Global Digital Content Market 2015-2019

Global Digital Content Market 2015-2019

About Digital Content
Digital content is the content in digital format. It is formed of bits and can be stored on a hard disk. Typically, digital content refers to information available for distribution on electronic media. It can also be downloaded. Digital content has many forms: from text and audio and videos files, to graphics, animations, and images. With the growing popularity of smartphones, tablets, and e-readers, a consumer has a wide variety of options to get the digital content besides the computer. Today, it is important to know what kind of digital content is created and how it is delivered. Therefore, to be successful in the digital content realm, digital content creators must present their content in the most attractive way.

TechNavio's analysts forecast the Global Digital Content market will grow at a CAGR of 13.73 percent over the period 2014-2019.


Covered in this Report

This report covers the present scenario and the growth prospects of the Global Digital Content market for the period 2015-2019. It includes digital content in the following segments: Audio, Video, Games, and Text. The market size is calculated on the basis of revenue generated from these segments. The Audio segment consists of digital music, which includes revenue generated by downloads, subscription and streaming services. The Video segment consists of IPTV service, VOD, online videos, OTT/streaming, and digital cable TV. The Games segment consists of PC games, tablet games, social media/casual games, mobile games, and console games. The Text segment consists of digital newspaper, e-books and online business information.

Key Vendors

• APAC
• Europe
• North America
• ROW

Key Vendors

• Activision Blizzard
• Amazon.com
• Apple
• Bloomberg
• CBS
• Comcast
• Deezer
• DIRECTV
• Dish Network
• Electronic Arts
• EMI Music Publishing
• Fairfax Media
• Fox Music Publishing
• Gannett
• Giant Interactive Group
• Google
• GungHo Online Entertainment
• Hachette
• HarperCollins Publishers
• Hulu
• Hungama Digital Media Entertainment
• King Digital Entertainment
• Microsoft
• NCSOFT
• News
• Nexon
• Nintendo
• Penguin Random House
• Reed Elsevier
• Schibsted
• Sony
• Spotify
• Take-Two Interactive Software
• Tencent Holdings
• The New York Times
• Thomson Reuters
• Universal Music Group
• Wolters Kluwer
• Zynga

Other Prominent Vendors

• Bertelsmann
• Blinkbox Music
• Bungie
• Carrefour
• CCP hf
• Cellufun
• Cengage Learning
• Changyou.com
• CipSoft
• Cryptic Studios
• Daily Mail and General Trust
• Digital Chocolate
• Disney Interactive
• Dogan Yayin Holding
• Doovle
• Dun and Bradstreet
• eGames
• Entertainment One
• Equifax
• Experian
• Facebook
• FactSet Research Systems
• Falcon Technologies International
• Gaana.com
• GameHouse
• Gamelion
• Glu Games
• gPotato
• Grooveshark
• Gruppo Editoriale L'Espresso
• Guvera
• HandyGames
• Hitachi Maxwell
• HMV Retail
• India Games
• Indigo Books & Music
• Infinity Ward
• Infogroup
• Informa
• Interactive Data
• Jagex Games Studio
• JB Hi-Fi
• Johnston Press
• Joymax
• Kabam
• Kensington Publishing
• Kiloo ApS
• Last.fm
• Lee Enterprises
• Level-5
• Lions Gate Entertainment
• Macmillan Publishers
• McGraw Hill
• Mecom Group
• MercurySteam Entertainment
• Metro
• Microsoft Studio
• Minh Chau
• Mitchell
• Mixcloud
• MOG
• Myspace
• Namco Bandai Games
• NetEase
• Oberon Media
• OGPlanet
• Perfect World
• Postmedia Network Canada
• Punch Entertainment
• Rara
• RCS Media Group
• Redboss
• Rhapsody
• Rocksteady Studios
• Saavn
• Samsung Music Hub
• Sanoma
• Sega
• Seven West Media
• Shanda Interactive Entertainment
• Sharp
• Singapore Press Holdings
• Slacke
• SME
• Softnyx
• Songl
• Songza
• SoundCloud
• Square Enix Holdings
• SYBO Games
• Syn Sophia
• Taiyo Yuden
• Tamedia
• TDK
• Telegraaf Media Groep
• Tencent Holdings
• The Lego Group
• The McClatchy
• TheStreet
• Thomson Reuters
• Thumbplay
• Torstar
• Trinity Mirror
• TuneIn Radio
• TuneIn Radio
• Turbine
• Umedisc
• UMG
• United Business Media
• UTStarcom
• Visual Concepts
• Warner Bros. Interactive Entertainment
• We Are Hunted
• Wiley
• Wolters Kluwer

Key Market Driver

• Need for Digitization
• For a full, detailed list, view our report

Key Market Challenge

• Privacy and Security Concerns
• For a full, detailed list, view our report

Key Market Trend

• Increase in Adoption of Cloud Services
• For a full, detailed list, view our report

Key Questions Answered in this Report

• What will the market size be in 2019 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Landscape
06.1 Market Snapshot
06.2 Market Overview
Digital Transmission Channel
06.3 Global Digital Content Market Size and Forecast by Revenue
06.4 Global Digital Content Market Size and Forecast by Volume
06.5 Five Forces Analysis
07. Market Segmentation by Category
07.1 Global Digital Content Market by Category
07.2 Global Digital Video Content Market
07.2.1 Market Size and Forecast
07.3 Global Digital Video Content Market Segmentation
07.3.1 Digital Cable TV
07.3.2 IPTV
07.3.3 Online Video
07.3.4 OTT/Streaming
07.3.5 VOD
07.4 Global Digital Text Content Market
07.4.1 Market Size and Forecast
07.5 Global Digital Text Content Market Segmentation
07.5.1 Business Information
07.5.2 E-books
07.5.3 Digital Newspaper
07.6 Global Digital Games Content Market
07.6.1 Market Size and Forecast
07.7 Global Digital Games Content Market Segmentation
07.7.1 PC Games
07.7.2 Mobile Games
07.7.3 Social Media/Casual Games
07.7.4 Tablet Games
07.7.5 Console Games
07.8 Global Digital Audio Content Market
07.8.1 Market Size and Forecast
07.9 Global Digital Audio Content Market Segmentation
07.9.1 Downloads
07.9.2 Subscription
07.9.3 Streaming
08. Market Segmentation by Device
08.1 Global Digital Content Market by Device 2014 & 2019
08.2 Global Digital Mobile Content Market
08.2.1 Market Size and Forecast
08.3 Global Digital Non-mobile Content Market
08.3.1 Market Size and Forecast
09. Digitalization of Content in Different Segments
10. Geographical Segmentation
10.1 Global Digital Content Market by Geographical Segmentation 2014-2019
10.2 Digital Content Market in North America
10.2.1 Market Size and Forecast
10.3 Digital Content Market in the APAC Region
10.3.1 Market Size and Forecast
10.4 Digital Content Market in Europe
10.4.1 Market Size and Forecast
10.5 Digital Content Market in the ROW
10.5.1 Market Size and Forecast
11. Key Leading Countries
11.1 US
11.1.1 US: Economic Overview
11.1.2 US: Economic Indicators
11.1.3 Digital Content Market in US
11.2 Japan
11.2.1 Economic Overview
11.2.2 Inflation in Japan
11.2.3 Digital Content Market in Japan
12. Buying Criteria
13. Market Growth Drivers
14. Drivers and their Impact
15. Market Challenges
16. Impact of Drivers and Challenges
17. Market Trends
18. Trends and their Impact
19. Vendor Landscape
19.1 Competitive Scenario
19.1.1 Key News
19.1.2 Mergers and Acquisitions
19.2 Other Prominent Vendors
20. Key Vendor Analysis
20.1 Activision Blizzard
20.1.1 Key Facts
20.1.2 Business Overview
20.1.3 Business Segmentation by Revenue 2013
20.1.4 Product Segmentation
20.1.5 Business Strategy
20.1.6 Recent Developments
20.1.7 SWOT Analysis
20.2 Amazon.com
20.2.1 Key Facts
20.2.2 Business Overview
20.2.3 Business Segmentation
20.2.4 Business Segmentation by Revenue 2012 and 2013
20.2.5 Geographical Segmentation by Revenue 2013
20.2.6 Business Strategy
20.2.7 Recent Developments
20.2.8 SWOT Analysis
20.3 Apple
20.3.1 Key Facts
20.3.2 Business Overview
20.3.3 Product Segmentation by Revenue
20.3.4 Geographical Segmentation by Revenue
20.3.5 Business Strategy
20.3.6 Recent Developments
20.3.7 SWOT Analysis
20.4 Bloomberg
20.4.1 Key Facts
20.4.2 Business Overview
20.4.3 Product Segmentation
20.4.4 Business Strategy
20.4.5 Recent Developments
20.4.6 SWOT Analysis
20.5 CBS
20.5.1 Key Facts
20.5.2 Business Overview
20.5.3 Business Segmentation
20.5.4 Business Strategy
20.5.5 Key Information
20.5.6 SWOT Analysis
20.6 Comcast
20.6.1 Key Facts
20.6.2 Business Overview
20.6.3 Business Segmentation by Revenue 2013
20.6.4 Business Segmentation by Revenue 2012 and 2013
20.6.5 Business Strategy
20.6.6 Recent Developments
20.6.7 SWOT Analysis
20.7 Deezer
20.7.1 Key Facts
20.7.2 Business Overview
20.7.3 Key Applications
20.7.4 Geographical Segmentation
20.7.5 Recent Developments
20.7.6 SWOT Analysis
20.8 DirecTV
20.8.1 Key Facts
20.8.2 Business Overview
20.8.3 Business Segmentation by Revenue 2013
20.8.4 Business Segmentation by Revenue 2012 and 2013
20.8.5 Geographical Segmentation by Revenue 2013
20.8.6 Business Strategy
20.8.7 Recent Developments
20.8.8 SWOT Analysis
20.9 Dish Network
20.9.1 Key Facts
20.9.2 Business Overview
20.9.3 Business Segmentation by Revenue 2013
20.9.4 Business Segmentation by Revenue 2012 and 2013
20.9.5 Business Strategy
20.9.6 Recent Developments
20.9.7 SWOT Analysis
20.10 Electronic Arts
20.10.1 Key Facts
20.10.2 Business Overview
20.10.3 Business Segmentation by Revenue 2014
20.10.4 Business Segmentation by Revenue 2013 and 2014
20.10.5 Geographical Segmentation by Revenue 2014
20.10.6 Business Strategy
20.10.7 Recent Developments
20.10.8 SWOT Analysis
20.11 EMI Music Publishing
20.11.1 Key Facts
20.11.2 Business Overview
20.11.3 Business Segmentation
20.11.4 Business Strategy
20.11.5 Recent Developments
20.11.6 SWOT Analysis
20.12 Fox Music Publishing
20.12.1 Key Facts
20.12.2 Business Overview
20.12.3 Clients
20.12.4 Business Strategy
20.12.5 SWOT Analysis
20.13 Fairfax Media
20.13.1 Key Facts
20.13.2 Business Overview
20.13.3 Business Segmentation by Revenue 2013
20.13.4 Business Segmentation by Revenue 2012 and 2013
20.13.5 Geographical Segmentation by Revenue 2013
20.13.6 Business Strategy
20.13.7 SWOT Analysis
20.14 Gannett
20.14.1 Key Facts
20.14.2 Business Overview
20.14.3 Business Segmentation by Revenue 2013
20.14.4 Business Segmentation by Revenue 2012 and 2013
20.14.5 Business Strategy
20.14.6 Recent Developments
20.14.7 SWOT Analysis
20.15 Giant Interactive
20.15.1 Key Facts
20.15.2 Business Overview
20.15.3 Product Segmentation
20.15.4 Business Segmentation by Revenue 2013
20.15.5 Business Segmentation by Revenue 2012 and 2013
20.15.6 Business Strategy
20.15.7 Recent Developments
20.15.8 SWOT Analysis
20.16 Google
20.16.1 Key Facts
20.16.2 Business Overview
20.16.3 Business Segmentation by Revenue 2013
20.16.4 Business Segmentation by Revenue 2012 and 2013
20.16.5 Geographical Segmentation by Revenue 2013
20.16.6 Business Strategy
20.16.7 Recent Developments
20.16.8 SWOT Analysis
20.17 GungHo Online
20.17.1 Key Facts
20.17.2 Business Overview
20.17.3 Business Segmentation
20.17.4 Business Strategy
20.17.5 Recent Developments
20.17.6 SWOT Analysis
20.18 Hachette Livre
20.18.1 Key Facts
20.18.2 Business Overview
20.18.3 Editorial Segmentation by Revenue 2013
20.18.4 Geographical Segmentation by Revenue 2013
20.18.5 Business Strategy
20.18.6 Recent Developments
20.18.7 SWOT Analysis
20.19 HarperCollins
20.19.1 Key Facts
20.19.2 Business Overview
20.19.3 Recent Developments
20.19.4 SWOT Analysis
20.20 Hulu
20.20.1 Key Facts
20.20.2 Business Overview
20.20.3 Business Strategy
20.20.4 Recent Developments
20.20.5 SWOT Analysis
20.21 Hungama Digital Media Entertainment
20.21.1 Key Facts
20.21.2 Business Overview
20.21.3 Product Segmentation
20.21.4 Key Locations
20.21.5 Exhibit 1: Hungama Digital Media Entertainment : Key Locations
20.21.6 Recent Developments
20.21.7 SWOT Analysis
20.22 King Digital Entertainment
20.22.1 Key Facts
20.22.2 Business Overview
20.22.3 Business Segmentation
20.22.4 Business Segmentation by Revenue 2012 and 2013
20.22.5 Geographical Segmentation by Revenue 2013
20.22.6 Business Strategy
20.22.7 Recent Developments
20.22.8 SWOT Analysis
20.23 Microsoft
20.23.1 Key Facts
20.23.2 Business Overview
20.23.3 Business Segmentation by Revenue 2013
20.23.4 Business Segmentation by Revenue 2012 and 2013
20.23.5 Geographical Segmentation by Revenue 2013
20.23.6 Business Strategy
20.23.7 Recent Developments
20.23.8 SWOT Analysis
20.24 NCSOFT
20.24.1 Key Facts
20.24.2 Business Overview
20.24.3 Product Segmentation
20.24.4 Geographical Segmentation by Revenue 2013
20.24.5 Recent Developments
20.24.6 SWOT Analysis
20.25 News
20.25.1 Key Facts
20.25.2 Business Overview
20.25.3 Business Segmentation by Revenue 2014
20.25.4 Business Segmentation by Revenue 2013 and 2014
20.25.5 Business Strategy
20.25.6 Recent Developments
20.25.7 SWOT Analysis
20.26 Nintendo
20.26.1 Key Facts
20.26.2 Business Overview
20.26.3 Business Segmentation by Revenue 2014
20.26.4 Business Segmentation by Revenue 2013 and 2014
20.26.5 Geographical Segmentation by Revenue 2014
20.26.6 Business Strategy
20.26.7 Recent Developments
20.26.8 SWOT Analysis
20.27 Penguin Random House
20.27.1 Key Facts
20.27.2 Business Overview
20.27.3 Recent Developments
20.27.4 SWOT Analysis
20.28 Reed Elsevier
20.28.1 Key Facts
20.28.2 Business Overview
20.28.3 Business Segmentation by Revenue 2013
20.28.4 Business Segmentation by Revenue 2012 and 2013
20.28.5 Geographical Segmentation by Revenue 2013
20.28.6 Business Strategy
20.28.7 Recent Developments
20.28.8 SWOT Analysis
20.29 Schibsted
20.29.1 Key Facts
20.29.2 Business Overview
20.29.3 Business Segmentation by Revenue 2013
20.29.4 Business Segmentation by Revenue 2012 and 2013
20.29.5 Geographical Segmentation by Revenue 2013
20.29.6 Business Strategy
20.29.7 Recent Developments
20.29.8 SWOT Analysis
20.30 Sony
20.30.1 Key Facts
20.30.2 Business Overview
20.30.3 Business Segmentation by Revenue
20.30.4 Business Segmentation by Revenue
20.30.5 Geographical Segmentation by Revenue
20.30.6 Business Strategy
20.30.7 Recent Developments
20.30.8 SWOT Analysis
20.31 Spotify
20.31.1 Key Facts
20.31.2 Business Overview
20.31.3 Geographical Presence
20.31.4 SWOT Analysis
20.32 Take-Two Interactive Software
20.32.1 Key Facts
20.32.2 Business Overview
20.32.3 Business Segmentation by Revenue 2014
20.32.4 Business Segmentation by Revenue 2013 and 2014
20.32.5 Geographical Segmentation by Revenue 2014
20.32.6 Business Strategy
20.32.7 Recent Developments
20.32.8 SWOT Analysis
20.33 Tencent
20.33.1 Key Facts
20.33.2 Business Overview
20.33.3 Business Segmentation by Revenue 2013
20.33.4 Business Segmentation by Revenue 2012 and 2013
20.33.5 Geographical Segmentation by Revenue 2013
20.33.6 Business Strategy
20.33.7 Recent Developments
20.33.8 SWOT Analysis
20.34 The New York Times Company
20.34.1 Key Facts
20.34.2 Business Overview
20.34.3 Business Segmentation by Revenue 2013
20.34.4 Business Segmentation by Revenue 2012 and 2013
20.34.5 Business Strategy
20.34.6 SWOT Analysis
20.35 Thomson Reuters
20.35.1 Key Facts
20.35.2 Business Overview
20.35.3 Business Segmentation by Revenue 2013
20.35.4 Business Segmentation by Revenue 2012 and 2013
20.35.5 Geographical Segmentation by Revenue 2013
20.35.6 Business Strategy
20.35.7 Recent Developments
20.35.8 SWOT Analysis
20.36 Ubisoft Entertainment
20.36.1 Key Facts
20.36.2 Business Overview
20.36.3 Business Segmentation by Revenue 2013
20.36.4 Business Segmentation by Revenue 2013
20.36.5 Geographical Segmentation by Revenue 2013
20.36.6 Business Strategy
20.36.7 Recent Developments
20.36.8 SWOT Analysis
20.37 Universal Music Group
20.37.1 Key Facts
20.37.2 Business Overview
20.37.3 Recent Developments
20.37.4 SWOT Analysis
20.38 Wolters Kluwer
20.38.1 Key Facts
20.38.2 Business Overview
20.38.3 Business Segmentation
20.38.4 Geographical Segmentation by Revenue 2013
20.38.5 Business Strategy
20.38.6 Recent Developments
20.38.7 SWOT Analysis
20.39 Zynga
20.39.1 Key Facts
20.39.2 Business Overview
20.39.3 Business Segmentation by Revenue 2013
20.39.4 Business Segmentation by Revenue 2012 and 2013
20.39.5 Geographical Segmentation by Revenue 2013
20.39.6 Business Strategy
20.39.7 Recent Developments
20.39.8 SWOT Analysis
21. Other Reports in this Series



List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Global Digital Content Market Snapshot
Exhibit 3: Digital Content Classification
Exhibit 4: Digital Transmission Channels
Exhibit 5: Global Digital Content Market 2014-2019 (US$ billion)
Exhibit 6: Global Digital Content Market 2014-2019 (billion TB)
Exhibit 7: Global Digital Content Market by Category 2014
Exhibit 8: Global Digital Content Market by Category 2014-2019 (US$ billion)
Exhibit 9: Global Digital Content Market by Category 2014-2019
Exhibit 10: Global Digital Video Content Market 2014-2019 (US$ billion)
Exhibit 11: Global Digital Video Content Market Segmentation 2014
Exhibit 12: Global Digital Cable TV Market 2014-2019 (US$ billion)
Exhibit 13: Global IPTV Market 2014-2019 (US$ billion)
Exhibit 14: Global Online Video Market 2014-2019 (US$ billion)
Exhibit 15: Global OTT/Streaming Market 2014-2019 (US$ billion)
Exhibit 16: Global VOD Market 2014-2019 (US$ billion)
Exhibit 17: Global Digital Text Content Market 2014-2019 (US$ billion)
Exhibit 18: Global Digital Text Content Market Segmentation 2014
Exhibit 19: Global Business Information Market 2014-2019 (US$ billion)
Exhibit 20: Global E-books Market 2014-2019 (US$ billion)
Exhibit 21: Global Digital Newspaper Market 2014-2019 (US$ billion)
Exhibit 22: Global Digital Games Content Market 2014-2019 (US$ billion)
Exhibit 23: Global Digital Games Content Market Segmentation 2014
Exhibit 24: Global PC Games Market 2014-2019 (US$ billion)
Exhibit 25: Global Mobile Games Market 2014-2019 (US$ billion)
Exhibit 26: Global Social Media/Casual Games Market 2014-2019 (US$ billion)
Exhibit 27: Global Tablet Games Market 2014-2019 (US$ billion)
Exhibit 28: Global Console Games Market 2014-2019 (US$ billion)
Exhibit 29: Global Digital Audio Content Market 2014-2019 (US$ billion)
Exhibit 30: Global Digital Audio Content Market Segmentation 2014
Exhibit 31: Global Audio Downloads Market 2014-2019 (US$ billion)
Exhibit 32: Global Audio Subscription Market 2014-2019 (US$ billion)
Exhibit 33: Global Audio Streaming Market 2014-2019 (US$ billion)
Exhibit 34: Global Digital Content Market by Device 20124
Exhibit 35: Global Digital Content Market by Device 2016
Exhibit 36: Global Digital Mobile Content Market 2014-2019 (US$ billion)
Exhibit 37: Global Digital Non-mobile Content Market 2014-2019 (US$ billion)
Exhibit 38: Digitalization of Content in Different Segments
Exhibit 39: Global Digital Content Market by Geographical Segmentation 2014
Exhibit 40: Global Digital Content Market by Geographical Segmentation 2014-2019 (US$ billion)
Exhibit 41: Global Digital Content Market by Geographical Segmentation 2014-2019
Exhibit 42: Digital Content Market in North America 2014-2019 (US$ billion)
Exhibit 43: Digital Content Market in the APAC Region 2014-2019 (US$ billion)
Exhibit 44: Digital Content Market in Europe 2014-2019 (US$ billion)
Exhibit 45: Digital Content Market in the ROW 2014-2019 (US$ billion)
Exhibit 46: US: GDP Growth Rate 2008-2013 (US$ billion)
Exhibit 47: US: Contribution of Various Sectors to GDP 2013
Exhibit 48: US: GDP per Capita 2008-2013 (US$)
Exhibit 49: Per Capita GDP Growth Rate in Japan 2008-2013 (US$ billion)
Exhibit 50: CPI Inflation in Japan 2008-2013
Exhibit 51: Internet Users across Various Geography 2014 (in million)
Exhibit 52: Per Capita Disposable Income of Leading Countries 2009-2014 (US$)
Exhibit 53: Shipment of Smartphones and Tablets 2013-2018 (million units)
Exhibit 54: Smartphone Users among Mobile Phone Users 2014-2019 (percentage, billion users)
Exhibit 55: Global Smartphone and Tablet Penetration 2013-2018 (by percentage of global population)
Exhibit 56: Global Internet Penetration 2014
Exhibit 57: Mobile Phone Internet Users 2014-2019 (billion)
Exhibit 58: Average Time Spent by US Adults on Media Consumption 2010 and 2013
Exhibit 59: Global Mobile Ad Spending 2014-2019 (US$ billion)
Exhibit 60: Global Mobile App Download 2013-2018 (billion)
Exhibit 61: Time Spent by Users on Mobile Apps 2013
Exhibit 62: Global 3G/4G Subscriptions (billion) and Mobile Data Consumption (petabytes) 2013 and 2018
Exhibit 63: Number of 2G, 3G, and 4G Global Mobile Connections 2014-2019
Exhibit 64: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 65: Activision Blizzard: Product Segmentation
Exhibit 66: Amazon.com: Business Segmentation 2013
Exhibit 67: Amazon.com: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
Exhibit 68: Amazon.com: Geographical Segmentation by Revenue 2013
Exhibit 69: Product Segmentation of Apple by Revenue 2013
Exhibit 70: Product Segmentation of Apple by Revenue 2012 and 2013 (US$ billion)
Exhibit 71: Geographical Segmentation of Apple by Revenue 2013
Exhibit 72: Bloomberg: Product Segmentation 2013
Exhibit 73: Business Segmentation of CBS by Revenue 2013
Exhibit 74: Comcast: Business Segmentation by Revenue 2013
Exhibit 75: Comcast: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
Exhibit 76: Deezer: Key Applications
Exhibit 77: Deezer: Geographical Segmentation
Exhibit 78: DIRECTV: Business Segmentation by Revenue 2013
Exhibit 79: DIRECTV: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 80: DIRECTV: Geographical Segmentation by Revenue 2013
Exhibit 81: Dish Network: Business Segmentation by Revenue 2013
Exhibit 82: Dish Network: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 83: Electronic Arts: Business Segmentation by Revenue 2014
Exhibit 84: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 85: Electronic Arts: Geographical Segmentation by Revenue 2014
Exhibit 86: EMI Music Publishing: Business Segmentation
Exhibit 87: Fox Music Publishing: Clients
Exhibit 88: Fairfax Media: Business Segmentation by Revenue 2013
Exhibit 89: Fairfax Media: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 90: Fairfax Media: Geographical Segmentation by Revenue 2013
Exhibit 91: Gannett: Business Segmentation by Revenue 2013
Exhibit 92: Gannett: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
Exhibit 93: Giant Interactive: Product Segmentation
Exhibit 94: Giant Interactive: Business Segmentation by Revenue 2013
Exhibit 95: Giant Interactive: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 96: Google: Business Segmentation by Revenue 2013
Exhibit 97: Google: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 98: Google: Geographical Segmentation by Revenue 2013
Exhibit 99: GungHo Online : Business Segmentation 2013
Exhibit 100: Hachette Livre: Editorial Segmentation by Revenue 2013
Exhibit 101: Hachette Livre: Geographical Segmentation by Revenue 2013
Exhibit 102: Hungama Digital Media Entertainment: Product Segmentation 2013
Exhibit 103: King: Business Segmentation 2013
Exhibit 104: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 105: King: Geographical Segmentation by Revenue 2013
Exhibit 106: Microsoft: Business Segmentation by Revenue 2013
Exhibit 107: Microsoft: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
Exhibit 108: Microsoft: Geographical Segmentation by Revenue 2013
Exhibit 109: NCSOFT: Product Segmentation
Exhibit 110: NCSOFT: Geographical Segmentation by Revenue 2013
Exhibit 111: News: Business Segmentation by Revenue 2014
Exhibit 112: News: Business Segmentation by Revenue 2013 and 2014 (US$ million)
Exhibit 113: Nintendo: Business Segmentation by Revenue 2014
Exhibit 114: Nintendo: Business Segmentation by Revenue 2013 and 2014 (US$ million)
Exhibit 115: Nintendo: Geographical Segmentation by Revenue 2014
Exhibit 116: Reed Elsevier: Business Segmentation by Revenue 2013
Exhibit 117: Reed Elsevier: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 118: Reed Elsevier: Geographical Segmentation by Revenue 2013
Exhibit 119: Schibsted: Business Segmentation by Revenue 2013
Exhibit 120: Schibsted: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 121: Schibsted: Geographical Segmentation by Revenue 2013
Exhibit 122: Sony: Business Segmentation by Revenue 2014
Exhibit 123: Sony: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 124: Sony: Geographical Segmentation by Revenue 2014
Exhibit 125: Spotify: Geographical Presence
Exhibit 126: Take-Two Interactive Software: Business Segmentation by Revenue 2014
Exhibit 127: Take-Two Interactive Software: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 128: Take-Two Interactive Software: Geographical Segmentation by Revenue 2014
Exhibit 129: Tencent: Business Segmentation by Revenue 2013
Exhibit 130: Tencent: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 131: Tencent: Geographical Segmentation by Revenue 2013
Exhibit 132: The New York Times Company: Business Segmentation by Revenue 2013
Exhibit 133: The New York Times Company: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 134: Thomson Reuters: Business Segmentation by Revenue 2013
Exhibit 135: Thomson Reuters : Business Segmentation by Revenue 2012 and 2013 (US$ billion)
Exhibit 136: Thomson Reuters: Geographical Segmentation by Revenue 2013
Exhibit 137: Ubisoft Entertainment: Business Segmentation by Revenue 2013
Exhibit 138: Ubisoft Entertainment: Business Segmentation by Revenue 2013 (US$ million)
Exhibit 139: Ubisoft Entertainment: Geographical Segmentation by Revenue 2013
Exhibit 140: Wolters Kluwer: Business Segmentation 2013
Exhibit 141: Wolters Kluwer: Geographical Segmentation by Revenue 2013
Exhibit 142: Zynga: Business Segmentation by Revenue 2013
Exhibit 143: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 144: Zynga: Geographical Segmentation by Revenue 2013

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