▶ 調査レポート

世界のデジタルメディア市場(~2027):種類別、年齢層別、性別、所得別、地域別

• 英文タイトル:Digital Media Market Research Report by Type, Age Group, Gender, Income, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

360iResearchが調査・発行した産業分析レポートです。世界のデジタルメディア市場(~2027):種類別、年齢層別、性別、所得別、地域別 / Digital Media Market Research Report by Type, Age Group, Gender, Income, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19 / MRC2301A141資料のイメージです。• レポートコード:MRC2301A141
• 出版社/出版日:360iResearch / 2022年10月
• レポート形態:英語、PDF、237ページ
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レポート概要
360iResearch社の当調査資料では、2021年に1,707.3億ドルであった世界のデジタルメディア市場規模が、2022年には1,867.7億ドルになり、その後CAGR 9.56%で拡大して2027年までに2,954.2億ドルに達すると予想しています。当書は、デジタルメディアの世界市場を総合的に分析し、序論、調査方法、エグゼクティブサマリー、市場概要、市場インサイト、種類別(電子出版、ゲーム、オンライン音楽、オンラインビデオ、ソーシャルメディア)分析、年齢層別(18~24歳、25~34歳、35~44歳、55~64歳)分析、性別(男性、女性)分析、所得別(高所得層、低所得層、中所得層)分析、地域別(南北アメリカ、アメリカ、カナダ、ブラジル、アジア太平洋、日本、中国、インド、韓国、台湾、ヨーロッパ/中東/アフリカ、イギリス、ドイツ、フランス、ロシア、その他)分析、競争状況、企業情報など、以下の構成でまとめています。なお、当書に掲載されている企業情報には、Adobe, Inc.、Akamai Technologies, Inc.、ALE International Inc.、Amazon.com, Inc.、Apple, Inc.、AT&T Inc.、Cherry Digital、Cisco Systems, Inc.、Crunchyroll, Inc.、Discovery, Inc.などが含まれています。
・序論
・調査方法
・エグゼクティブサマリー
・市場概要
・市場インサイト
・世界のデジタルメディア市場規模:種類別
- 電子出版の市場規模
- ゲームの市場規模
- オンライン音楽の市場規模
- オンラインビデオの市場規模
- ソーシャルメディアの市場規模
・世界のデジタルメディア市場規模:年齢層別
- 18~24歳の市場規模
- 25~34歳の市場規模
- 35~44歳の市場規模
- 55~64歳の市場規模
・世界のデジタルメディア市場規模:性別
- 男性の市場規模
- 女性の市場規模
・世界のデジタルメディア市場規模:所得別
- 高所得層の市場規模
- 低所得層の市場規模
- 中所得層の市場規模
・世界のデジタルメディア市場規模:地域別
- 南北アメリカのデジタルメディア市場規模
アメリカのデジタルメディア市場規模
カナダのデジタルメディア市場規模
ブラジルのデジタルメディア市場規模
...
- アジア太平洋のデジタルメディア市場規模
日本のデジタルメディア市場規模
中国のデジタルメディア市場規模
インドのデジタルメディア市場規模
韓国のデジタルメディア市場規模
台湾のデジタルメディア市場規模
...
- ヨーロッパ/中東/アフリカのデジタルメディア市場規模
イギリスのデジタルメディア市場規模
ドイツのデジタルメディア市場規模
フランスのデジタルメディア市場規模
ロシアのデジタルメディア市場規模
...
- その他地域のデジタルメディア市場規模
・競争状況
・企業情報

The Global Digital Media Market size was estimated at USD 170.73 billion in 2021 and expected to reach USD 186.77 billion in 2022, and is projected to grow at a CAGR 9.56% to reach USD 295.42 billion by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:
This research report categorizes the Digital Media to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Type, the market was studied across ePublishing, Game, Online Music, Online Video, and Social Media. The ePublishing is further studied across eBook, eMagazine, and ePaper. The Game is further studied across Download Game, Gaming Network, Mobile Game, and Online Game. The Online Music is further studied across Music Download and Music Streaming. The Online Video is further studied across Pay-per-View, Video Download, and Video Streaming.

Based on Age Group, the market was studied across 18-24 Years, 25-34 Years, 35-44 Years, and 55-64 Years.

Based on Gender, the market was studied across Men and Women.

Based on Income, the market was studied across High-Income Group, Low-Income Group, and Mid-Income Group.

Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Digital Media market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Digital Media Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Digital Media Market, including Adobe, Inc., Akamai Technologies, Inc., ALE International Inc., Amazon.com, Inc., Apple, Inc., AT&T Inc., Cherry Digital, Cisco Systems, Inc., Crunchyroll, Inc., Discovery, Inc., Disruptive Advertising, Inc., Fiverr International Ltd., Google, LLC by Alphabet Inc., Hulu, LLC, Influence Mobile, Inc., Keplar Agency B.V., LYFE Marketing, Momentum Design Lab, Social Vantage, Telefonaktiebolaget LM Ericsson, The Athletic Media Company, and ZTE Corporation.

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Global Digital Media Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Digital Media Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Digital Media Market?
4. What is the competitive strategic window for opportunities in the Global Digital Media Market?
5. What are the technology trends and regulatory frameworks in the Global Digital Media Market?
6. What is the market share of the leading vendors in the Global Digital Media Market?
7. What modes and strategic moves are considered suitable for entering the Global Digital Media Market?

レポート目次

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increase in the Number of Devices Capable of Supporting Digital Media Coupled with Increasing Internet Access Speed
5.1.1.2. Dominance of Entertainment Services Such as Audio and Video
5.1.1.3. Consumer Preferences Towards Digital Media Consumption as Compared to Traditional Forms of Media
5.1.2. Restraints
5.1.2.1. Concerns Regarding Over-Reliance on Digital Technology and Media
5.1.3. Opportunities
5.1.3.1. Introduction of 5G Technology for Faster Broadband Experience
5.1.3.2. VR Transforming into an Entertainment and Productivity Platform
5.1.4. Challenges
5.1.4.1. Issues Associated with the Security and Privacy
5.1.4.2. High Maintenance Cost Due to Evolving Environment
5.2. Cumulative Impact of COVID-19

6. Digital Media Market, by Type
6.1. Introduction
6.2. ePublishing
6.3.1. eBook
6.3.2. eMagazine
6.3.3. ePaper
6.3. Game
6.4.1. Download Game
6.4.2. Gaming Network
6.4.3. Mobile Game
6.4.4. Online Game
6.4. Online Music
6.5.1. Music Download
6.5.2. Music Streaming
6.5. Online Video
6.6.1. Pay-per-View
6.6.2. Video Download
6.6.3. Video Streaming
6.6. Social Media

7. Digital Media Market, by Age Group
7.1. Introduction
7.2. 18-24 Years
7.3. 25-34 Years
7.4. 35-44 Years
7.5. 55-64 Years

8. Digital Media Market, by Gender
8.1. Introduction
8.2. Men
8.3. Women

9. Digital Media Market, by Income
9.1. Introduction
9.2. High-Income Group
9.3. Low-Income Group
9.4. Mid-Income Group

10. Americas Digital Media Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States

11. Asia-Pacific Digital Media Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. Singapore
11.10. South Korea
11.11. Taiwan
11.12. Thailand
11.13. Vietnam

12. Europe, Middle East & Africa Digital Media Market
12.1. Introduction
12.2. Denmark
12.3. Egypt
12.4. Finland
12.5. France
12.6. Germany
12.7. Israel
12.8. Italy
12.9. Netherlands
12.10. Nigeria
12.11. Norway
12.12. Poland
12.13. Qatar
12.14. Russia
12.15. Saudi Arabia
12.16. South Africa
12.17. Spain
12.18. Sweden
12.19. Switzerland
12.20. Turkey
12.21. United Arab Emirates
12.22. United Kingdom

13. Competitive Landscape
13.1. FPNV Positioning Matrix
13.1.1. Quadrants
13.1.2. Business Strategy
13.1.3. Product Satisfaction
13.2. Market Ranking Analysis, By Key Player
13.3. Market Share Analysis, By Key Player
13.4. Competitive Scenario
13.4.1. Merger & Acquisition
13.4.2. Agreement, Collaboration, & Partnership
13.4.3. New Product Launch & Enhancement
13.4.4. Investment & Funding
13.4.5. Award, Recognition, & Expansion

14. Company Usability Profiles
14.1. Adobe, Inc.
14.1.1. Business Overview
14.1.2. Key Executives
14.1.3. Product & Services
14.2. Akamai Technologies, Inc.
14.2.1. Business Overview
14.2.2. Key Executives
14.2.3. Product & Services
14.3. ALE International Inc.
14.3.1. Business Overview
14.3.2. Key Executives
14.3.3. Product & Services
14.4. Amazon.com, Inc.
14.4.1. Business Overview
14.4.2. Key Executives
14.4.3. Product & Services
14.5. Apple, Inc.
14.5.1. Business Overview
14.5.2. Key Executives
14.5.3. Product & Services
14.6. AT&T Inc.
14.6.1. Business Overview
14.6.2. Key Executives
14.6.3. Product & Services
14.7. Cherry Digital
14.7.1. Business Overview
14.7.2. Key Executives
14.7.3. Product & Services
14.8. Cisco Systems, Inc.
14.8.1. Business Overview
14.8.2. Key Executives
14.8.3. Product & Services
14.9. Crunchyroll, Inc.
14.9.1. Business Overview
14.9.2. Key Executives
14.9.3. Product & Services
14.10. Discovery, Inc.
14.10.1. Business Overview
14.10.2. Key Executives
14.10.3. Product & Services
14.11. Disruptive Advertising, Inc.
14.11.1. Business Overview
14.11.2. Key Executives
14.11.3. Product & Services
14.12. Fiverr International Ltd.
14.12.1. Business Overview
14.12.2. Key Executives
14.12.3. Product & Services
14.13. Google, LLC by Alphabet Inc.
14.13.1. Business Overview
14.13.2. Key Executives
14.13.3. Product & Services
14.14. Hulu, LLC
14.14.1. Business Overview
14.14.2. Key Executives
14.14.3. Product & Services
14.15. Influence Mobile, Inc.
14.15.1. Business Overview
14.15.2. Key Executives
14.15.3. Product & Services
14.16. Keplar Agency B.V.
14.16.1. Business Overview
14.16.2. Key Executives
14.16.3. Product & Services
14.17. LYFE Marketing
14.17.1. Business Overview
14.17.2. Key Executives
14.17.3. Product & Services
14.18. Momentum Design Lab
14.18.1. Business Overview
14.18.2. Key Executives
14.18.3. Product & Services
14.19. Social Vantage
14.19.1. Business Overview
14.19.2. Key Executives
14.19.3. Product & Services
14.20. Telefonaktiebolaget LM Ericsson
14.20.1. Business Overview
14.20.2. Key Executives
14.20.3. Product & Services
14.21. The Athletic Media Company
14.21.1. Business Overview
14.21.2. Key Executives
14.21.3. Product & Services
14.22. ZTE Corporation
14.22.1. Business Overview
14.22.2. Key Executives
14.22.3. Product & Services

15. Appendix
15.1. Discussion Guide
15.2. License & Pricing