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Content Management for Wireless Networks, 2008 - 2013

a market research report

Report Excerpt

Table of Contents

Market Segmentation

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Content is driving the market for carriers of every stripe. For the mobile operator, content ranges from information that is mobility-independent (such as a weather forecasts) to mobile-specific content (such as ring tones). Further, mobile content can be relatively static (such as a web page or a photo) or highly dynamic (such as traffic information). Beyond a set of requirements particular to mobility, managing, updating, and archiving website content as well as maintaining technical and customer information is a major business operation demanding up to-date systems.

To manage this vast array of digital content—including its creation, relationships with content providers, accounting, the delivery and lifecycle management of content, etc.—a large number of tools are available. Broadly speaking, Digital Asset Management (DAM) and Digital Rights Management (DRM) systems help to exploit the information, while Content Management Systems (CMS) are related to creating, managing and delivering the content itself. Website Management Systems and Document Management Systems (DMS) are typically viewed as subsets of CMS.

This report provides a working taxonomy of the various tools available to manage content, with a particular focus on those requirements specific to mobile and fixed line operators. This study will discuss the standards being developed to realize knowledge management systems, including MPEG-7, the semantic web, and standards such as RDF/OWL and Topic Maps. Content management system revenue will by segmented by applications such as ring tones, gaming, video entertainment, tourist and location services, news market, and others, as well as well as by delivery modes, which include wireless, fixed line broadband, WWW, e-mail or multi-channel delivery.

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    Marketing Dept

    Report Excerpt

    1.1 The Growing Importance of Mobile Content

    Music, games and video have become principal sources of online entertainment content in the consumer market, but the discrete systems used to deliver that content to end devices such as mobile handsets are still rather rudimentary.  To deliver content to the consumer or business, and to adapt to rapidly changing market needs and trends, device-independent content delivered over multiple channels is needed—and the content must be coupled with a digital rights management (DRM) system to allow content owners to monetize their intellectual property. 

    At the current stage in the evolution of online content, many companies are focusing on a single part of the value chain, mainly on delivery, and they are able to gain a competitive advantage there.  Because content delivery to a mobile device is currently a bottleneck, and because it is also not obvious which delivery models are the best, concentrating on delivery makes sense at the current juncture.

    Little attention is paid today, however, to a balanced implementation of the full value chain.   Our research suggests that in a few years time, attention will shift from discrete systems focusing on delivery of specific content using rudimentary content management integration to full blown systems that are centered on reusable content suitable for multi-channel delivery.  Adding and using metadata to quickly find content for a specific user in a specific context and being able to deliver that content in a timely manner and the correct format is the key to success in this more mature environment.  Whether these types of systems will be owned and managed by mobile operators or by companies specialized in content (such as publishers or studios) cannot be predicted at this stage.

    1.2 The Special Requirements of Mobility Devices

    Mobile content has some very specific constraints which have to do with the small screen of the devices, the device’s relatively limited wireless bandwidth as well as the small storage and processing capacity on the device.  Furthermore, among the devices there is a considerable spread in capacities.  Standard mobile phones tend to have a small color screen, a numerical keyboard for entering data, and most have the capability to run small Java applications.  Smart phones have a somewhat larger screen, additional input devices such as a keyboard to enter text, and most run a simple operating system.  Brew and Windows Me are examples of two popular smart phone operating systems.

    While device-independent content delivered over multiple channels is the goal, mobility imposes a number of other constraints on content when compared to the wired web:

    ·      The relationship of mobile browsers to websites;
    Location based content;
    User generated content and content management; and
    The usability of content across different mobile devices. 

    Content can reach the device in couple of ways...............

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    Market Segmentation


    Content Tools Revenue by Region
                N. America
                Europe, Mid-East, Africa
                Caribbean & Latin America

    Spending by Mobile Content by Type
              Content Creation, Production, and Management
              Content Aggregation and Delivery Tools

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    Table of Contents


    Chapter I
    Executive Summary
    1.1      The Growing Importance of Mobile Content
    1.2      The Special Requirements of Mobility Devices
    1.3      Complexity of Managing Mobile Content
    1.4      Content Management Tools Markets

    Chapter II
    Mobile Content: The Value Chain & Delivery Format

    2.1     The Growing Importance of Mobile Content
              2.1.1    Mobile Publishing
              2.1.2    Sound
              2.1.3    Mobile TV
              2.1.4    Specific Features of Mobile Content
    2.2     The Mobile Content Value Chain
              2.2.1     Content Value Chain Example: Creating and Delivering a Ringtone
              2.2.2     The Content Producers
              2.2.3     The Content Aggregators
              2.2.4     Digital Rights Management Organizations
              2.2.5     The Content Delivery & Billing Companies
              2.2.6     The Device Producers
              2.2.7     Content Management and Delivery Tools
    2.3     Mobile Content Delivery Formats

    Chapter III
    Content Tools and Products
    3.1     Introduction
    3.2     Getting Content on a Mobile Device
    3.3     Content Creation Tools
    3.4     Content Management Tools
              3.4.1 TYPO3
              3.4.2 Drupal
              3.4.3 mFinity
              3.4.4 mFinder
              3.4.5 CoreMedia CMS
    3.5     DRM Systems
              3.5.1 DRM Overview
              3.5.2 Rights Expression Language
    3.6     Content Delivery Systems
              3.6.1 Open vs. Closed Systems
              3.6.2 On-Device Portals
    3.7     Content Billing & Marketing Tools
    3.8     What the Future Looks Like: Axmedis

    Chapter IV
    Standards and Standards Organizations

    4.1     Introduction
    4.2     ISO Standards
    4.3     W3C and OASIS Standards
    4.4     IETF Standards
    4.5     OMA

    Chapter V

    5.1     Introduction
    5.2     Abaxia
    5.3     Adobe
    5.4     Action Engine
    5.5     Bango
    5.6     CellAdmin
    5.7     Cellmania
    5.8     CoreMedia
    5.9     Crisp Wireless
    5.10   Dynetic
    5.11   GingerAll
    5.12   GoLive! Mobile
    5.13   Handmark
    5.14   July Systems
    5.15   Leapstone (Motorola)
    5.16   mBlox
    5.17   MCN - Mobile Contents Network
    5.18   Mentor Graphics - Next Device
    5.19   Ikivo
    5.20   MobileAware
    5.21   Mobilitec (Alcatel Lucent)
    5.22   Motricity
    5.23   Nellymoser
    5.24   Netsize
    5.25   Oversi
    5.26   PixPulse
    5.27   Qualcomm Brew
    5.28   QuickPlay
    5.29   Stellent (Oracle)
    5.30   Streamezzo
    5.31   Surfkitchen
    5.32   Sybase (Mobile 365)
    5.33   ThirdScreenMedia
    5.34   Trilibis
    5.35   Versaly Entertainment
    5.36   Wapple
    5.37   Wmode
    5.38   Yospace
    5.39   Anystream
    5.40   iLoopMobile
    5.41   mPortal
    5.42   thePlatform

    Chapter VI
    Market Forecasts

    6.1     Introduction
    6.2     Market Drivers and Inhibitors
    6.3     Market Fragmentation
    6.4     The Quest for User Experience
    6.5     The Mobile Market
    6.6     Spending on Mobile Content
    6.7     Spending on Mobile Content Tools

    Table of Figures

    Chapter I
    I-1      Schematic of Content Tools
    I-2      Total Mobile Content Market, 2008

    Chapter II
    II-1     Total Mobile Content Spending, 2002-2007
    II-2     The Rise and Decline of Ringtones in the US: Revenue, 2003-2008
    II-3     Content Industry Schematic
    II-4     Content Value Chain
    II-5     Delivery Using Side-Loading
    II-6     Delivery Using Mobile Provider
    II-7     Mobile Advertising Revenue in the US, 2001-2007
    II-8     Simple WML Document Structure
    II-9     Simple XHTML Document Example
    II-10   SVG Document Example

    Chapter III
    III-1    Schematic of Content Tools
    III-2    DRM Building Blocks
    III-3    Opera Formatting Server for Mobile Devices
    III-4    The Axmedis System Overview
    III-5    The Axmedis Editor
    III-6    The Axmedis Player

    Table of Tables

    Chapter II
    II-1     Mobile Phones in Europe and US: Potential versus Actual Access to the Mobile Web
    II-2     Mobile Content Consumption by Type by Phone in the US
    II-3     Main Content Categories for Different Delivery Channels
    II-4     Mobile Web Content Usage: USA and Europe

    Chapter III
    III-1    Worldwide Wireline Subscribers by Region, 2007-2012
    III-2    Worldwide Wireless Subscribers by Region, 2007-2012
    III-3    Wireless DRM Blocks
    III-4    Major Right Expression Language Implementations

    Chapter V
    V-1     Tool Companies & Areas of Interest

    Chapter VI
    VI-1    Investment in Mobile Content Industry, First Half 2008
    VI-2    World Population
    VI-3    Mobile Subscribers by Global Region, 2008-2012
    VI-4    Spending on Mobile Content by Global Region, 2008-2013
    VI-5    Spending on Mobile Content Tools by Type, 2008-2013
    VI-6    Content Tools Revenue by Region, 2008-2013

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    Pricing Information


    Hard Copy Price
    $ 3995
    Electronic Copy Price
    (PDF License Descriptions)
    $ 4695 Single-User Printable PDF

    $ 6995 6-Seat Printable PDF

    $ 10,000 Unlimited Corporate-Wide Distribution

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