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J'son & Partners: Digital Content Market in Russia and in the world on the basis of 2012

The company estimates J'son & Partners Consulting, in 2012, the market for digital content in the world was estimated at $ 58 billion, and by 2016 is expected to increase this market to 109 billion dollars largest market in the world is the U.S. market - 38% .

The main drivers of growth in the market of digital content throughout the world are video and mobile content. The fastest growing segments of digital content in 2012 were video and mobile music - the growth of these segments in 2012 was about 62% and 99%, respectively.

Virtually all of the Russian market of digital content is a segment of online gaming, in addition, if in 2010, its share was 99%, by the end 2012 it had dropped to 97%.

The Russian market of mobile content and "monopolized" the gaming segment: its share of the results of 2012 is 98% of the market. The experts predict that by the end of 2015, online play will be the absolute leader, occupying 94% of the market revenue. However it is worth noting the high rate of growth of the market share of other segments of mobile content. Thus, the segment of mobile music, is about 0.03% of the market in 2010, according to the results of 2012 reached 0.15% of the market in 2015 is expected to increase its stake to 1.37%.

In the Russian market of digital content in 2012 amounted to $ 1.4 billion by the end of 2016 the market is expected to increase to $ 2.5 billion sale of digital content through mobile terminals, including smartphones, tablets, etc., make up about 29 %.

In this study of J'son & Partners Consulting presents market sales of digital media content through the Internet and other remote channels of communication, without taking into account the spread of digital media products via physical media.

Digital content - it's a lot of information and entertainment materials distributed in digital form through the communication channels to be used in digital devices such as a computer, a mobile terminal, a specialized unit. Digital content can be presented in the genre such as games, video, audio or text.

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