Market Reports
IDATE Research's market report programme constitutes a natural extension of the work performed by our teams of analysts, as well as our ongoing investments in information and monitoring systems for player strategies and markets: Telecom, Internet and Media. The 2013 catalog is organized around four areas that cover ten monitoring services. Each of these provides insight into key markets through a comprehensive set of in-depth reports, status reports, notes and regularly updated databases. | Future Networks | Telecom Strategies | Media Strategies | Smart Living | | Fixed Broadband | Telco Economics | Television & Over-The-Top | Smart cities | | Mobile Broadband | Telecom & Over-The-Top | Video Game & Digital Entertainment | Smart Home | | Satellite | | Cloud & Infrastructure |
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The social gaming market, a video game market segment which is entering the maturity phase, is estimated worth of EUR 5.4 billion in 2012 and is expected to reach EUR 10.7 billion in 2016.
This insight, part of our Video Game Watch, provides an overview of the social gaming market key industry trends for the period 2012-2016. |
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Despite the profound changes that are going through it, the global market for video games will resume a new period of growth in 2015 to attain 60 billion Euro in 2016.
This study follows the development of key indicators for the sector over five years and makes an appraisal of the key markets:
• Home consoles
• Handheld consoles
• Offline games
• Online games
• Mobile phone games |
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The gaming industry has been gradually making the shift to digital over the last decade and cloud gaming is the next step in the process.
This study examines the challenges facing the industry-wide and commercial deployment of cloud gaming in terms of technology and services.
It also identifies the major industrial challenges across the value chain and the growth engines that will encourage development of this new market segment. |
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This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment |
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This report provides readers with a detailed inventory of the internet-ready device market: TVs, set-top boxes, home & handheld game consoles, DMA/DMR, DVR, desktop and laptop computers, smartphones, tablets, etc. It also includes market figures up to 2015, along with a series of case studies that supply the foundation for a strategic analysis of the issues facing industry players, and innovative applications that will help further the deployment of the digital home. |
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| E-Book |
In-depth market report |
20/09/2011 |
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This report takes an in-depth look at the e-book market, and provides industry figures for 2008 to 2015. It breaks down the new digital value chain, identifies stakeholder strategies through some 20 case studies, details their business models and analyses the core technical issues (formats and portability, DRM, electronic ink, etc.). |
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The App store phenomenon, which is radically altering the way digital content is sold and consumed, has already had a tremendous impact on the video game industry. This report examines the current status of app stores as they relate to the gaming sector, measures their impact on value chains, analyses the main medium-term issues for the industry and provides electronic sales estimates for all market segments. |
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The web is now a major part of consumer daily activities and is radically altering usages. It is also a major market on its own, with revenues coming from online advertising and e-commerce. But the future web could reach a different order of magnitude with the advanced exploitation of data. This report examines the current status of the web, the upcoming disruptive trends and their impacts for the whole ecosystem. |
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Social networks appear as new video content distribution and promotion channels and provide also innovative community-based solutions to both TV channels and online video services. An analysis of the main trends of social video highlighting how social networks have become powerful partners for both traditional and new audiovisual players. |
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IDATE continues to innovate by offering up an analysis of IT consumption trends in a report that includes a review of the latest developments in communications, the Internet and media, along with a forward-looking analysis in the form of development scenarios and identification of the key innovations to watch in 2010. |
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In-Game Advertising, or IGA, is a fast-growing market that is expected to increase from 716 million euros globally in 2009 to 1.4 billion euros in 2013. This report, which provides a detailed view of how the market is structured and the strategies being employed by the players, sheds new light on the market’s promising outlook, its inherent challenges and the medium-term growth levers. |
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| e-Paper |
In-depth market report |
15/10/2009 |
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The applications of e-paper cover a wide range of technologies and uses, some of which are already a reality. Through very precise analysis conducted worldwide, and based on an inventory of products and a large selection of case studies, this reports helps measure the stakes that e-paper represents for a number of sectors. |
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| Pay TV |
In-depth market report |
03/08/2009 |
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This study analyzes where Pay TV stands in Europe and the key factors currently transforming the market. The report provides a detailed presentation of the service offering by country and what strategies the leading Pay TV channels and groups are following to adapt to a rapidly evolving market. Based on precise evaluations of each market, we make forecasts for 2013 by zone and by country. |
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Online audio services are expected to achieve revenue of EUR2.1 billion in 2012 to account for 10% of the total audio services market. This study examines the various distribution modes, tools and technologies associated with Web radio. It reviews the strategies pursued by key players and also the dynamics of audience and advertising growth in the market. |
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A new generation of consumer electronics (CE) is changing all the established rules. Built around mobile, web-enabled and networking devices, the new offers incorporate equipment, content and services. This report explores the sector’s new momentum and the market outlook up to 2012. |
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The objective on this report is to identify new mobile consumption patterns amongst early adopters, and to predict the degree to which these new behaviour patterns will spread to the mass market.
Based on a survey of young early adopters in Europe, this report examines the different communication methods being used, and the associated trade-offs, as well as the most popular types of application and pastimes. |
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This report identifies the major changes currently taking place in the TV broadcasting market which, over time, risk eroding satellite’s share of the market. Such erosion will occur either through mounting competition from terrestrial technologies or via the emergence of new TV viewing habits, which are likely to call into question the traditional model of mass television broadcasting in the long term. Based on an analysis of the main issues at stake in the TV broadcasting market, the report identifies the main areas in which satellite can further expand and claims which market positions hold the greatest long-term potential in the different geographical zones targeted. Five-year market forecasts on the satellite capacity required to broadcast TV over the zone are also provided. |
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This report provides analysis of the recent outstanding phenomena on the web, namely video sharing and social networks whose community aspects are spreading to most corners of the Internet, well beyond the confines of Web 2.0. It provides details on current usage levels, key Web 1.0 and 2.0 player strategies, pioneer initiatives to monetise the community and the development of a new paradigm, based on the social graph and interoperability tools, which will likely have an impact on Internet services across the board. |
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The various segments of the music market are evolving under the impact of the shift to digital formats. This study analyzes the various online music distribution models and the associated pricing and business models using case studies. It describes the evolution in the music industry, both upstream (creating and producing music) and downstream (distribution, tie-in merchandise, live performances), and establishes the conditions for a new economic equilibrium. Finally, a five-year market forecast is provided |
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With the surge of the wireless communication market, the complexity of handset electronics has grown exponentially, from delivering a basic voice functionality to enabling access to real time videos and data services anytime, anywhere. With the development of multimedia applications on mobile, speedier and more energy-efficient components are needed, as low-power applications are one of the key features of the wireless communications market. |
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Content exchange online is evolving profoundly. P2P solutions are constantly being perfected. New platforms, such as news groups, stock & share platforms and video sharing sites, are developing at a rapid pace and private solutions, such as closed communities and the use of instant messaging, are now becoming more available. IDATE’s report presents the value-added chain of content exchange on the Internet, technical innovations and key players, based on a number of case studies. It offers components for measuring piracy and sets out the main tools for countering illegal exchange. |
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