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Mobile Consumer Electronics - the nomadic era

Product Type: Market Research Report Publication Date: Feb 06, 2006
 
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SUMMARY

An analysis of the emerging trends in the mobile Consumer Electronics (CE) universe, now having to contend with increasing competition from the world of telecommunications and computing.

A fledgling but diverse market

  • The combination of digitisation, technological advancements in data storage and the ability to personalise how content is consumed have all helped fuel the development of nomad CE
  • The nomad CE market creates competition between players from different industries, all implementing distinct business models

Content availability: a central challenge

  • Online music, mobile TV and VoD beginning to drive the market
  • Personal content too is a key growth area for nomad CE
  • Still uncertain distribution (broadcasting, streaming, downloading) and billing modes
  • In the long run, fixed-mobile convergence may undermine the existence of a dedicated mobile content market

The mobile devices of tomorrow

  • Ubiquitous devices, web-enabled and personal
  • Multi-function service access kiosks
  • Standardised and interoperable portable audio & video libraries

Stakes and challenges for the industry

  • New model emerging: "portable device/service" combination
  • Portability increases time spent consuming content and its personalisation

TABLE OF CONTENTS

1. INTRODUCTION TO MOBILE CE

  • Nomadism and mobility in the digital era
  • "All digital" usage
    • Machine-to-machine transfers
    • Wide array of equipment
  • Mobile CE trends for 2006
    • The success of Apple's strategy
    • Handheld consoles: the end of the Nintendo monopoly
    • Mobile handsets becoming CE terminals
    • New generation PDAs
  • Segmentation & quantitative analysis
    • Quantitative analysis by segment

2. DEVICE TYPOLOGY & PROPERTIES

  • For each type of device
    • Operational framework and technical properties
    • Technological components
    • Additional features
      • Handheld video game consoles - a breakthrough model
      • Portable audio & video players - emerging applications
      • Mobile phones - the device of convergence?
      • Personal productivity - PDA-phones & smartphones
      • The case of mobile TV
  • Comparative analysis of the devices' key components, based on price
    • Resolution/RAM
    • Resolution/screen size
    • Weight/RAM
    • Memory/autonomy
    • Memory/weight
  • Close-up on flash memory cards
    • Memory Stick Pro Duo, RS-MMC et Mini-SD, TransFlash, MMCmicro

3. CASE STUDIES

For each product category, presentation of a selection of products, description and detailed analysis

  • Handheld consoles
    • GamePark: GP32
    • Nintendo: Dual Screen
    • Sony: PSP
    • Tapwave: Zodiac
    • Tiger Telematics: Gizmondo
  • Portable audio and video players
    • Apple: iPod, iPod mini, iPod shuffle, iPod U2
    • Archos: AV700, Gmini 400, PMA400
    • Creative: MuVo Slim, MuVo TX FM, MuVo MicroN200, Zen Touch, Zen Vision
    • Samsung: YP-D1
    • Sony: NW-D5, VGF-AP1
    • TCL-Thomson Electronics (TTE): PDP 2362, PDP 2860, Lyra 2782
  • Mobile phones
    • LG: F1200, U8200, SV360 (ou Cyon 360)
    • Nokia: N91, N-Gage
    • Motorola: (Rocker) E790, E680i
    • Samsung: SGH-Z300, SGHZ130, SPH-G1000 et SCH-G100
    • SonyEricsson: W800
  • Mobile TV & video
    • LG: LT1000
    • Motorola: V1150, E1060
    • Nokia: N90, 7710
    • Samsung: SCH-B100
  • PDAs & Smartphones
    • Motorola: A1010
    • Nokia: 6680
    • Qtek: 4040
    • Treo: 650/670

4. CHALLENGES AND FUTURE PROSPECTS

  • Technological challenges
    • Content storage: optical discs, holographic discs, hard drives…
    • Display: LCD and OLED screens, flexible screens…
    • Batteries: lithium-ion batteries, fuel cells
    • Content protection
  • Use-related challenges
    • Multi-equipment
    • Personalisation
    • Interactivity
    • Portability
  • Changing state of offers: towards multi-equipment
    • A market of technological obsolescence and substitution
    • A market of equipment replacement to acquire new features
    • A market of convergent platforms
    • A market of convergent consumption patterns and habits?
  • Changing mobile CE business models
    • Hardware and services cross subsidies
    • Hardware/service combinations driven by popular brands
    • Gradual opening up of proprietary systems
    • What role for independent players?
  • Mobile CE & Digital Rights Management: a necessary alliance
    • DRM at the heart of electronic distribution strategies and mobile CE
    • DRM system interoperability: industry incompatibilities!
    • Mobile telephony: DRM working for the market
  • Industry strategies and prospects
    • Industry strategies
      • CE and computer industry veterans' approach to mobile CE
      • The other players' approach to mobile CE: software producers, content providers, mobile access providers and telcos, mobile phone manufacturers
    • Major lessons learned from mobile telephony
      • The value chain's transformation
    • Mobile services' influence on handsets' development
      • Example of the mobile music value chain
      • Mobile services value chain and the sector's 7 business models

Mobile Consumer Electronics - the nomadic era

Publisher: IDATE

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