5G in Media and Entertainment
Price:
Starting at USD 3,000
Publish Date: 04 May 2020
Code: AN-5230
Research Type: Report
Pages: 26
Actionable Benefits
- Guidance for Communication Service Providers (CSPs) to develop a sustainable monetizing strategy for consumer-focused entertainment use cases, as well as media enterprise applications.
- Identify business models for Infrastructure vendors and web scale companies to target the very demanding media and entertainment use cases.
- Foundation for software developers to decide on a long-term growth strategy, embracing 5G capabilities.
Research Highlights
- Forecasted 5G revenues for cloud gaming until 2024.
- Forecasted 5G revenues for video streaming until 2024.
- Forecasted video gaming revenues by platform until 2024.
- The role of Edge-as-a-Service and Functions-as-a-Service business models for media & entertainment use cases.
Critical Questions Answered
- What benefits will 5G bring to the media & entertainment industry?
- What role will mobile edge computing (MEC) play in the media & entertainment domain?
- What do media enterprises require from 5G in order to decide to deploy?
Who Should Read This?
- Innovation leaders within Communication Service Providers to unlock new revenue streams for operators, that targets both consumer centric entertainment use cases as well as media enterprise use cases.
- High level executives of infrastructure vendors, looking at partnerships in the media and entertainment domain.
- Decision makers within broadcasting companies, that are looking into 5G deployment for their operations
Companies Mentioned
Table of Contents
1. INTRODUCTION
2. KEY RECOMMENDATIONS
2.1. Mobile Network Operators
2.2. Infrastructure Vendors
2.3. Media & Entertainment Enterprises
3. CELLULAR CONNECTIVITY FOR MEDIA & ENTERTAINMENT
3.1. The Importance of 5G for Media & Entertainment
3.2. Standards Update
3.3. Network Architecture Considerations
4. 5G APPLICATIONS IN MEDIA & ENTERTAINMENT
4.1. Enhanced Video and Cloud Live Broadcasting
4.2. Enhanced User-Generated Content
4.3. Pervasive Screen
4.4. Enhanced Gaming Experience
4.5. 5G as an Enabler for AR and VR Applications
5. MARKET ACTIVITIES AND BUSINESS MODELS
5.1. Operator Activities and Business Models
5.2. Vendor Activities and Business Models
5.3. Media & Entertainment Company Activities
5.4. Cloud Gaming Platform Initiatives
6. MARKET FORECASTS
6.1. Cloud Gaming Platforms
6.2. Cloud Video Consumption
6.3. Methodology
7. CONCLUDING REMARKS
Companies Mentioned
- AT&T
- Deutsche Telekom
- Elisa
- Ericsson
- Hatch
- Huawei
- KT Corporation
- LG
- Microsoft Corporation
- MobiledgeX
- Nokia
- Rakuten
- SK telecom
- SK telecom
- Verizon
- Vodafone Group
- YouTube
- ZTE Corporation