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Content Management for Wireless Networks, 2008 - 2013
a market research report
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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 contentincluding 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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Report Excerpt
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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.
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:
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The relationship of mobile browsers to websites;
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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
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Content Tools Revenue by Region
N. America
Europe,
Mid-East, Africa
Asia-Pacific
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
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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
Vendors
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
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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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