Tag: Bruce Gibson

  • Mobile video to boost sports services market: Juniper report

    Mobile video to boost sports services market: Juniper report

    MUMBAI: The increasing influence of mobile video enabled on 3G networks will drive the uptake of many mobile sports, leisure and information services over the next five years, says Juniper Research.

    The global market for sports, leisure and information content (infotainment) is set to grow from its 2006 value of just under $4.2 billion to $9.5 billion by 2011. The largest geographic market is forecast to be in Europe, which is expected to account for 40 per cent of revenues over the 2006 to 2011 period, with Asia Pacific contributing 33 per cent and the rapidly growing US market 18 per cent.

    The Asia Pacific region, according to the Juniper Research report, would generate the most infotainment traffic over the period, but higher price levels would make Europe the largest revenue generator.

    The report’s author Bruce Gibson said, “video has the potential to transform the user experience of many infotainment services, provided the video quality is good enough. The continued roll-out of 3G services globally will provide the platform for the development of high quality video content based services.”

    Types of services that will particularly benefit from enhanced video capability will include sports services, services based around TV shows and celebrities, traffic update services, news services and community applications with user generated content. Growth in sports services and services with user generated content should be particularly strong.

    Gibson adds, “Sports services are getting repeated boosts by high profile global and regional sporting events. 2008 will be a significant year in market growth with Uefa Euro 2008 and the Beijing Olympics. However the need to acquire mobile sports rights is keeping sports service prices high and these services require high quality and timely content.

    “On the other hand community applications with user generated content have relatively low cost content acquisition and minimise much of the complexity of content acquisition and updating. We see growth opportunities in both market sectors for very different reasons.”

  • Mobile sports content & services to reach $3.8bn by 2011

    Mobile sports content & services to reach $3.8bn by 2011

    MUMBAI : Mobile sports information and entertainment services are expected to take an increasing share of the global mobile sports, leisure and information content (infotainment) market over the next five years.

    According to Juniper Research the global market for mobile sports content and services will grow from just over $1 billion in 2006 to $3.8 billion in 2011 at an average annual growth rate of 27 per cent. This is out of a total sports, leisure and information content market worth just under $4.2 billion in 2006 and growing to $9.5 billion in 2011. Over the whole period 2006 to 2011 mobile sport, leisure and information content and services is expected to generate a cumulative revenue stream of over $42 billion. 40 per cent of this is expected to come from the European market, 33 per cent from Asia Pacific and 18 per cent from a rapidly growing North American marke.

    The key market drivers will be:
    *the increasing availability of 3G services and support for high quality video;
    *the globalisation of sport personalities and club support;
    *improved flow of digital sports rights for mobile distribution.

    Bruce Gibson, research director at Juniper Research said, “These drivers apply to many types of leisure and information content, but none more so than sports content. There is a great opportunity for content owners, application service providers and operators to exploit sport content over the mobile channel in innovative ways, now that the technology barriers are diminishing”. However he goes on to issue a warning – “This will only happen if everyone in the value chain pays attention to detail. End user experience in some markets of mobile sports content services built around the 2006 Fifa World Cup, has not been consistently good. Many new users of sports services have been disappointed with the quality of the deliverable and may never buy again. First impressions count for a lot and particularly with time sensitive content like goal alerts and replays, the first experience has to be good to generate repeat business.”

    Sports, leisure and information is a vast area and comprises many different types of content and mobile service, from celebrity wallpapers, mobile comics and video “mobisodes” to financial information services, child tracking and personal navigation services. Those applications and services that will show fastest growth over the next few years will be those that develop the most added value from advanced network technologies and those that can move from “presenting facts” to “providing entertainment”. Community applications with a high amount of graphic user generated content will be particularly successful as they have the added advantage of low cost content acquisition, the report says.

    Mobile TV might not be quite there as yet but now looks poised to take off – after many false starts – in the same way broadband internet was roughly five years ago.

  • Global mobile games market to reach $17 bn by 2011

    Global mobile games market to reach $17 bn by 2011

    MUMBAI: The evolution in mobile games – involving subscription and downloads – is set to continue in the next five years, with a growth in global revenues from $3.1 bn in 2006 to approaching $17.6 bn by 2011, according to Juniper Research. A rise producing a cumulative revenue stream of nearly $57 bn over the next six years has been predicted.

    According to Juniper, the Asia Pacific region has dominated the market since its inception, with Japanese and South Korean markets in the vanguard. Asia Pacific is forecast to contribute 38 per cent of cumulative revenues from 2006 to 2011, with Europe contributing 31 per cent, North America 22 per cent and the rest of the world 9 per cent.

    The Juniper report reveals that Mobile Games have come of age – no longer the poor relation of console and PC games. Mobile Games provide a different family with their own characteristics – satisfying an increasing need courtesy of evolving technology.

    The growth trend is set to continue, with the broader electronic games and entertainment industry acknowledging the rise in popularity of the mobile games industry according to its new status.

    Whilst the leading edge games technology will focus on 3D and multiplayer games, the greatest growth will come from the casual game sector. Female games players will also grow as a proportion of the market with a more even balance of genders using mobile games in the future.

    Juniper Research research director Bruce Gibson says, “I think the mobile games industry has at last found its identity, and it is a strong one. There is a real demand for mobile entertainment and games are at the very heart of it.

    The casual games sector is going to be the market driver, even though it may not be at the leading edge of mobile games technology. Casual games make most use of the inherent advantages of the mobile platform. People want to fill ‘dead time’ with easy to use, but fun games. This is the same in just about every culture.”