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5G and Edge Networks for Media and Gaming

Price: Starting at USD 3,000
Publish Date: 28 Jul 2021
Code: AN-5056
Research Type: Report
Pages: 28
Actionable Benefits

Actionable Benefits

  • Provide guidance for telecoms to develop a commercial strategy for media and gaming use cases.
  • Understand key media and gaming requirement and how they can be met with 5G connectivity and edge computing.
  • Develop a deeper understanding of video and cloud gaming dynamics and the role that 5G and edge will play to drive new growth in these areas.
Research Highlights

Research Highlights

  • Forecasted 5G revenues for cloud gaming and video streaming until 2024.
  • Insights on gaming and video market dynamics that NEVs, CSPs and hyperscalers must consider as they implement 5G edge networks.
  • An overview of key commercial entities, their strengths and weaknesses in commercialising media and gaming use cases.
Critical Questions Answered

Critical Questions Answered

  • What commercial benefits will 5G bring for media and entertainment domain?
  • Where does cellular technology and edge compute fit for media and gaming use cases?
  • What are some of the key technical requirements that need to be meet in order to deliver ‘anywhere, anytime’ improved media capabilities?
Who Should Read This?

Who Should Read This?

  • Strategic decision makers in CSPs who want to unlock new revenue streams in media and entertainment domain.
  • Key decision makers in broadcasting companies that are looking into 5G deployments for their production operations.
  • Partnership and collaboration leaders in other ecosystem players (vendors, hyperscalers, SIs etc) who need to understand key commercial imperatives for 5G networks in media and entertainment areas.

Companies Mentioned

AT&T
Deutsche Telekom
Elisa
Ericsson
Google
Huawei
LG
Microsoft Corporation
MobiledgeX
Nokia
Rakuten
SK telecom
SK telecom
Verizon
Vodafone Group
ZTE Corporation

Table of Contents

1. EXECUTIVE SUMMARY

2. RECOMMENDATIONS

3. 5G AND EDGE CAPABILITIES AND POTENTIAL FOR MEDIA AND GAMING

3.1. 5G Capabilities and Market Dynamics
3.2. Gaming and Video Market Dynamics

4. 5G AND EDGE REQUIREMENTS IN MEDIA AND GAMING

4.1. Gaming Requirements and How 5G Can Address Them
4.2. Where 5G and Edge Networks Fit for Gaming
4.3. Impact of 5G and Edge on Media and Gaming
4.4. Critical Features for Media & Entertainment

5. 5G USE CASES IN MEDIA & ENTERTAINMENT

5.1. Immersive Media Experience (AR, VR, and Cloud Gaming)
5.2. Enhanced Gaming (Cloud and Collaborative Gaming)
5.3. Enhanced Media Production
5.4. Entertainment Everywhere

6. MARKET FORECASTS

6.1. Cloud Gaming Platforms
6.2. Cloud Video Consumption

7. MARKET ACTIVITIES AND BUSINESS MODELS

7.1. CSP Activities and Business Models
7.2. Vendor Activities and Commercial Specifics
7.3. Hyperscaler Activities

Companies Mentioned

  • AT&T
  • Deutsche Telekom
  • Elisa
  • Ericsson
  • Google
  • Huawei
  • LG
  • Microsoft Corporation
  • MobiledgeX
  • Nokia
  • Rakuten
  • SK telecom
  • SK telecom
  • Verizon
  • Vodafone Group
  • ZTE Corporation