OTTサービスの世界市場(~2030年):種類別(オンラインゲーム、ミュージックストリーミング、ビデオオンデマンド、通信)、収益化形式別(サブスクリプションベース、広告ベース、トランザクションベース)、ストリーミングデバイス別(スマートフォン・タブレット、ノートパソコン・デスクトップパソコン、ゲームコンソール)、サービス産業別(メディア・エンターテインメント、教育・学習、ゲー​​ム、サービスユーティリティ)

【英語タイトル】OTT Services Market Research Report: By Type (Online Gaming, Music Streaming, Video on Demand, Communication), Monetization Model (Subscription-Based, Advertising-Based, Transaction-Based), Streaming Device (Smartphones and Tablets, Laptops and Desktops, Gaming Consoles), Service Vertical (Media and Entertainment, Education and Learning, Gaming, Service Utilities) - Global Industry Analysis and Growth Forecast to 2030

P&S Market Researchが出版した調査資料(PS21NO046)・商品コード:PS21NO046
・発行会社(調査会社):P&S Market Research
・発行日:2021年11月
・ページ数:n/a
・レポート言語:英語
・レポート形式:PDF
・納品方法:Eメール
・調査対象地域:グローバル
・産業分野:サービス
◆販売価格オプション(消費税別)
Single UserUSD4,900 ⇒換算¥725,200見積依頼/購入/質問フォーム
5 UserUSD6,400 ⇒換算¥947,200見積依頼/購入/質問フォーム
Enterprise UserUSD8,400 ⇒換算¥1,243,200見積依頼/購入/質問フォーム
販売価格オプションの説明
※お支払金額:換算金額(日本円)+消費税
※納期:即日〜2営業日(3日以上かかる場合は別途表記又はご連絡)
※お支払方法:納品日+5日以内に請求書を発行・送付(請求書発行日より2ヶ月以内に銀行振込、振込先:三菱UFJ銀行/H&Iグローバルリサーチ株式会社、支払期限と方法は調整可能)
❖ レポートの概要 ❖

本市場調査資料では、OTTサービスの世界市場を広く調査・分析し、調査背景、調査手法、エグゼクティブサマリー、産業専門家の意見/KOL、市場指標、種類別(オンラインゲーム、ミュージックストリーミング、VoD、通信、その他)分析、収益化形式別(サブスクリプションベース、広告ベース、トランザクションベース)分析、ストリーミングデバイス別(スマートフォン・タブレット、スマートTV、ノートパソコン・デスクトップパソコン、ゲームコンソール、その他)分析、サービス産業別(メディア・エンターテインメント、教育・学習、ゲー​​ム、サービスユーティリティ)分析、産業動向、政策・規制状況、市場規模・予測、地域別分析、競争状況、企業情報など、以下の構成でまとめております。
・調査背景
・調査手法
・エグゼクティブサマリー
・産業専門家の意見/KOL
・市場指標
・OTTサービスの世界市場規模:種類別(オンラインゲーム、ミュージックストリーミング、VoD、通信、その他)
・OTTサービスの世界市場規模:収益化形式別(サブスクリプションベース、広告ベース、トランザクションベース)
・OTTサービスの世界市場規模:ストリーミングデバイス別(スマートフォン・タブレット、スマートTV、ノートパソコン・デスクトップパソコン、ゲームコンソール、その他)
・OTTサービスの世界市場規模:サービス産業別(メディア・エンターテインメント、教育・学習、ゲー​​ム、サービスユーティリティ)
・産業動向
・政策・規制状況
・市場規模・予測
・OTTサービスの世界市場規模:地域別
・競争状況
・企業情報

Market Overview
The global over-the-top (OTT) services market generated ~$92 billion revenue in 2020. The key factors responsible for the market’s growth include the rising penetration of the internet and smart devices and increasing internet speed.

The COVID-19 pandemic with the imposition of multiple lockdowns had a positive impact on the OTT services market. People were forced to stay home which brought a surge in the online content being consumed around the world. According to the India Brand Equity Foundation, the OTT sector in India grew by 30% during the lockdown (between March and July 2020). As COVID-19 continues to spread around the world many moviemakers are releasing new movies on OTT platforms, which is further creating traction in their subscription rate.

Smartphones and Tablets Category Held Largest Market Share in 2020
The increasing usage of smartphones and tablets coupled with the growing internet penetration has been responsible for the dominance of the smartphones and tablets category on the streaming device segment in the OTT services market. In recent years, due to technological advancements, internet penetration has increased drastically. According to the World Bank, the percentage of the population using the internet increased from 34.2% in 2012 to 51.1% in 2019. Furthermore, the average usage of smartphones is increasing day by day, in part due to the availability of streaming applications such as Netflix, Amazon Prime, and Hulu, on such portable devices.

Transaction-Based Model to Show Highest Growth Rate during Forecast Period
The transaction-based model is projected to show the fastest growth during the forecast period, based on monetization model. Through this model, the key players in the OTT services market generate revenue by selling the license of a software product which can be used by a single user or a group of users. In addition, consumers tend to purchase the whole content such as a full-license video game with all the features to avail the full benefits of online gaming.

North America Held Largest Market Size in 2020
The high penetration of smart devices such as smart TVs, smartphones, and tablets, combined with the high internet penetration makes North America the largest OTT services market in 2020. In 2018, according to the World Bank, 88.5% of the total regional population has access to the internet. Furthermore, the strong economy of the countries in North America is responsible for advancements in technologies which further helps in digitalization. Additionally, due to the presence of a number of companies in the region, the competitive scenario brings benefits such as package flexibility and better availability of regional content, which enhances the user experience.

Deployment of 5G Is Key Trend in Market for Over-The-Top Services Market
With modernization, the way people spend their leisure time has changed. The availability of internet-enabled devices, coupled with more-affordable internet plans, has resulted in people spending more time on online media and entertainment, gaming, and other platforms. Additionally, 5G networks offer increased data speed, while also lowering the cost. Therefore, due to the need for enhanced internet speed and surging usage of state-of-the-art applications, the deployment of 5G network and services is expected to increase in sectors the media and entertainment, commercial, education, healthcare, finance, and many other sectors. Some of the countries that have begun deploying 5G network are Australia, South Korea, Taiwan, Japan, the U.S., the U.K., and Germany. Thus, the deployment of 5G networks is a major trend in the OTT services market.

Increasing Internet and Smart Device Penetration Propelling Market Advance
The affordable nature of smart devices and their ability to access high-speed internet has brought users closer to the content available online. Consumers can access OTT content through internet-connected phones (including Android and iOS mobile devices), smart TVs, set-top boxes, gaming consoles, tablets, desktop, and laptop computers. In addition, the average time spent on smart devices is increasing, as people are spending more time using various applications on these smart devices.

Moreover, the internet is impacting distribution and consumption channels for media. With better network coverage and advanced technologies (4G/LTE, 5G, and optical fiber networks), data consumption across the globe has risen. Hence, with the rising internet and smart devices penetration, the target audience for OTT platforms will increase significantly.

❖ レポートの目次 ❖

Chapter 1. Research Background
1.1 Research Objectives
1.2 Market Definition
1.3 Analysis Period
1.4 Market Data Reporting Unit
1.4.1 Value
1.5 Market Size Breakdown by Segment
1.5.1 Market Segmentation by Type
1.5.2 Market Segmentation by Monetization Model
1.5.3 Market Segmentation by By Streaming Device
1.5.4 Market Segmentation by By Service Vertical
1.5.5 Market Segmentation by Region
1.5.6 Market Segment Analysis of Countries
1.6 Key Stakeholders
Chapter 2. Research Methodology
2.1 Secondary Research
2.1.1 Paid
2.1.2 Unpaid
2.1.3 P&S Intelligence Database
2.2 Primary Research
2.2.1 Breakdown of Primary Research, by Region
2.2.2 Breakdown of Primary Research, by Industry Participant
2.2.3 Breakdown of Primary Research, by Designation
2.2.4 Breakdown of Primary Research, by Company Type
2.3 Market Size Estimation
2.4 Data Triangulation
2.5 Currency Conversion Rates
2.6 Notes and Caveats
Chapter 3. Executive Summary
Chapter 4. Voice of Industry Experts/KOLs
Chapter 5. Market Indicators
Chapter 6. Definition of Market Segments
6.1 By Type
6.1.1 Online Gaming
6.1.2 Music Streaming
6.1.3 VoD
6.1.4 Communication
6.1.5 Others
6.2 By Monetization Model
6.2.1 Subscription-based
6.2.2 Advertising-based
6.2.3 Transaction-based
6.3 By Streaming Device
6.3.1 Smartphones and Tablets
6.3.2 Smart TVs
6.3.3 Laptops and Desktops
6.3.4 Gaming Consoles
6.3.5 Others
6.4 By Service Vertical
6.4.1 Media and Entertainment
6.4.2 Education and Learning
6.4.3 Gaming
6.4.4 Service Utilities
Chapter 7. Industry Outlook
7.1 Market Dynamics
7.1.1 Trends
7.1.2 Drivers
7.1.3 Impact analysis of drivers on market forecast
7.1.4 Restraints
7.1.5 Impact analysis of restraints on market forecast
7.2 Impact of COVID-19 on OTT Services Market
7.4 Porter’s Five Forces Analysis
7.4.1 Bargaining Power of Buyers
7.4.2 Bargaining Power of Suppliers
7.4.3 Intensity of Rivalry
7.4.4 Threat of New Entrants
7.4.5 Threat of Substitutes
Chapter 8. Policy and Regulatory Landscape
Chapter 9. Global Market Size and Forecast
9.1 Overview
9.2 Market Revenue, by Type (2015–2030)
9.3 Market Revenue, by Monetization Model (2015–2030)
9.4 Market Revenue, by Streaming Device (2015–2030)
9.5 Market Revenue, by Service Vertical (2015–2030)
9.6 Market Revenue, by Region (2015–2030)
Chapter 10. North America Market Size and Forecast
10.1 Overview
10.2 Market Revenue, by Type (2015–2030)
10.3 Market Revenue, by Monetization Model (2015–2030)
10.4 Market Revenue, by Streaming Device (2015–2030)
10.5 Market Revenue, by Service Vertical (2015–2030)
10.6 Market Revenue, by Country (2015–2030)
Chapter 11. Europe Market Size and Forecast
11.1 Overview
11.2 Market Revenue, by Type (2015–2030)
11.3 Market Revenue, by Monetization Model (2015–2030)
11.4 Market Revenue, by Streaming Device (2015–2030)
11.5 Market Revenue, by Service Vertical (2015–2030)
11.6 Market Revenue, by Country (2015–2030)
Chapter 12. APAC Market Size and Forecast
12.1 Overview
12.2 Market Revenue, by Type (2015–2030)
12.3 Market Revenue, by Monetization Model (2015–2030)
12.4 Market Revenue, by Streaming Device (2015–2030)
12.5 Market Revenue, by Service Vertical (2015–2030)
12.6 Market Revenue, by Country (2015–2030)
Chapter 13. LATAM Market Size and Forecast
13.1 Overview
13.2 Market Revenue, by Type (2015–2030)
13.3 Market Revenue, by Monetization Model (2015–2030)
13.4 Market Revenue, by Streaming Device (2015–2030)
13.5 Market Revenue, by Service Vertical (2015–2030)
13.6 Market Revenue, by Country (2015–2030)
Chapter 14. MEA Market Size and Forecast
14.1 Overview
14.2 Market Revenue, by Type (2015–2030)
14.3 Market Revenue, by Monetization Model (2015–2030)
14.4 Market Revenue, by Streaming Device (2015–2030)
14.5 Market Revenue, by Service Vertical (2015–2030)
14.6 Market Revenue, by Country (2015–2030)
Chapter 15. U.S. Market Size and Forecast
15.1 Market Revenue, by Type (2015–2030)
15.2 Market Revenue, by Monetization Model (2015–2030)
15.3 Market Revenue, by Streaming Device (2015–2030)
15.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 16. Canada Market Size and Forecast
16.1 Market Revenue, by Type (2015–2030)
16.2 Market Revenue, by Monetization Model (2015–2030)
16.3 Market Revenue, by Streaming Device (2015–2030)
16.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 17. Germany Market Size and Forecast
17.1 Market Revenue, by Type (2015–2030)
17.2 Market Revenue, by Monetization Model (2015–2030)
17.3 Market Revenue, by Streaming Device (2015–2030)
17.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 18. France Market Size and Forecast
18.1 Market Revenue, by Type (2015–2030)
18.2 Market Revenue, by Monetization Model (2015–2030)
18.3 Market Revenue, by Streaming Device (2015–2030)
18.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 19. U.K. Market Size and Forecast
19.1 Market Revenue, by Type (2015–2030)
19.2 Market Revenue, by Monetization Model (2015–2030)
19.3 Market Revenue, by Streaming Device (2015–2030)
19.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 20. Italy Market Size and Forecast
20.1 Market Revenue, by Type (2015–2030)
20.2 Market Revenue, by Monetization Model (2015–2030)
20.3 Market Revenue, by Streaming Device (2015–2030)
20.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 21. Spain Market Size and Forecast
21.1 Market Revenue, by Type (2015–2030)
21.2 Market Revenue, by Monetization Model (2015–2030)
21.3 Market Revenue, by Streaming Device (2015–2030)
21.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 22. China Market Size and Forecast
22.1 Market Revenue, by Type (2015–2030)
22.2 Market Revenue, by Monetization Model (2015–2030)
22.3 Market Revenue, by Streaming Device (2015–2030)
22.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 23. Japan Market Size and Forecast
23.1 Market Revenue, by Type (2015–2030)
23.2 Market Revenue, by Monetization Model (2015–2030)
23.3 Market Revenue, by Streaming Device (2015–2030)
23.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 24. India Market Size and Forecast
24.1 Market Revenue, by Type (2015–2030)
24.2 Market Revenue, by Monetization Model (2015–2030)
24.3 Market Revenue, by Streaming Device (2015–2030)
24.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 25. Australia Market Size and Forecast
25.1 Market Revenue, by Type (2015–2030)
25.2 Market Revenue, by Monetization Model (2015–2030)
25.3 Market Revenue, by Streaming Device (2015–2030)
25.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 26. South Korea Market Size and Forecast
26.1 Market Revenue, by Type (2015–2030)
26.2 Market Revenue, by Monetization Model (2015–2030)
26.3 Market Revenue, by Streaming Device (2015–2030)
26.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 27. Brazil Market Size and Forecast
27.1 Market Revenue, by Type (2015–2030)
27.2 Market Revenue, by Monetization Model (2015–2030)
27.3 Market Revenue, by Streaming Device (2015–2030)
27.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 28. Mexico Market Size and Forecast
28.1 Market Revenue, by Type (2015–2030)
28.2 Market Revenue, by Monetization Model (2015–2030)
28.3 Market Revenue, by Streaming Device (2015–2030)
28.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 29. Saudi Arabia Market Size and Forecast
29.1 Market Revenue, by Type (2015–2030)
29.2 Market Revenue, by Monetization Model (2015–2030)
29.3 Market Revenue, by Streaming Device (2015–2030)
29.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 30. South Africa Market Size and Forecast
30.1 Market Revenue, by Type (2015–2030)
30.2 Market Revenue, by Monetization Model (2015–2030)
30.3 Market Revenue, by Streaming Device (2015–2030)
30.4 Market Revenue, by Service Vertical (2015–2030)
Chapter 31. Competitive Landscape
31.1 List of Market Players and Their Offerings
31.2 Market Share Analysis of Key Players
31.3 Competitive Analysis of Key Players
31.4 Product Comparison of Key Players
31.5 Recent Strategic Developments by Key Players
Chapter 32. Company Profiles
32.1 Netflix Inc.
32.1.1 Business Overview
32.1.2 Product and Service Offerings
32.1.3 Key Financial Summary
32.2 Company 2
32.2.1 Business Overview
32.2.2 Product and Service Offerings
32.2.3 Key Financial Summary
32.3 Company 3
32.3.1 Business Overview
32.3.2 Product and Service Offerings
32.3.3 Key Financial Summary
32.4 Company 4
32.4.1 Business Overview
32.4.2 Product and Service Offerings
32.4.3 Key Financial Summary
32.5 Company 5
32.5.1 Business Overview
32.5.2 Product and Service Offerings
32.5.3 Key Financial Summary
32.6 Company 6
32.6.1 Business Overview
32.6.2 Product and Service Offerings
32.6.3 Key Financial Summary
32.7 Company 7
32.7.1 Business Overview
32.7.2 Product and Service Offerings
32.7.3 Key Financial Summary
32.8 Company 8
32.8.1 Business Overview
32.8.2 Product and Service Offerings
32.8.3 Key Financial Summary
32.9 Company 9
32.9.1 Business Overview
32.9.2 Product and Service Offerings
32.9.3 Key Financial Summary
32.10 Company 10
32.10.1 Business Overview
32.10.2 Product and Service Offerings
32.10.3 Key Financial Summary
Chapter 33. Appendix
33.1 Abbreviations
33.2 Sources and References
33.3 Related Reports



★調査レポート[OTTサービスの世界市場(~2030年):種類別(オンラインゲーム、ミュージックストリーミング、ビデオオンデマンド、通信)、収益化形式別(サブスクリプションベース、広告ベース、トランザクションベース)、ストリーミングデバイス別(スマートフォン・タブレット、ノートパソコン・デスクトップパソコン、ゲームコンソール)、サービス産業別(メディア・エンターテインメント、教育・学習、ゲー​​ム、サービスユーティリティ)] (コード:PS21NO046)販売に関する免責事項を必ずご確認ください。
★調査レポート[OTTサービスの世界市場(~2030年):種類別(オンラインゲーム、ミュージックストリーミング、ビデオオンデマンド、通信)、収益化形式別(サブスクリプションベース、広告ベース、トランザクションベース)、ストリーミングデバイス別(スマートフォン・タブレット、ノートパソコン・デスクトップパソコン、ゲームコンソール)、サービス産業別(メディア・エンターテインメント、教育・学習、ゲー​​ム、サービスユーティリティ)]についてメールでお問い合わせ


◆H&Iグローバルリサーチのお客様(例)◆