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- Ŭ¶ó¿ìµå·ÎÀÇ ½ÃÀå Àüȯ°ú Çϵå¿þ¾î ¹× ¼ºñ½º¿¡ ¹ÌÄ¡´Â ¿µÇâÀ» Æò°¡ÇÒ ¼ö ÀÖ½À´Ï´Ù.
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- ¼ÒºñÀÚ¿ë ¸ÞŸ¹ö½ºÀÇ ¹ßÀüÀ» Æò°¡ÇÏ°í ±âÁ¸ M&E ½ÃÀå ºÎ¹®°ú ºñ±³ÇÒ ¼ö ÀÖ½À´Ï´Ù.
- ¹øµé ¹× ºÎ°¡°¡Ä¡ ÆÐŰ¡ÀÇ ÁÖ¿ä ±â¾÷ ¹× µðÁöÅÐ ¼ºñ½º À¯ÇüÀ» ½Äº°ÇÒ ¼ö ÀÖ½À´Ï´Ù.
- ºñÁö´Ï½º ¸ðµ¨(SVOD, TVOD, AVOD)ÀÇ º¯È¿Í ¸ÞŸ¹ö½º¿Í °ü·ÃµÈ »õ·Î¿î ½ÃÀå ¿ä¼Ò¿Í ¼öÀÍÀ» Æ÷ÇÔÇÑ À¯Åë ä³ÎÀ» °ËÁõÇÒ ¼ö ÀÖ½À´Ï´Ù.
ÁÖ¿ä Áú¹®¿¡ ´ëÇÑ ´äº¯:
- ÇöÀç¿Í 2030³â±îÁöÀÇ Àüü ¿Â¶óÀÎ µ¿¿µ»ó ½ÃÀå ±Ô¸ð´Â?
- ¸ÞŸ¹ö½º ±¸ÃàÀÌ µðÁöÅÐ ÄÁÅÙÃ÷ ¹× ¼ºñ½º ¼ÒºñÀÚ ½ÃÀå¿¡ ¾î¶² ¿µÇâÀ» ¹ÌÄ¥ °ÍÀΰ¡?
- µ¿¿µ»ó ÀÌ¿ÜÀÇ ½ÃÀå ¼¼ºÐÈ(¼Ò¼È¹Ìµð¾î, µðÁöÅÐ ±¤°í, °ÔÀÓ, °¡»ó°ø°£ µî)ÀÇ ½ÃÀå ±âȸ´Â?
- ÀÌ·¯ÇÑ ½ÃÀåÀÇ ÁÖ¿ä ±â¾÷°ú ¼ºñ½º´Â?
- ½ºÆ®¸®¹Ö SVODÀÇ °è¾à °Ç¼ö´Â?
Á¶»ç ÇÏÀ̶óÀÌÆ®:
- ¼Ò¼È¹Ìµð¾î ½ÃÀå ±Ô¸ð(¸ÅÃâ), ½ÃÀå Á¡À¯À² ¹× ¿¹Ãø
- ¿Â¶óÀÎ µ¿¿µ»ó ½ÃÀå ±Ô¸ð(¼öÀÍ, »ç¿ëÀÚ ¼ö, SVOD °¡ÀÔ ¼ö), ½ÃÀå Á¡À¯À²(¼öÀÍ, SVOD °¡ÀÔ ¼ö), ºñÁö´Ï½º ¸ðµ¨(SVOD, TVOD, EST, AVOD) º° ¿¹Ãø
- °Ë»ö±¤°í ¹× µð½ºÇ÷¹ÀÌ ±¤°í ½ÃÀå ±Ô¸ð(¸ÅÃâ), ½ÃÀå Á¡À¯À² ¹× Àü¸Á
- °ÔÀÓ ¼ÒÇÁÆ®¿þ¾î ¹× ¼ºñ½º ½ÃÀå ±Ô¸ð(¸ÅÃâ, »ç¿ëÀÚ ¼ö), ½ÃÀå Á¡À¯À²(¸ÅÃâ) ¹× ¿¹Ãø
- Ŭ¶ó¿ìµå °ÔÀÓ ½ÃÀå ±Ô¸ð(¸ÅÃâ, Ŭ¶ó¿ìµå °ÔÀÓ »ç¿ëÀÚ ¼ö) ¹× ¿¹Ãø
- µðÁöÅÐ ±¤°íÀÇ ½ÃÀå ±Ô¸ð: À¯Çüº°
- °¡»ó°ø°£ ½ÃÀå ±Ô¸ð(¸ÅÃâ¾×)
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- Ŭ¶ó¿ìµå ÄÁÅÙÃ÷¿Í ¼ºñ½º ¸ÅÃâ
- °¡»ó °ø°£ ¸ÅÃâ
- °¡»ó °ø°£ Ȱ¼º »ç¿ëÀÚ ¼ö
- Àα¸ : Áö¿ªº°
- ½ºÆ®¸®¹Ö ºñµð¿À ½ÃûÀÚ¼ö ÇÕ°è : Áö¿ªº°
- ¸ð¹ÙÀÏ ½ºÆ®¸®¹Ö ºñµð¿À ½ÃûÀÚ¼ö : Áö¿ªº°
- Ä¿³ØÆ¼µå TV(CTV) ½ºÆ®¸®¹Ö ºñµð¿À ½ÃûÀÚ¼ö : Áö¿ªº°
- ºñµð¿À °ÔÀÓ Ç÷¹À̾î ÃѼö : Áö¿ªº°
- ¸ð¹ÙÀÏ °ÔÀÓ Ç÷¹À̾î : Áö¿ªº°
- Ŭ¶ó¿ìµå °ÔÀÓ Ç÷¹À̾î : Áö¿ªº°
- ¼Ò¼È ³×Æ®¿öÅ· ½ÃÀå ¸ÅÃâ : Áö¿ªº°
- ¼Ò¼È ³×Æ®¿öÅ· ½ÃÀå ¸ÅÃâ : ¼öÀÍ¿øº°
- ¼Ò¼È ³×Æ®¿öÅ· ½ÃÀå Á¡À¯À² : º¥´õº°
- ¸ÅÃâ °Ë»ö : Áö¿ªº°
- °Ë»ö ¸ÅÃâ ½ÃÀå Á¡À¯À² : º¥´õº°
- µðÁöÅÐ ±¤°í ¼öÀÔ : Áö¿ªº°
- ½ÃÀå ºÎ¹®º° µðÁöÅÐ ±¤°í ¼öÀÔ
- À§Ä¡ ±â¹Ý ±¤°í ¼öÀÔ : Áö¿ªº°
- ¿Á¿Ü ±¤°í ¼öÀÔ : Áö¿ªº°
- Ç¥½Ã ¸ÅÃâ ½ÃÀå Á¡À¯À² : º¥´õº°
- ½ÃÀå Á¡À¯À² : ¿Â¶óÀÎ ºñµð¿À Àüü
- ±¸µ¶ VOD(ºñ¶óÀ̺ê/¸®´Ï¾î) ±¸µ¶ ¼ö : º¥´õº°
- ±¸µ¶ VOD(ºñ¶óÀ̺ê/¸®´Ï¾î) º¥´õº° ¸ÅÃâ
- ±¸µ¶ VOD(¶óÀ̺ê/¸®´Ï¾î) ±¸µ¶ ¼ö : º¥´õº°
- ±¸µ¶ VOD(¶óÀ̺ê/¸®´Ï¾î) ¸ÅÃâ : º¥´õº°
- Ä«Å×°í¸®º° °ÔÀÓ ½ÃÀå : ÃѸÅÃâ
- °ÔÀÓ ½ÃÀå ÃѸÅÃâ : Áö¿ªº°
- ¹°¸® ¹Ìµð¾î ¸ÅÃâ : Áö¿ªº°
- ÆÐŰÁö ÄÜ¼Ö °ÔÀÓ ¸ÅÃâ : Áö¿ªº°
- ÆÐŰÁöÇü PC°ÔÀÓ ¸ÅÃâ : Áö¿ªº°
- ÆÐŰÁö ÇÚµåÇïµå °ÔÀÓ ¸ÅÃâ : Áö¿ªº°
- µðÁöÅÐ ¹Ìµð¾î ¸ÅÃâ : Áö¿ªº°
- µðÁöÅÐ ÄÜ¼Ö °ÔÀÓ ¹Ìµð¾î ¸ÅÃâ : Áö¿ªº°
- µðÁöÅÐ PC°ÔÀÓ ¹Ìµð¾î ¸ÅÃâ : Áö¿ªº°
- µðÁöÅÐ ÇÚµåÇïµå °ÔÀÓ ¹Ìµð¾î ¸ÅÃâ : Áö¿ªº°
- µðÁöÅÐ ¸ð¹ÙÀÏ °ÔÀÓ ¹Ìµð¾î ¸ÅÃâ : Áö¿ªº°
- Ŭ¶ó¿ìµå °ÔÀÓ ¸ÅÃâ : Áö¿ªº°
- À§Ä¡ Á¤º¸ ±â¹Ý °ÔÀÓ : Áö¿ªº°
- °ÔÀÓ ½ÃÀå Á¡À¯À² : º¥´õº°
ksm 23.10.26
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