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Overview:
Streaming Media Key to 3G Wireless' Success
Hundreds of $Billions Riding on New Technologies & Business Models
Operators of third generation wireless networks must deliver a vast choice of streaming media at affordable prices or face one of the biggest financial disasters in history. That is one of the conclusions of the new 223-page study, Wireless Streaming Media: Markets & Business Opportunities.
This report details the challenges of creating profitable 3G services. Operators require more than just new radio and backbone networks; they need scalable content servers, portable media players, and industry-wide support for micropayments.
Wireless streaming will make or break operators, manufacturers, and content providers, If they get it right, it will lead to new business and consumer applications, higher average revenue per user (ARPU) per month, and lower subscriber churn.
Wireless Streaming Media: Markets & Business Opportunities includes an Executive Summary with answers to key questions about 3G wireless performance and cost, plus subscriber and service revenue forecasts for North America, Europe, and Asia. The Enabling Technologies section explores media players, data compression, air interfaces (GPRS, cdma2000, and W-CDMA), and digital rights management (DRM). The Applications section reveals which streaming content people are paying for today, while the Markets section explains why youth will be the dominant segment. Over 70 vendors are profiled including ActiveSky, Bluekite, CelVibe, CyberCash, Digital Bridsges, Hiwire, I-drive, InterTrust Technologies, Inviso, Liquid Audio, Live365, Mobile Engines, Packet Video, Qualcomm, Solid Streaming, and StreamSearch.
Additional conclusions found in Wireless Streaming Media: Markets & Business Opportunities:
- 3G wireless operators must develop integrated business models leveraging new capabilities such as advertising insertion, Internet-based storage, radio locating, and digital cash.
- W-CDMA and cdma2000 networks are capable of streaming audio and video to large numbers of users. GSM's 2.5G solution (GPRS) is not, and must focus on text, graphics, animation, and electronic music.
- Public wireless LANs will offer enhanced streaming services at prime locations such as airports. 3G wireless operators must team up with public wireless LAN operators to develop hybrid services and dual-mode devices.
- Mobile handsets will become multimedia terminals, and wireless will become a standard option for PDAs, MP3 players, and digital cameras. Wireless digital cameras will print to the Web. Wireless MP3 players will play music stored in digital lockers.
- Copyrighted material will be secured from unauthorized redistribution. But the music industry must also change. Wireless delivery of digital content eliminates costs associated with traditional packaging, transportation, and retail store shelf space.
Table of Contents
1. Executive Summary
- 1.1 Are 2.5G and 3G Wireless Networks Capable of Handling Streaming Media?
- 1.2 Will Wireless Streaming Content Be Affordable?
- 1.3 The Key Technical and Business Hurdles
- 1.4 Business Models and Strategies
- 1.5 Forecasts
- 1.6 Key Conclusions
2. Wireless Streaming Media
- 2.1 New capabilities
- 2.1.1 Content on demand
- 2.1.2 Targeted content & advertising
- 2.1.3 Digital packaging
- 2.1.4 Ubiquitous access
- 2.2 New markets
- 2.2.1 Business market
- 2.2.2 Youth market
- 2.2.3 Local-global market
- 2.3 New industry
- 2.3.1 Sellers & buyers
- 2.3.2 Can digital content be protected?
- 2.3.3 Finding a place in the new value chain
- 2.3.4 Blurring line between broadcasters & audiences
3. Enabling Technologies
- 3.1 Streaming audio and video: transmission
- 3.2 Streaming audio and video: leading players
- 3.2.1 QuickTime Player
- 3.2.2 Microsoft Windows Media Player
- 3.2.3 RealPlayer
- 3.2.4 Winamp
- 3.3 Niche players
- 3.3.1 Lycos Sonique
- 3.3.2 GriNS
- 3.3.3 Hypermedia presentation and authoring system (HPAS)
- 3.3.4 SoundJam
- 3.4 Protected content players
- 3.4.1 ATRAC3
- 3.4.2 a2bmusic
- 3.4.3 Liquid Audio
- 3.4.4 MJF
- 3.5 Wireless streaming media
- 3.5.1 PacketVideo's PVPlatform
- 3.5.2 Compact media extension (CMX)
- 3.5.3 Binary runtime environment for wireless (BREW)
- 3.5.4 Koan vector audio
- 3.6 Sound file formats
- 3.6.1 CD Formats
- 3.6.2 Digital versatile disc (DVD)
- 3.6.3 MiniDisc
- 3.6.4 DataPlay minidiscs
- 3.7 Audio/video compression standards
- 3.7.1 Moving picture experts group (MPEG)
- 3.7.2 MPEG-1
- 3.7.3 MPEG-2
- 3.7.4 MPEG layer-3 audio (MP3)
- 3.7.5 Vector quantization format (VQF)
- 3.7.6 MPEG-4
- 3.7.7 MP3Pro
- 3.7.8 Conclusions regarding player technologies
- 3.8 Transport
- 3.8.1 The Internet backbone
- 3.8.2 Wide area networks
- 3.8.2.1 Satellite radio
- 3.8.2.2 Digital audio broadcasting (DAB)
- 3.8.2.3 Digital TV
- 3.8.3 Last/first mile
- 3.8.3.1 Broadband fixed wireless
- 3.8.3.2 Cellular/PCS (2G, 2.5G, and 3G)
- 3.8.4 Last/first one hundred feet
- 3.8.4.1 Bluetooth
- 3.8.4.2 HomeRF
- 3.8.4.3 Wireless Ethernet
- 3.8.4.4 Public wireless LANs
- 3.9 Protocols
- 3.9.1 H.323
- 3.9.2 Session Initiation Protocol (SIP)
- 3.9.3 H.323 versus SIP
- 3.9.4 Signaling protocols
- 3.9.5 Multi/unicast protocols: real time transport protocol (RTP)
- 3.9.6 Multi/unicast protocols: real time control protocol (RTCP)
- 3.9.7 Multi/unicast protocols: resource reservation protocol (RSVP)
- 3.9.8 Multi/unicast protocols: real time streaming protocol (RTSP)
- 3.9.9 Routing protocol: Internet group management protocol (IGMP)
- 3.9.10 Transport protocol: registration, admission, & status (RAS)
- 3.9.11 Transport protocol: session description protocol (SDP)
- 3.9.12 Transport protocol: media gateway control protocol (MGCP)
- 3.9.13 Transport protocol: session announcement protocol (SAP)
- 3.9.14 Intercast
- 3.10 Streaming media commerce
- 3.10.1 Digital rights management (DRM)
- 3.10.2 Digital cash (micropayments)
- 3.10.3 Napster's impact
- 3.11 Multimedia Languages
- 3.11.1 Synchronized multimedia integration language (SMIL)
- 3.11.2 Advanced streaming format (ASF)
- 3.11.3 HTML+TIME
- 3.12 Searching audio and video content
4. Regulatory Issues
- 4.1 Copyright protection
- 4.2 Broadcast regulation
- 4.3 Fair use
- 4.4 The 4 Rs: reading, writing, ripping, and renaming
- 4.5 DRM initiatives
- 4.5.1 Secure digital music initiative (SDMI)
- 4.5.2 High-bandwidth digital content protection (HDCP)
5. Organizations
- 5.1 Electronic Frontier Foundation
- 5.2 Digital Future Coalition (DFC)
- 5.3 Digital Media Association (DiMA)
- 5.4 Internet Streaming Media Alliance (ISMA)
- 5.5 The IP Multicast Initiative (IPMI)
- 5.6 Multiparty Multimedia Session Control (MMUSIC) Working Group
- 5.7 Audio/Video Transport (AVT) Working Group
- 5.8 National Association of Broadcasters (NAB)
- 5.9 Motion Picture Association of America (MPAA)
- 5.10 Recording Industry Association of America (RIAA)
- 5.11 International Federation of the Phonographic Industries (IFPI)
- 5.12 Performing Rights Society
- 5.13 Mechanical Copyright Protection Society (MCPS)
- 5.14 Digital Audio Visual Council (DAVIC)
- 5.15 Wireless Multimedia Forum
6. Applications
- 6.1 By content
- 6.1.1 Video
- 6.1.2 Music
- 6.1.3 News
- 6.1.4 Gambling
- 6.1.5 Adult
- 6.1.6 Games
- 6.1.7 Education
- 6.1.8 Advertising
- 6.1.9 Books
- 6.1.10 Sports
- 6.2 By Location
- 6.2.1 Fixed
- 6.2.1.1 Home
- 6.2.1.2 Office
- 6.2.2 Mobile
- 6.2.2.1 Automobile
- 6.2.2.2 Pedestrian
- 6.2.2.3 Planes, ships, trains
- 6.2.2.4 Remote
7. Markets
- 7.1 By Customer
- 7.1.1 Young children (1995 to present)
- 7.1.2 Generation Y (born 1977 to 1994)
- 7.1.3 Generation X (born 1965 to 1976)
- 7.1.4 Baby boomers (born 1946 to 1964)
- 7.1.5 Senior (born before 1945)
- 7.1.6 Rural
- 7.1.7 Professional
- 7.1.8 Hedonists
- 7.2 By Industry
- 7.2.1 Entertainment
- 7.2.1.1 Independent labels (indies)
- 7.2.1.2 Artists
- 7.2.1.3 Radio and TV broadcasters
- 7.2.1.4 Music wholesalers and retailers
- 7.2.1.5 Royalty collection service providers (RCSP)
- 7.2.2 Education/training
- 7.2.3 News
- 7.2.4 Advertising
8. Business Opportunities
- 8.1 Opportunities for file sharing services
- 8.2 Opportunities for hardware manufacturers
- 8.3 Opportunities for mobile telephone service providers
- 8.4 Opportunities for software developers
- 8.5 Opportunities for ASPs
- 8.6 Opportunities for content producers
- 8.7 Opportunities for content delivery
9. Vendor Profiles
- 9.1 Content Providers
- 9.1.1 Emusic.com
- 9.1.2 Ifilm
- 9.1.3 Listen.com
- 9.1.4 Live365
- 9.1.5 MP3.com
- 9.1.6 NetRadio.com
- 9.2 Content Delivery
- 9.2.1 Bluekite
- 9.2.2 CelVibe
- 9.2.3 Earjam.com, Inc.
- 9.2.4 Emblaze Systems (formerly GEO Interactive Media Group)
- 9.2.5 Enigma Digital
- 9.2.6 Freenet
- 9.2.7 Global Media
- 9.2.8 iBEAM Broadcasting Corp.
- 9.2.9 Jigami
- 9.2.10 Kanakaris Wireless
- 9.2.11 Liquid Audio
- 9.2.12 MobileEngines
- 9.2.13 Mojonation.net
- 9.2.14 Myplay, Inc.
- 9.2.15 Napster
- 9.2.16 On2.com, Inc
- 9.2.17 PacketVideo
- 9.2.18 POPcast
- 9.2.19 SolidStreaming
- 9.2.20 Stream Theory Inc.
- 9.2.21 XStreamVoice Inc.
- 9.3 Content Protection
- 9.3.1 Copyright.net
- 9.3.2 Digital World Services, LLC.
- 9.3.3 InterTrust Technologies Corp.
- 9.3.4 Reciprocal
- 9.3.5 SealedMedia
- 9.4 Digital Cash (Micropayments)
- 9.4.1 Clickshare Services Corp.
- 9.4.2 CyberCash, Inc.
- 9.4.3 Echarge
- 9.4.4 EHPT
- 9.4.5 InternetCash Corp.
- 9.4.6 Ipin
- 9.4.7 NewGenPay
- 9.4.8 Paypal
- 9.4.9 Qpass
- 9.4.10 WebMetering Ltd.
- 9.5 Broadband Wireless
- 9.5.1 ADC Telecommunications
- 9.5.2 Airspan Networks
- 9.5.3 Flarion
- 9.5.4 hereUare Communications, Inc.
- 9.5.5 Hybrid Networks, Inc.
- 9.5.6 Tantivy
- 9.5.7 Teligent
- 9.5.8 Wi-LAN
- 9.5.9 Winstar
- 9.6 Audio/Visual Search
- 9.6.1 Comparisonics
- 9.6.2 SingingFish.com
- 9.6.3 StreamSearch
- 9.7 Portable and Other Devices
- 9.7.1 3COM
- 9.7.2 Akoo.com
- 9.7.3 AudioRamp, Inc.
- 9.7.4 iM Networks, Inc. (formerly Sonicbox)
- 9.7.5 Panja, Inc.
- 9.7.6 SonicBlue (formerly S3)
- 9.8 Other Important or Interesting Players
- 9.8.1 ActiveSky
- 9.8.2 Digital Bridges Ltd.
- 9.8.3 Hiwire
- 9.8.4 I-Drive
- 9.8.5 Inviso, Inc.
- 9.8.6 Orchimedia
- 9.8.7 Parthus Technologies PLC
- 9.8.8 Picofun AB
- 9.8.9 Qualcomm
- 9.8.10 SnapStream Media
- 9.8.11 SSEYO Ltd.
- 9.8.12 SurferNETWORK.com
- 9.8.13 Togabi Technologies
- 9.8.14 UIEvolution
Tables
- Table 1 Leading Wireless Operators' Current per Megabyte Pricing
- Table 2 One Megabyte of Data: Transmission Time & Cost
- Table 3 Applications for Wireless Upload/Download of Digital Content
- Table 4 Old Content Packaging Versus New Packaging
- Table 5 Radio and TV Broadcast Stations
- Table 6 Video Standards Comparison
- Table 7 Radio Broadcast Stations
- Table 8 Television Broadcast Stations
- Table 9 GPRS Deployment Status, by country
- Table 10 Cdma2000 Deployment Status, by operator
- Table 11 Comparison of GPRS, cdma2000, and W-CDMA (initial versions)
- Table 12 Bluetooth Transmission Modes
- Table 13 Factors Inhibiting/Driving Public Wireless LANs
- Table 14 H323 versus SIP
- Table 15 Factors Driving/Inhibiting Digital Rights Management Solutions
- Table 16 Factors Driving/Inhibiting Digital Cash
- Table 17 Digital Cash Solutions
- Table 18 MP3 Ripping Software
- Table 19 Music Industry Associations
- Table 20 Music Rights Clearance Organizations
- Table 21 Music Performing Rights Societies
- Table 22 Music Mechanical Rights Societies and Collection Agencies
- Table 23 Music Publisher Organizations
- Table 24 Songwriter Organizations
- Table 25 IP Multicasting Standards
- Table 26 Service Providers supporting IP Multicasting
- Table 27 Factors Driving/Inhibiting Wireless Advertising
- Table 28 Factors Driving/Inhibiting Net-based Storage
- Table 29 What are Web surfers searching for?
- Table 30 Resident Population Estimates by 5-Year Age Groups (past)
- Table 31 Projected Total Resident Population by 5-Year Age Group
- Table 32 Online Entertainment, by user percentages
- Table 33 What kids do online (age 8 to 12).
- Table 34 Reasons Teens Go Online
- Table 35 Recording Media Manufacturers Value
Figures
- Figure 1 Forecasted Wireless Streaming Users (in millions, 2001 - 2006)
- Figure 2 Forecasted Wireless Streaming Service Revenue (in $millions, 2001 - 2006)
- Figure 3 Forecasted Wireless Streaming Users in N. America (in millions, 2001 - 2006)
- Figure 4 Forecasted Wireless Streaming Users in Europe (in millions, 2001 - 2006) Figure 5 Forecasted Wireless Streaming Users in Asia (in millions, 2001 - 2006) Figure 6 The Wireless Operator Value Chain
- Figure 7 H.323 Protocols
- Figure 8 H.323 Protocol Stack
- Figure 9 Persons under age 18 (in millions)
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