildup to the metaverse impact the consumer marketplace for digital content and services?
  • What is the market opportunity for other M&E segments outside of video (e.g., social media, digital advertising, gaming, and virtual spaces)?
  • Who are the key players and services in these markets?
  • How many streaming SVOD subscriptions are there?

Research Highlights:

  • Market sizing (revenue), market shares, and forecast for social media.
  • Market sizing (revenue, users, SVOD subscriptions), market shares (revenue, SVOD subscriptions), and forecast for online video segmented by business model: SVOD, TVOD, Electronic Sell-Through (EST), and AVOD.
  • Market sizing (revenue), market shares, and forecast for search and display advertising.
  • Market sizing (revenue and users), market shares (revenue), and forecast for video game software and services.
  • Market sizing (revenue and cloud gaming users) and forecast for cloud gaming.
  • Market sizing for digital advertising by type
  • Market sizing for virtual spaces (revenue).

Who Should Read This?

  • Mobile network and pay TV operators looking to bundle services to reduce churn, differentiate services, add additional value, and reinforce new technologies or premium tiers of service.
  • Companies supporting cloud infrastructure, video workflows, and hardware manufacturers/suppliers in the M&E market.
  • Companies evaluating the impact and market potential of the metaverse in the consumer content and services markets.
  • Cloud and fixed/mobile/edge network companies evaluating the evolving digital content and services landscape to assess market needs and demands.

Table of Contents

Tables

  • Table 1: Cloud Content and Services Revenue
  • Table 2: Virtual Spaces Revenue
  • Table 3: Virtual Spaces Active Users
  • Table 4: Population by Region
  • Table 5: Total Streaming Video Viewers by Region
  • Table 6: Mobile Streaming Video Viewers by Region
  • Table 7: Connected TV (CTV) Streaming Video Viewers by Region
  • Table 8: Total Video Game Players by Region
  • Table 9: Mobile Game Players by Region
  • Table 10: Cloud Game Players by Region
  • Table 11: Social Networking Market Revenue by Region
  • Table 12: Social Networking Market Revenue by Revenue Source
  • Table 13: Social Networking Market Revenue by Vendor
  • Table 14: Search Market Revenue by Region
  • Table 15: Search Market Revenue by Vendor
  • Table 16: Digital Advertising Revenue by Region
  • Table 17: Digital Advertising Revenue by Market Segment
  • Table 18: Location-Based Advertising Revenue by Region
  • Table 19: Out of Home Advertising Revenue by Region
  • Table 20: Display Revenue by Vendor and Business Model
  • Table 21: Total Online Video Market Revenue by Region and Business Model
  • Table 22: "Online Video Market Subscriptions (Total), Revenue, and ARPU by Region"
  • Table 23: Subscription VOD (not live/linear) Subscriptions and Revenue by Region
  • Table 24: Subscription VOD (live/linear) Subscriptions and Revenue by Region
  • Table 25: Pay TV Subscriptions and Revenue by Region
  • Table 26: Total Online Video Revenue by Vendor
  • Table 27: Subscription VOD (not live/linear) Subscriptions by Vendor
  • Table 28: Subscription VOD (not live/linear) Revenue by Vendor
  • Table 29: Subscription VOD (live/linear) Subscriptions by Vendor
  • Table 30: Subscription VOD (live/linear) Revenue by Vendor
  • Table 31: Total Gaming Market Revenue by Category
  • Table 32: Total Gaming Market Revenue by Region
  • Table 33: Physical Media Revenue by Region
  • Table 34: Packaged Console Gaming Revenue by Region
  • Table 35: Packaged PC Gaming Revenue by Region
  • Table 36: Packaged Handheld Gaming Revenue by Region
  • Table 37: Digital Media Revenue by Region
  • Table 38: Digital Console Gaming Media Revenue by Region
  • Table 39: Digital PC Gaming Media Revenue by Region
  • Table 40: Digital Handheld Gaming Media Revenue by Region
  • Table 41: Digital Mobile Gaming Media Revenue by Region
  • Table 42: Cloud Gaming Revenue by Region
  • Table 43: Location-Based Gaming by Region
  • Table 44: Gaming Market Share by Vendor

Charts

  • Chart 1: Cloud Content and Services Revenue
  • Chart 2: Virtual Spaces Revenue
  • Chart 3: Virtual Spaces Active Users
  • Chart 4: Population by Region
  • Chart 5: Total Streaming Video Viewers by Region
  • Chart 6: Mobile Streaming Video Viewers by Region
  • Chart 7: Connected TV (CTV) Streaming Video Viewers by Region
  • Chart 8: Total Video Game Players by Region
  • Chart 9: Mobile Game Players by Region
  • Chart 10: Cloud Game Players by Region
  • Chart 11: Social Networking Market Revenue by Region
  • Chart 12: Social Networking Market Revenue by Revenue Source
  • Chart 13: Social Networking Market Share by Vendor
  • Chart 14: Search Revenue by Region
  • Chart 15: Search Revenue Market Share by Vendor
  • Chart 16: Digital Advertising Revenue by Region
  • Chart 17: Digital Advertising Revenue by Market Segment
  • Chart 18: Location-Based Advertising Revenue by Region
  • Chart 19: Out of Home Advertising Revenue by Region
  • Chart 20: Display Revenue Market Share by Vendor
  • Chart 21: "Market Shares, Total Online Video"
  • Chart 22: Subscription VOD (not live/linear) Subscriptions by Vendor
  • Chart 23: Subscription VOD (not live/linear) Revenue by Vendor
  • Chart 24: Subscription VOD (live/linear) Subscriptions by Vendor
  • Chart 25: Subscription VOD (live/linear) Revenue by Vendor
  • Chart 26: Total Gaming Market Revenue by Category
  • Chart 27: Total Gaming Market Revenue by Region
  • Chart 28: Physical Media Revenue by Region
  • Chart 29: Packaged Console Gaming Revenue by Region
  • Chart 30: Packaged PC Gaming Revenue by Region
  • Chart 31: Packaged Handheld Gaming Revenue by Region
  • Chart 32: Digital Media Revenue by Region
  • Chart 33: Digital Console Gaming Media Revenue by Region
  • Chart 34: Digital PC Gaming Media Revenue by Region
  • Chart 35: Digital Handheld Gaming Media Revenue by Region
  • Chart 36: Digital Mobile Gaming Media Revenue by Region
  • Chart 37: Cloud Gaming Revenue by Region
  • Chart 38: Location-Based Gaming by Region
  • Chart 39: Gaming Market Share by Vendor