Content Economics Market:The effects of dematerialization on content industries

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Content Economics Market


Report Description The effects of dematerialization on content industries • This report analyses the four major segments of the content industry: books, recorded music, video games, video. • For each sector, it details key market figures, analyses the dematerialization cycle, its impact on industry structure and value distribution, and estimates the impact of piracy. • It then offers a cross-analysis of the trends common to all four sectors. • Finally, it provides 2014-2018 market forecasts for each of the four sectors on a global scale, focusing on six key countries and four regions.

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Report Description Slideshow contents Sectorial approach to content industry segments • Overview: a sector worth 135 billion EUR in 2013 • Book publishing: a very heterogeneous digital transition between countries • Dematerialisation of books: key trends • Recorded music: title sales being replaced by subscription? • Dematerialisation of recorded music: key trends • Video games: growth through new business models • Dematerialisation of video games: key trends • Video: the subscription model rapidly becoming the norm • Dematerialisation of video: key trends


Key Segment Market forecasts An average annual growth of 5.1%, driven by video games Dataset description: General indicators Demographic indicators Number of households Growth rate

General economy Number of households Exchange rate


Key Market Publishing: Consumption Book sales volume ebook sales volume Revenues Total revenues Book sales revenues ebook sales revenues Subscription services revenues Dematerialization rate of the market in value Household expenditure, prices & ARPU Annual household expenditure on physical books Annual household expenditure on ebooks and online services

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Key Market Music: Consumption Sales volume of albums and singles on physical media Sales volume of dematerialized albums and single tracks Dematerialization rate of the market in sales volume Number of subscriptions to online services Revenues Total revenues Sales revenues from albums and singles on physical media Sales revenues from music files Household expenditure, prices & ARPU Annual household expenditure on music on physical media Annual household expenditure on music files and online services Average price of an album/single on physical media


Key Market Video games: Consumption Sales volume of software on physical media Sales volume of dematerialized software Dematerialization rate of the market in sales volume Number of subscriptions to online services Revenues Total revenues Sales revenues from software on physical media Sales revenues from dematerialized software Household expenditure, prices & ARPU Annual household expenditure on video games on physical media Annual household expenditure on online software and video games Average price of software on physical media


Key Market Video Consumption Sales volume of titles on physical media Sales volume of dematerialized titles Rentals volume of titles on physical media Revenues Total revenues Sales and rentals revenues from titles on physical media Sales and rentals revenues from dematerialized titles Household expenditure, prices & ARPU Annual household expenditure on video on physical media Annual household expenditure on online video and services Geographical coverage Asia-Pacific EMEA North America Latin America


Table of Content 1.Executive Summary 2.Scope and methodology 3.Sectoral analyses 4.Cross-analysis 5.Markets and forecasts


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