消費者元宇宙:數位內容、服務與廣告
市場調查報告書
商品編碼
1365557

消費者元宇宙:數位內容、服務與廣告

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個工作天內

價格
簡介目錄

本報告調查了消費者元宇宙空間的全球市場,並對構成消費者元宇宙的社交媒體、網絡視頻、廣告、遊戲軟體和服務等的收入規模和用戶數量進行了趨勢和預測分析. ,按各個細分市場和地區進行詳細分析,以及主要供應商的市場份額。

報告的優點:

  • 評估市場向雲端的遷移及其對硬體和服務的影響
  • 了解主要媒體和娛樂市場、元宇宙(消費者)和數位廣告的市場機會
  • 評估消費者元宇宙的演變,並將其與傳統的 M&E 細分市場進行比較
  • 確定捆綁和增值包裝以及數位服務類型的主要參與者
  • 您可以檢查業務模式(SVOD、TVOD、AVOD)和分銷管道的變化,包括與元宇宙相關的新市場元素和收入。

關鍵問題的答案:

  • 現在和到 2030 年線上影片市場的整體規模是多少?
  • 虛擬世界的創建將如何影響數位內容和服務的消費市場?
  • 影片以外的市場區隔有哪些市場機會(社群媒體、數位廣告、遊戲、虛擬空間等)?
  • 這些市場中的主要公司和服務有哪些?
  • 您有多少個串流媒體 SVOD 合約?

研究亮點:

  • 社群媒體市場規模(收入)、市場佔有率和預測
  • 以線上影片市場規模(收入、用戶數量、SVOD 訂閱數量)、市場份額(收入、SVOD 訂閱數量)、商業模式(SVOD、TVOD、EST、AVOD)進行預測
  • 搜尋廣告和展示廣告市場規模(收入)、市場佔有率和預測
  • 遊戲軟體和服務市場規模(收入、用戶數)、市場佔有率(收入)、預測
  • 雲端遊戲市場規模(營收/雲端遊戲用戶數)/預測
  • 數位廣告市場規模:按類型劃分
  • 虛擬空間市場規模(銷售)

目錄

表格

圖表

  • 雲端內容與服務收入
  • 虛擬空間收入
  • 虛擬空間中的活躍使用者數量
  • 人口:依地區劃分
  • 按地區劃分的串流影片觀眾總數
  • 按地區劃分的行動串流影音收視率
  • 按地區劃分的連網電視 (CTV) 串流影音收視率
  • 電玩玩家總數:依地區劃分
  • 手機遊戲玩家:依地區劃分
  • 雲端遊戲玩家:依地區
  • 社群網路市場收入:依地區劃分
  • 社群網路市場收入:依收入來源分類
  • 社群網路市場佔有率:依供應商劃分
  • 搜尋收入:按地區
  • 搜尋收入市場佔有率:依供應商劃分
  • 數位廣告收入:依地區劃分
  • 按細分市場劃分的數位廣告收入
  • 基於位置的廣告收入:按地區劃分
  • 戶外廣告收入:依地區劃分
  • 顯示收入市場佔有率:依供應商分類
  • 市佔率:整體線上視頻
  • 訂閱 VOD(非直播/線性)訂閱數量:依供應商劃分
  • 按供應商劃分的訂閱 VOD(非直播/線性)收入
  • 訂閱 VOD(即時/線性)訂閱數量:依供應商劃分
  • 訂閱 VOD(直播/線性)收入:依供應商劃分
  • 遊戲市場(按類別):總收入
  • 遊戲市場總收入:依地區劃分
  • 實體媒體收入:依地區劃分
  • 打包主機遊戲收入:依地區劃分
  • 打包 PC 遊戲收入:依地區劃分
  • 打包掌上遊戲收入:依地區劃分
  • 數位媒體收入:依地區劃分
  • 數位主機遊戲媒體收入:依地區劃分
  • 數位電腦遊戲媒體收入:依地區劃分
  • 數位手持遊戲媒體收入:依地區劃分
  • 數位手機遊戲媒體收入:依地區劃分
  • 雲遊戲收入:依地區劃分
  • 基於地點的遊戲:按地區
  • 遊戲市佔率:依供應商劃分
簡介目錄
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