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Use-IT Trend Book

Innovation Reports - 11/12/2009 Use-IT Trend Book

Consumption, Innovations & Growth Scenarios: Digital Living - Digital Entertainment - Digital communication - Valuable Internet

IDATE continues to innovate by offering up an analysis of IT consumption trends in a report that includes a review of the latest developments in communications, the Internet and media, along with a forward-looking analysis in the form of development scenarios and identification of the key innovations to watch in 2010.


Reference Language Support Nbr of page Price  
M92509 ukPDF 130 3500 euros excl. VAT order
M92509 ukpaper 130 2900 euros excl. VAT order
M92509ukPDF 139 3500 euros excl. VAT order
M92509ukpaper 139 2900 euros excl. VAT order

• What are the possible IT consumption growth scenarios between now and 2020?

• What sociological environment will surround these developments? What are the underlying sociological trends?
> Exclusive input from social research firm, Eranos

• What changes are taking place in TV and video viewing habits as Internet-ready devices become increasingly commonplace?

• How will the mobile fit into the equation? Will it host applications carried over from the fixed Web or rather new dedicated applications?

• As new consumption patterns emerge, what choices are consumers having to make?

• Which services are consumers willing to pay for?

> Europe and USA

> Report delivered with an exclusive Trend Book

      
1. EXECUTIVE SUMMARY

2. METHODOLOGY

3. SOCIOLOGY OF CONSUMPTION
3.1. "Net generation"
3.2. What next: Generation Z?
3.3. Three underlying trends that are transforming ICT usage

4. CRISES & CHANGE
4.1. The time crisis
   • The shift to digital living
4.2. The financial crisis
   • Smaller budgets but new opportunities
4.3. The energy crisis
   • Mobility and public transport

5. SCENARIOS
    Four consumption growth scenarios

5.1. Summary description of the scenarios
   5.1.1. Scenario 1: "The fallback"
   5.1.2. Scenario 2: "The connected roamer"
   5.1.3. Scenario 3: "Eco-cooning"
   5.1.4. Scenario 4: "Tribes"
5.2. Comparative analysis of the scenarios 
   5.2.1. ICT consumption
   5.2.2. Devices and the digital home
   5.2.3. Internet usage
   5.2.4. Audiovisual media 
   5.2.5. Communication 
   5.2.6. Mobile Internet
   5.2.7. Digital identity and biometrics 
5.3. Consumption forecasts up to 2020

6. DIGITAL LIVING
6.1. "Broadband everywhere"
   6.1.1. Mobiles and Internet access continue to increase  
   6.1.2. The rise of ultra high-speed access
   6.1.3. Fixed-mobile convergence
6.2. Multiple & connected devices 
   6.2.1. Increasingly high-performance devices
   6.2.2. New Internet-ready mobile handsets
   6.2.3. Close-up on the iPhone
   6.2.4. Eventual demand for Internet access on the TV
   6.2.5. Web interfaces on all devices
   6.2.6. Multiple equipment
6.3. Emerging home networks
   6.3.1. Unsatisfied expectation of content portability
   6.3.2. Still rare connection practices
   6.3.3. But reluctance over everything being connected
6.4. Internet lifestyle
   6.4.1. Growth of Internet users and time spent online
   6.4.2. Uses made of the Internet: information first
   6.4.3. Different uses by age group
6.5. The online community
   6.5.1. The social networking revolution
   6.5.2. Used chiefly by the young, but increasingly by older users
   6.5.3. Communication-centric
   6.5.4. An extension of the mobile
   6.5.5. Twitter, an unexpected hit
   6.5.6. Increasing degree of participation
6.6. Rich Internet: enhancing the Internet experience
   6.6.1. Increasingly ubiquitous video
   6.6.2. High definition 
   6.6.3. 3D: the success of IMVU
   6.6.4. Virtual identity and its limitations
   6.6.5. Biometrics and the Internet 
6.7. Free Internet 
   6.7.1. Resulting illegal downloads
   6.7.2. Free participation
6.8. Mobile Internet
   6.8.1. Slow rise of the mobile Internet
   6.8.2. Uses of the mobile Internet
   6.8.3. Google tending to expand its supremacy to the mobile
   6.8.4. Consumption stimulated by the iPhone
   6.8.5. Consumption profile 
   6.8.6. Growth impediments

7. DIGITAL ENTERTAINMENT
7.1. TV 
   7.1.1. TV maintains its power
   7.1.2. Keeping a premium offer 
   7.1.3. But challenges ahead: greying of the viewer population 
   7.1.4. A new ad-funded distribution model
   7.1.5. Multitasking weakening audience 
   7.1.6. Demand for interactivity 
   7.1.7. Increase in time-shifted viewing
   7.1.8. New consumption habits on PC and mobile 
   7.1.9. The PC as a digital VCR 
   7.1.10. Mobile TV, gap-filler 
   7.1.11. Internet providing TV with back-up
7.2. New formats 
   7.2.1. Emerging mobile video viewing patterns 
   7.2.2. Changing distribution modes for traditional videos products 
   7.2.3. New video viewing profiles
   7.2.4. Time-shifted video viewing a rival for TV
   7.2.5. YouTube still the leader 
   7.2.6. MySpace feeling the pressure from Facebook? 
7.3. Music: a shift to new distribution modes
   7.3.1. Online distribution
   7.3.2. New distribution modes expected by consumers 
7.4. Gaming 
   7.4.1. Home consoles making strides
   7.4.2. "Wii are family" 
   7.4.3. Multi-device gamers 
   7.4.4. Development of mobile gaming 
   7.4.5. Popularity of gaming on the iPhone paving the way for dematerialised distribution

8. DIGITAL COMMUNICATION
8.1. New modes of communication
   8.1.1. Social networking and wall-to-wall communication 
   8.1.2. The Twitter phenomenon 
   8.1.3. Role of young early adopters 
8.2. What choices need to be made?
   8.2.1. Modes of communication increasing in number but not replacing each other
   8.2.2. Voice calls still a popular form of communication
   8.2.3. Entering the workforce changes consumption patterns
8.3. The fixed-or-mobile choice
   8.3.1. Mobile voice calls replacing landline calls 
   8.3.2. New modes of communication developing on the mobile  
8.4. Choices to make between modes of communication 
   8.4.1. IM being swallowed up by social networks? 
   8.4.2. Integrating voice calls into social networks

9. VALUABLE INTERNET
9.1. Free Internet 
   9.1.1. Ad-funded becoming a central model for Web services (aside from access)
   9.1.2. Limits of the ad-funded model
   9.1.3. No consensus on forms of advertising 
9.2. E-commerce 
   9.2.1. Online shopping become a common practice  
   9.2.2. The Internet’s influence on offline shopping
   9.2.3. Value of the recommendation 
   9.2.4. Growing ecological awareness influencing shoppers’ choices



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