Video, OTT, AR & VR covers the rapid transition of video consumption devices, services, business models, and technologies toward multiscreen, IP, on-demand, and unmanaged delivery, as well as the rise of augmented and virtual reality (AR and VR) platforms in the enterprise and consumer sectors. Technology research includes service-provider and retail devices, technology transitions, network and software technologies, content protection, and operator business models. AR and VR addresses the rapid rise of new head-mounted display categories including tethered, mobile-reliant headsets, and standalone smart glasses, analysis of use cases driving adoption, assessments of technology platforms, and content expectations.
This report provides a market update of select cloud content/services along with 2015 revenue market shares (online video and gaming). Online video and gaming were chosen for this update due to the ongoing changes within the market as consumers shift viewing and gaming habits to less traditional outlets. While pay TV subscriptions remain healthy, viewers continue to enlist more OTT sources for content and as more service operators and content holders push content through these channels this trend will be sustained. In the gaming market competitive gaming and mobile remain key target areas for publishers and developers, including M&A activity.
The report includes: