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2008 Research

Virtual Worlds and Web 3.0: Examined, Compared, Analyzed
World Report on Online Video
US Consumers Weigh In on Mobile Video Content Choices
US Addressable TV Advertising
US Online Social Networking--Here to Stay
US Mobile Social Networking and the Millennial Generation
Online Gaming in Asia: Strong Potential for Growth
User-Generated Video, a Global Stage for You
A Reporter's Primer on US DTV Transition With Links
Revenue Opportunities Abound Worldwide in Online and Mobile Music Distribution
The Revolution WILL be Televised—Directly to Your Handheld!

 
2008 Research

Virtual Worlds and Web 3.0: Examined, Compared, Analyzed

 Information
Product Number: IN0804326CM
Publication Date: October 2008
Number of Pages: 58
Analyst: Vahid Dejwakh
Price: $2,995 U.S. Dollars
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Summary
 Virtual worlds are online, computer-generated simulations of life-like or fantasy environments where users guide their “avatar,” or digital representation of their physical selves, to accomplish various goals. Typical virtual world activities include meeting and socializing with other avatars, buying and selling virtual items, playing games, and creating and decorating virtual homes and properties.
 
 Within the context of the evolution of the Internet from Web 1.0 to Web 3.0, Virtual worlds—especially the 3D kinds—are classified under the Web 3.0 category because of their profound ability to integrate multiple types of content, information sources, and feeds into one highly engaging and interactive format. In addition to Web 3.0 applicability, In-Stat has identified nine other critical components of virtual worlds, including user-generated content, social networking, virtual items, an economy, and business integration, to name a few. In-Stat then rated each virtual world company according to these ten components. All ten platforms scored the maximum points possible in the social networking category, which emerges as the one critical element to virtual worlds.
 
 Virtual world companies earn close to 90% of their revenue from the sale of virtual items, currency, land, and fees associated with these items. Total registered users of virtual worlds are expected to exceed 1 billion and total revenue is expected to exceed US$3 billion by 2012.

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World Report on Online Video

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Product Number: IN0804026CM
Publication Date: July 2008
Number of Pages: 30
Analyst: Gerry Kaufhold
Price: $3,495 U.S. Dollars
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Summary
 Online video is a wildly growing industry. We have analyzed the market, leveraging a recent consumer survey along with several In-Stat datasets to provide an in-depth discussion of the issues, and we analyzed the scenarios that will drive the business models forward.
 
 Primarily, we provide a forecast for broadband penetration and growth in online video viewers. By 2012, for instance, In-Stat forecasts that 90% of US households will have access to broadband, with 94% of these individuals watching online video—this is up from an estimated 77.8% of broadband users in 2008 watching online video.
 
 Broadband is perhaps the greatest predictor of online video growth and expansion. This forecast, the foundation of which is based on primary research, shows the development and maturation of the online video market.
 
 What is now seen as a predominantly younger pastime will spread to encompass a wider group of people, in part due to the aging of current online video viewers but also as a result of word of mouth, spread of services, growth of in-home networks, and support within the consumer electronic device markets.
 
 By 2012, we anticipate the online video market to eclipse US$ 4.5 billion, growing from US$ 1.2 billion (CAGR of 39%) in 2007.

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US Consumers Weigh In on Mobile Video Content Choices

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Product Number: IN0804023CM
Publication Date: July 2008
Number of Pages: 44
Analyst: David Chamberlain
Price: $3,495 U.S. Dollars
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Summary
 In the past year, the mobile video market has shifted radically, and two forces have emerged to radically change the definition of "mobile video." First, Internet delivery of user-generated and professional content is moving viewers from their living rooms to their computers. Second, high-quality mobile devices that use wireless networks (such as Apple's Wi-Fi iPhone and iPod Touch) are improving mobile access to the Internet in general. As a result, "Internet video" increasingly means "mobile video."
 
 This research uses innovative survey techniques to provide an in-depth comparison of US consumer attitudes toward various types of mobile video content delivered over cellular, broadcast, and Wi-Fi networks as well as device preferences and content sources.
 
 In-Stat's 2008 survey illuminated interesting trends and adjustments in the ways people think about mobile video.
 
 In-Stat also defines potential usage models that highlight the benefits of mobile video solutions offered by mobile operators, time-shifting and place-shifting hardware, as well as portable media players and similar devices. Unlike other research that is available, this report also includes an analysis of the ATSC M/H standard now being tested for use by US broadcasters.

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US Addressable TV Advertising

 Information
Product Number: IN0803963MBI
Publication Date: July 2008
Number of Pages: 67
Analyst: Gerry Kaufhold
Price: $3,495 U.S. Dollars
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Summary
 TV Advertising is being impacted by the Internet and by mobile services that provide highly personalized content delivery. Traditional TV programs deliver the most repeatable audiences. Subscription TV Networks are adding new, more finely targeted TV channels.
 
 Some of the findings in this report are:
 -Traditional TV programming provides an excellent mechanism for delivering Addressable Advertising.
 -The infrastructures for TV program delivery are complex, and intertwined. They present advertisers with a wide range of choices that overlap, duplicate, or have exclusivity.
 -Advertising buyers understand the complex nature of the US media delivery industry. It will take them time to adapt to new hardware-based opportunities that seem so promising.
 -Nationwide Broadcast Networks and Subscription TV Networks will continue to be the best delivery vehicles for mass market TV advertising.
 -Advertising that targets identifiable ethnic, cultural, language or special-interest audiences will see above-average growth rates through 2012.
 -Geographic advertising is expected to grow to about 30% of US TV ad spending. The Cable TV industry's Project Canoe initiative will help drive this trend forward.
 -Hardware-Based Addressable Advertising solutions already exist on the Internet, and solutions based on Set Top Box addressability will be growing on a market-by-market basis.

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US Online Social Networking--Here to Stay

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Product Number: IN0804028CM
Publication Date: June 2008
Number of Pages: 23
Analyst: Jill Meyers
Price: $2,695 U.S. Dollars
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Summary
 In the past thirteen years that online social networking has been in the United States, it has garnered large amounts of venture capital and captured the interest of the younger generation of Internet users. Despite the vast popularity of social networking, the revenue streams have not been as high as expected and companies struggle to find an effective monetization model. This report covers a brief history of social networking, the groups that participate, different models of monetization—both current and potentially future—and contains the results of an In-Stat survey about online social networking.

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US Mobile Social Networking and the Millennial Generation

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Product Number: IN0804034MCM
Publication Date: May 2008
Number of Pages: 23
Analyst: Jill Meyers
Price: $2,495 U.S. Dollars
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Summary
 This In-Dustry Update defines social networking, discusses the migration of social networks to mobile technology, and examines the heaviest base of mobile networking—the millennial generation. The millennial generation refers to people born between 1981 and 2000.
 
 This report provides a historical overview of social networking, discusses the migration to mobile devices, distinguishes between several different types of mobile social networks, and provides a forecast of all US mobile social networking subscribers through 2012.
 
 In addition, we examine the technologies behind mobile social networking and include the results of an In-Stat survey about mobile data usage.

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Online Gaming in Asia: Strong Potential for Growth

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Product Number: IN0804025CM
Publication Date: May 2008
Number of Pages: 32
Analyst: Stephanie Ethier
Price: $3,495 U.S. Dollars
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Summary
 Revenue for the online gaming market in the Asia/Pacific region is expected to grow rapidly between 2008 and 2013 as consumer awareness increases and new technologies allow for greater content and variety of games. Total revenue for the Asia/Pacific region stood at US$5.8 billion in 2007 and is expected to reach US$21.1 billion in 2013, a CAGR of 20.6%.
 
 The major factors driving this growth include growing household Internet penetration, increased content development for online-specific games, wider access mediums to accelerate demand, and the unique experience that online gaming offers. Online games are no longer restricted to slow-action strategy games. Faster connections are allowing the popular Massive Multiplayer Online Role-Playing Games (MMORPGs) to be developed and enter the mainstream. In turn, this is rapidly increasing consumer acceptance of the Internet as an entertainment medium.
 
 It is also worth mentioning that China is the fastest-growing market for online gaming and is expected to become the largest market in Asia in 2009. At present, more than 50% of the online games played in China are locally developed, and some are being exported overseas.
 
 This report answers the following questions:
 -What is the likely size of the online gaming market in the future?
 -How are prices adjusting to changing demand?
 -Who are the leading suppliers in the market?
 -How are regional markets being affected?
 -What are the expectations for future growth?

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User-Generated Video, a Global Stage for You

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Product Number: IN0804030CM
Publication Date: April 2008
Number of Pages: 59
Analyst: Michael Inouye
Price: $3,495 U.S. Dollars
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Summary
 User-generated video (UGV), and the video sharing sites that exemplify this form of content, have spread across the globe. China is a prime example of UGV’s global reach and appeal, capturing a significant portion of the world market, making it second only to the US. But, despite the near universal appeal of video sharing sites, the market remains fluid and dynamic, constantly evolving and redefining itself. In light of the mergers and acquisitions, lawsuits, and a writers strike, it is clear that online video has made an indelible impact on the world of entertainment and the businesses that operate in this arena.
 
 In this report, In-Stat analyzes two US-based surveys fielded in January and March of 2008 to better understand the viewing habits of the end-user and his/her demands. In addition, the report includes a forecast for the regional breakup of viewed online videos and its top line revenue potential.

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A Reporter's Primer on US DTV Transition With Links

 Information
Product Number: IN0804298MBI
Publication Date: April 2008
Number of Pages: 23
Analyst: Gerry Kaufhold
Price: $0 U.S. Dollars