Market Reports
IDATE's market report programme for 2011 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. More than just a catalogue of publications, this constitutes a concrete manifestation of our drive to create a unique tool geared towards understanding and monitoring the Telecom, Internet and Media sectors.
5 research formats designed to provide a comprehensive view on your market:
Market & Data Reports - market analysis (PDF report + Excel Database)
World Market Reports - Internet, TV, Telecom Services & Video Games market survey
Innovation Reports - indepth analysis of key innovations
Future Reports - prospective studies for scenarios in 2020
Watch Services - IDATE continuous services
Search result(s) : 8/8
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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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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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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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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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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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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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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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Despite the bleak economic climate, the video game sector is reporting that sales held steady between 2011 and 2012 and expected to be strong up to 2015. The digital era has helped to create new markets (tablets, games on connected TV) and to shore up other segments like mobile gaming. This report allows readers to track the development of the sector’s core indicators over the next five years, and to obtain a detailed examination of overriding trends. |
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