Summary
フランスの調査会社イダテ社(IDATE)の調査レポート「5G動画:今後10年間のゲームチェンジャーでありマーケットブースター」は、間もなくサービスが始まる5Gの枠組みにおける動画エンターテインメントコンテンツとサービスについて概観している。まず世界の5Gロードマップについて述べている。計画中や実地試験中のいくつかの5G動画の利用ケースについて例示し、ハイファイメディア、公共ベニュー(開催地)での利用、ユーザ生成コンテンツ(UGC)、没入型メディアという主要な4つの高度動画サービス分野のそれぞれについて述べ、動画作成や配信などの5Gに伴う収益を予測している。
また、5Gがもたらす新しいメディアエコシステムについても分析している。バリューチェーンの変化や影響をコンテンツ制作、サービス、配信、機器、消費、収益化などのセグメント毎に記載している。関連企業への影響に注目し、メディア、インターネット企業、通信会社などの企業について概説している。最後に2030年までの世界の5G動画の市場収益を、収益源毎(固定無線アクセスによる有料テレビ提供、5G有料・広告ベースの動画サービス)と主要地域毎(アジア、北米、欧州)に区分して予測している。
Summary
This report examines the prospects of video entertainment contents and services within the framework of upcoming 5G launches.
An introductory section describes the 5G roadmap in the world.
Some 5G video uses cases are then illustrated, by projects and on field tests held, within each of the four main families of enhanced video services covered (ultra-high fidelity media, public venue experiences, UGC, immersive media) and anticipated operational gains from 5G (in video production and distribution).
We also present an analysis of the new media ecosystem brought by 5G. Transformation in the chain and impacts are addressed by segment (content production, services, distribution, devices, consumption and monetisation).
The impacts on players in the chain are then highlighted and illustrated though company profiles (media, Internet and telcos).
Finally, the report details 5G video revenues market forecasts up to 2030, broken down on a worldwide basis by source of revenues (FWA pay-TV offers, 5G pay- and advertising-based video services) and by key geographic zones (Asia, North America and Europe).
Geographic area
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Europe
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North America
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World
Players
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AT&T
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Disney
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Google/YouTube
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KDDI
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RAI
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SK Telecom
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Telia
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Verizon
Other details
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Reference: M19220MRA
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Delivery: on the DigiWorld Interactive platform
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Languages available: English
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Tags: 5G roadmap, 5G video, 5G video revenues, media ecosystem, video entertainment, video services
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Table of Contents
1. Executive Summary
2. 5G roadmap
2.1. Three sets of technologies for 5G
2.2. Evolution of mobile networks towards content/video
2.3. In 2020, Europe will lagging behind where Asia or the US were in 2018-2019
2.4. 5G Roadmap in Europe
2.5. 5G has already arrived in the USA: It’s on the finishing straight of a long road on 5G
2.6. 2 billion 5G SIMs in 2025
3. 5G video use cases
3.1. Why 5G video?
3.2. All major operators tested 5G connectivity, often with video
3.3. 5G will enable four, maybe more, main species of enhanced video services
3.3.1. Ultra high fidelity media
3.3.2. Public venues: a specific use case
3.3.3. UGC and machine-generated content
3.3.4 The Promising prospects for AR/VR in 5G
3.4. 5G intends to bring Operational efficiency in video production and distribution
3.4.1 Video is the most sizeable mobile traffic, and it’s growing
3.4.2. 5G Broadcast is not yet ready
3.4.3. Towards Hybrid and converging distribution systems?
3.4.4. Can FWA be a first-comer 5G video service?
3.4.5. Efficiency gains in production and video contribution, with 5G
3.5. 5G video service requirements
4. A new ecosystem
4.1. 5G will lead to a new video ecosystem…
4.2. …involving transformation and convergence in the chain
4.3. Professional Contents
4.4. User-generated content (UGC)
4.5. Services
4.6. Distribution: towards a 5G meta network?
4.7. 5G market could first develop through FWA and 5G hotspot devices
4.8. Consumption and monetisation
5. Coopetition between players
5.1. Players: Rich opportunities ahead for media groups
5.1.1. RAI
5.1.2. Disney
5.1.3. Google/YouTube
5.2. Players: Network ownership gives telcos a natural advantage in video
5.2.1. AT&T
5.2.2. Verizon
5.2.3. SK Telecom
5.2.4. KDDI
5.2.5. Telia Finland
6. Market forecasts
6.1. Main drivers for 5G video
6.2. Main barriers to 5G video
6.3. Scope of 5G video market forecasts, 2020 – 2030
6.4. 5G video traffic estimates
6.5. Model core hypothesis for revenues
6.6. A 5G video market of 145 billion EUR in 2030
6.7. Asia will lead the 5G market, including in the video segment