Content Industry Analysis and Forecast Report 2015-2019 (Books, Recorded Music, Video Games and Video)

An average annual growth of 4.5%, driven by video games and it also provides 2015-2019 market forecasts for each of the four sectors on a global scale, focusing on six key countries and four regions.

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Chicago, IL -- (SBWire) -- 08/07/2015 --This report analyses the four major segments of the content industry: books, recorded music, video games & video. Complete report is available at http://www.rnrmarketresearch.com/content-economics-market-report.html

For each sector, it details key market figures, analyses the dematerialisation 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 2015-2019 market forecasts for each of the four sectors on a global scale, focusing on six key countries and four regions.

List of companies referenced in the report: Amazon, CanalPlay, Deezer, Hulu, iTunes, Kobo, Netflix, Now TV, Oyster, Pandora, Scribd, Sony Music Entertainment, Spotify, Universal Music Group, Warner Music Group and Youboox. Order a copy of this report at http://www.rnrmarketresearch.com/contacts/purchase?rname=216604

Slideshow contents

Sectoral approach to content industry segments

- Overview: a sector worth 145.5 billion EUR in 2014
- Book publishing: a very heterogeneous digital transition between countries
- E-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
- Dematerialised video: key trends

Comparative analysis of dematerialisation on content industries

- Dematerialisation drives down prices and household expenditure
- More value captured by producers and rights holders
- From an ownership model to an access model
- Growth in legal offerings should help to restrict piracy
- A shift towards yield management of cultural goods

Market forecasts: An average annual growth of 4.5%, driven by video games

Table of Contents

1. Executive Summary
1.1. Returning to growth
1.2. Different dematerialisation cycles
1.3. Dematerialisation drives down prices and household spending
1.4. From an ownership model to an access model
1.5. A new distribution of value in favour of producers and rights holders
1.6. New growth opportunities

2. Scope and methodology
2.1. Scope of the study
2.1.1. Definition of the subjects studied
2.1.2. Geographical coverage
2.2. General methodology of IDATE's reports
2.3. Methodology specific to this report
2.4. Definitions

3. Sectoral analyses
3.1. The publishing market
3.1.1. Changing trends in book consumption
3.1.2. Publishing market revenues
3.1.3. Industry structure
3.2. The recorded music market
3.2.1. Changing trends in recorded music consumption
3.2.2. Recorded music market revenues
3.2.3. Industry structure
3.3. The video game market
3.3.1. Changing trends in video game consumption
3.3.2. Video game market revenues
3.3.3. Industry structure
3.4. The video market
3.4.1. Changing trends in video consumption
3.4.2. Video market revenues
3.4.3. Industry structure

4. Cross-section analysis
4.1. The dematerialisation of cultural industries and its impact
4.1.1. Different degrees of dematerialisation
4.1.2. The impact of dematerialisation on prices and household expenditure
4.1.3. A new distribution of value in favour of producers and rights holders
4.2. General trends
4.2.1. New consumption patterns
4.2.2. From an ownership model to an access model
4.2.3. A shift towards yield management of cultural goods?
4.3. Content industries' response to piracy
4.3.1. Current state of DRM techniques
4.3.2. Still high levels of piracy
4.3.3. But is declining in developed markets

5. Markets and forecasts
5.1. Growth conditions
5.1.1. Growth factors
5.1.2. IDATE's opinion
5.2. Market forecasts 2015-2019
5.3. Data book

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