オーバーザトップのインドネシア市場:コンポーネント別(ソリューション、サービス)、デバイスタイプ別(スマートフォン、スマートテレビ、ラップトップ、デスクトップおよびタブレット、ゲームコンソール)、コンテンツタイプ別(ビデオ、オーディオ/ VoIP、ゲーム、通信など)、収益 モデル別(サブスクリプション、広告、ハイブリッド、その他)、ユーザータイプ別(個人、商用)、エンドユーザー別(メディアおよびエンターテイメント、教育およびトレーニング、健康およびフィットネス、ITおよびテレコム、電子商取引)

調査会社Allied Market Research社が発行したリサーチレポート(データ管理コード:AMR20JN066)
◆英語タイトル:Indonesia Over-the-top Market by Component (Solution and Service), Device Type (Smartphones, Smart TV's, Laptops Desktops and Tablets, Gaming Consoles, Set-Top Box, and Others), Content Type (Video, Audio/VoIP, Games, Communication, and Others), Revenue Model (Subscription, Advertisement, Hybrid, and Others), User Type (Personal and Commercial), End User (Media & Entertainment, Education & Training, Health & Fitness, IT & Telecom, E-commerce, BFSI, Government, and Others): Global Opportunity Analysis and Industry Forecast, 2018-2026
◆発行会社/調査会社:Allied Market Research
◆商品コード:AMR20JN066
◆発行日:2019年11月30日
◆調査対象地域:インドネシア
◆産業分野:メディア
◆ページ数:167
◆レポート言語:英語
◆レポート形式:PDF
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★グローバルリサーチ資料[オーバーザトップのインドネシア市場:コンポーネント別(ソリューション、サービス)、デバイスタイプ別(スマートフォン、スマートテレビ、ラップトップ、デスクトップおよびタブレット、ゲームコンソール)、コンテンツタイプ別(ビデオ、オーディオ/ VoIP、ゲーム、通信など)、収益 モデル別(サブスクリプション、広告、ハイブリッド、その他)、ユーザータイプ別(個人、商用)、エンドユーザー別(メディアおよびエンターテイメント、教育およびトレーニング、健康およびフィットネス、ITおよびテレコム、電子商取引)]についてメールでお問い合わせはこちら
*** レポート概要(サマリー)***

An over-the-top (OTT) application is a service, which is used to deliver film and TV content via internet, without the need for users to subscribe to a traditional cable or satellite pay-tv service such as a Time Warner Cable and Comcast. Services that are provided by over-the-top platforms are low in cost as compared to services delivered by traditional methods. The demand for OTT services is expected to increase exponentially in the coming years, due to upsurge in penetration of smartphones and their compatibility with OTT applications. Moreover, affordable rates of high-speed mobile internet boosts the adoption of OTT services, which significantly contributes toward the growth of the Indonesia market.

The growth of the Indonesia over-the-top market is driven by factors such as increase in popularity of direct carrier billing in over-the-top market and rise in subscription of over-the-top video (SVoD) in Indonesia. In addition, economical charges of OTT services and high internet speed fuel the growth of the market. However, challenges in consumer engagement and rise in piracy of digital streaming ecosystem hinder the market growth. On the contrary, shifting focus toward the generation of local content and integration of advanced technologies such as machine learning, artificial intelligence, and others in OTT services are anticipated to offer lucrative opportunities for the market.

The Indonesia over-the-top market is segmented into component, device type, content type, revenue model, user type, end user. Depending on component, the market is bifurcated into solutions and services. On the basis of device type, it is classified into smart devices, laptops, desktops & tablets, gaming consoles, set-top box, and others. The content type segment includes video, audio/VoIP, games, communication, and others. By revenue model, the market is categorized into subscription, advertisement, transactional, and hybrid. The industry vertical segment is segregated into media & entertainment, education & training, health & fitness, sports & live events, IT & telecom, E-commerce, BFSI, government, and others.

The report analyzes the profiles of key players operating in the market, which include CatchPlay, HOOQ, Iflix, Mola TV, PT. Media Nusantara Citra Tbk. (MNC Media), Netflix Indonesia, PT Telekomunikasi Selular (Telkomsel), PT. Telekomunikasi Indonesia, Tbk (Telkom Indonesia), Vidio.com, and Viu.

KEY BENEFITS FOR STAKEHOLDERS
• The study provides an in-depth analysis of the Indonesia over-the-top market and current & future trends to elucidate the imminent investment pockets.
• Information about key drivers, restraints, and opportunities and their impact analyses on the market is provided.
• Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the Indonesia over-the-top industry.
• The quantitative analysis of the market from 2018 to 2026 is provided to determine the market potential.

KEY MARKET SEGMENTS
BY COMPONENT
• Solution
• Services

BY DEVICE TYPE
• Smartphones
• Smart TV’s
• Laptops Desktops and Tablets
• Gaming Consoles
• Set-Top Box
• others

BY CONTENT TYPE
• Video
• Audio/VoIP
• Games
• Communication
• Others

BY REVENUE MODEL
• Subscription
• Advertisement
• Hybrid
• Others

BY USER TYPE
• Personal
• Commercial

BY END USER
• Media & Entertainment
• Education & Training
• Health & Fitness
• IT & Telecom
• E-commerce
• BFSI
• Government
• Others

KEY MARKET PLAYERS
• CatchPlay
• HOOQ
• Iflix
• Mola TV, PT.
• Media Nusantara Citra Tbk. (MNC Media)
• Netflix Indonesia
• PT Telekomunikasi Selular (Telkomsel)
• PT. Telekomunikasi Indonesia, Tbk (Telkom Indonesia)
• Vidio.com
• Viu

*** レポート目次(コンテンツ)***

Chapter 1: Introduction

1.1. Report Description
1.2. Key Benefits For Stakeholders
1.3. Research Methodology

1.3.1. Secondary Research
1.3.2. Primary Research
1.3.3. Analyst Tools & Models

Chapter 2: Executive Summary

2.1. Key Findings

2.1.1. Top Impacting Factors
2.1.2. Top Investment Pockets

2.2. Cxo Perspective

Chapter 3: Market Overview

3.1. Market Definition And Scope
3.2. Market Evolution/Industry Roadmap
3.3. Porter’S Five Forces Analysis
3.4. Market Dynamics

3.4.1. Drivers

3.4.1.1. Increase In Popularity Of Direct Carrier Billing In Over-The-Top Market
3.4.1.2. Increase In Subscription Of Over-The-Top Video (Svod) In Indonesia
3.4.1.3. Rise In Penetration Of Smartphones And Their Compatibility With Ott Applications
3.4.1.4. Economical Charges Of Ott Services
3.4.1.5. High Internet Speed

3.4.2. Restraints

3.4.2.1. Challenges In Consumer Engagement
3.4.2.2. Dominance In Piracy Of Digital Streaming Ecosystem

3.4.3. Opportunities

3.4.3.1. Shift In Focus Toward The Generation Of Local Content
3.4.3.2. Integration Of Advanced Technologies In Ott Services

3.5. Impact Of Government Regulations On Indonesia Over-The-Top (Ott) Market

Chapter 4: Indonesia Over-The-Top Market, By Component

4.1. Overview
4.2. Solution

4.2.1. Key Market Trends, Growth Factors, And Opportunities
4.2.2. Market Size And Forecast

4.3. Service

4.3.1. Key Market Trends, Growth Factors, And Opportunities
4.3.2. Market Size And Forecast

Chapter 5: Indonesia Over-The-Top Market, By Device Type

5.1. Overview
5.2. Smartphones

5.2.1. Key Market Trends, Growth Factors, And Opportunities
5.2.2. Market Size And Forecast

5.3. Smart Tvs

5.3.1. Key Market Trends, Growth Factors, And Opportunities
5.3.2. Market Size And Forecast

5.4. Laptops, Desktops, And Tablets

5.4.1. Key Market Trends, Growth Factors, And Opportunities
5.4.2. Market Size And Forecast

5.5. Gaming Consoles

5.5.1. Key Market Trends, Growth Factors, And Opportunities
5.5.2. Market Size And Forecast

5.6. Set-Top Box

5.6.1. Key Market Trends, Growth Factors, And Opportunities
5.6.2. Market Size And Forecast

5.7. Others

5.7.1. Key Market Trends, Growth Factors, And Opportunities
5.7.2. Market Size And Forecast

Chapter 6: Indonesia Over-The-Top Market, By Content Type

6.1. Overview
6.2. Video

6.2.1. Key Market Trends, Growth Factors, And Opportunities
6.2.2. Market Size And Forecast

6.3. Audio/ Voip

6.3.1. Key Market Trends, Growth Factors, And Opportunities
6.3.2. Market Size And Forecast

6.4. Games

6.4.1. Key Market Trends, Growth Factors, And Opportunities
6.4.2. Market Size And Forecast

6.5. Communication

6.5.1. Key Market Trends, Growth Factors, And Opportunities
6.5.2. Market Size And Forecast

6.6. Others

6.6.1. Key Market Trends, Growth Factors, And Opportunities
6.6.2. Market Size And Forecast

Chapter 7: Indonesia Over-The-Top Market, By Revenue Model

7.1. Overview
7.2. Subscription

7.2.1. Key Market Trends, Growth Factors, And Opportunities
7.2.2. Market Size And Forecast

7.3. Advertisement

7.3.1. Key Market Trends, Growth Factors, And Opportunities
7.3.2. Market Size And Forecast

7.4. Hybrid

7.4.1. Key Market Trends, Growth Factors, And Opportunities
7.4.2. Market Size And Forecast

7.5. Others

7.5.1. Key Market Trends, Growth Factors, And Opportunities
7.5.2. Market Size And Forecast

Chapter 8: Indonesia Over-The-Top Market, By User Type

8.1. Overview
8.2. Personal

8.2.1. Key Market Trends, Growth Factors, And Opportunities
8.2.2. Market Size And Forecast

8.3. Commercial

8.3.1. Key Market Trends, Growth Factors, And Opportunities
8.3.2. Market Size And Forecast

Chapter 9: Indonesia Over-The-Top Market, By End User

9.1. Overview
9.2. Media & Entertainment

9.2.1. Key Market Trends, Growth Factors, And Opportunities
9.2.2. Market Size And Forecast

9.3. Education & Training

9.3.1. Key Market Trends, Growth Factors, And Opportunities
9.3.2. Market Size And Forecast

9.4. Health & Fitness

9.4.1. Key Market Trends, Growth Factors, And Opportunities
9.4.2. Market Size And Forecast

9.5. It & Telecom

9.5.1. Key Market Trends, Growth Factors, And Opportunities
9.5.2. Market Size And Forecast

9.6. E-Commerce

9.6.1. Key Market Trends, Growth Factors, And Opportunities
9.6.2. Market Size And Forecast

9.7. Bfsi

9.7.1. Key Market Trends, Growth Factors, And Opportunities
9.7.2. Market Size And Forecast

9.8. Government

9.8.1. Key Market Trends, Growth Factors, And Opportunities
9.8.2. Market Size And Forecast

9.9. Others

9.9.1. Key Market Trends, Growth Factors, And Opportunities
9.9.2. Market Size And Forecast

Chapter 10: Competitive Landscape

10.1. Key Player Positioning
10.2. Competitive Dashboard
10.3. Top Winning Strategies
10.4. Key Developments
10.5. New Product Launches

10.5.1. Partnership
10.5.2. Business Expansion
10.5.3. Collaboration
10.5.4. Product Development

Chapter 11: Company Profile

11.1. Catchplay

11.1.1. Company Overview
11.1.2. Key Executives
11.1.3. Company Snapshot
11.1.4. Product Portfolio
11.1.5. Key Strategic Moves And Developments

11.2. Hooq

11.2.1. Company Overview
11.2.2. Key Executives
11.2.3. Company Snapshot
11.2.4. Product Portfolio
11.2.5. Key Strategic Moves And Developments

11.3. Iflix

11.3.1. Company Overview
11.3.2. Key Executives
11.3.3. Company Snapshot
11.3.4. Product Portfolio
11.3.5. Key Strategic Moves And Developments

11.4. Mola Tv

11.4.1. Company Overview
11.4.2. Key Executives
11.4.3. Company Snapshot
11.4.4. Product Portfolio
11.4.5. Key Strategic Moves And Developments

11.5. Pt. Media Nusantara Citra Tbk. (Mnc Media)

11.5.1. Company Overview
11.5.2. Key Executives
11.5.3. Company Snapshot
11.5.4. Operating Business Segments
11.5.5. Product Portfolio
11.5.6. Business Performance

11.6. Netflix, Inc.

11.6.1. Company Overview
11.6.2. Key Executives
11.6.3. Company Snapshot
11.6.4. Operating Business Segments
11.6.5. Product Portfolio
11.6.6. R&D Expenditure
11.6.7. Business Performance
11.6.8. Key Strategic Moves And Developments

11.7. Pt Telekomunikasi Selular (Telkomsel)

11.7.1. Company Overview
11.7.2. Key Executives
11.7.3. Company Snapshot
11.7.4. Product Portfolio
11.7.5. Business Performance
11.7.6. Key Strategic Moves And Developments

11.8. Pt. Telekomunikasi Indonesia, Tbk (Telkom Indonesia)

11.8.1. Company Overview
11.8.2. Key Executives
11.8.3. Company Snapshot
11.8.4. Operating Business Segments
11.8.5. Product Portfolio
11.8.6. Business Performance
11.8.7. Key Strategic Moves And Developments

11.9. Vidio.Com

11.9.1. Company Overview
11.9.2. Key Executives
11.9.3. Company Snapshot
11.9.4. Product Portfolio
11.9.5. Key Strategic Moves And Developments

11.10. Viu

11.10.1. Company Overview
11.10.2. Key Executives
11.10.3. Company Snapshot
11.10.4. Operating Business Segments
11.10.5. Product Portfolio
11.10.6. Business Performance
11.10.7. Key Strategic Moves And Developments

List of Tables

Table 01. Indonesia Over-The-Top Market Revenue, By Component, 2018–2026 ($Million)
Table 02. Indonesia Over-The-Top Market Revenue For Solution, 2018–2026 ($Million)
Table 03. Indonesia Over-The-Top Market Revenue For Service, 2018–2026 ($Million)
Table 04. Indonesia Over-The-Top Market Revenue, By Device Type, 2018–2026 ($Million)
Table 05. Indonesia Over-The-Top Market Revenue For Smartphones, 2018–2026 ($Million)
Table 06. Indonesia Over-The-Top Market Revenue For Smart Tvs, 2018–2026 ($Million)
Table 07. Indonesia Over-The-Top Market Revenue For Laptops, Desktops, And Tablets, 2018–2026 ($Million)
Table 08. Indonesia Over-The-Top Market Revenue For Gaming Consoles, 2018–2026 ($Million)
Table 09. Indonesia Over-The-Top Market Revenue For Set-Top Box, 2018–2026 ($Million)
Table 10. Indonesia Over-The-Top Market Revenue For Other, 2018–2026 ($Million)
Table 11. Indonesia Over-The-Top Market Revenue, By Content Type, 2018–2026 ($Million)
Table 12. Indonesia Over-The-Top Market Revenue For Video, 2018–2026 ($Million)
Table 13. Indonesia Over-The-Top Market Revenue For Audio/ Voip, 2018–2026 ($Million)
Table 14. Indonesia Over-The-Top Market Revenue For Games, 2018–2026 ($Million)
Table 15. Indonesia Over-The-Top Market Revenue For Communication, 2018–2026 ($Million)
Table 16. Indonesia Over-The-Top Market Revenue For Others, 2018–2026 ($Million)
Table 17. Indonesia Over-The-Top Market Revenue, By Revenue Model, 2018–2026 ($Million)
Table 18. Indonesia Over-The-Top Market Revenue For Subscription, 2018–2026 ($Million)
Table 19. Indonesia Over-The-Top Market Revenue For Advertisement, 2018–2026 ($Million)
Table 20. Indonesia Over-The-Top Market Revenue For Hybrid, 2018–2026 ($Million)
Table 21. Indonesia Over-The-Top Market Revenue For Others, 2018–2026 ($Million)
Table 22. Indonesia Over-The-Top Market Revenue, By User Type, 2018–2026 ($Million)
Table 23. Indonesia Over-The-Top Market Revenue For Personal User, 2018–2026 ($Million)
Table 24. Indonesia Over-The-Top Market Revenue For Commercial User, 2018–2026 ($Million)
Table 25. Indonesia Over-The-Top Market Revenue, By End User, 2018–2026 ($Million)
Table 26. Indonesia Over-The-Top Market Revenue For Media & Entertainment, 2018–2026 ($Million)
Table 27. Indonesia Over-The-Top Market Revenue For Education & Training, 2018–2026 ($Million)
Table 28. Indonesia Over-The-Top Market Revenue For Health & Fitness, 2018–2026 ($Million)
Table 29. Indonesia Over-The-Top Market Revenue For It & Telecom, 2018–2026 ($Million)
Table 30. Indonesia Over-The-Top Market Revenue For E-Commerce, 2018–2026 ($Million)
Table 31. Indonesia Over-The-Top Market Revenue For Bfsi, 2018–2026 ($Million)
Table 32. Indonesia Over-The-Top Market Revenue For Government, 2018–2026 ($Million)
Table 33. Indonesia Over-The-Top Market Revenue For Others, 2018–2026 ($Million)
Table 34. Key New Product Launches, 2016–019
Table 35. Partnership, 2016–2019
Table 36. Key Expansions, 2016–2019
Table 37. Collaboration, 2017–2019
Table 38. Product Development (2016-2019)
Table 39. Catchplay: Key Executives
Table 40. Catchplay: Company Snapshot
Table 41. Catchplay: Product Portfolio
Table 42. Hooq: Key Executives
Table 43. Hooq: Company Snapshot
Table 44. Hooq: Product Portfolio
Table 45. Iflix: Key Executives
Table 46. Iflix: Company Snapshot
Table 47. Iflix: Product Portfolio
Table 48. Mola Tv: Key Executives
Table 49. Mola Tv: Company Snapshot
Table 50. Mola Tv: Product Portfolio
Table 51. Mnc Media: Key Executives
Table 52. Mnc Media: Company Snapshot
Table 53. Mnc Media: Operating Segments
Table 54. Mnc Media: Product Portfolio
Table 55. Key Executives
Table 56. Netflix, Inc.: Company Snapshot
Table 57. Netflix, Inc.: Operating Segments
Table 58. Netflix, Inc.: Product Portfolio
Table 59. Pt Telekomunikasi Selular: Key Executives
Table 60. Pt Telekomunikasi Selular: Company Snapshot
Table 61. Pt Telekomunikasi Selular: Product Portfolio
Table 62. Pt. Telekomunikasi Indonesia, Tbk: Key Executives
Table 63. Pt. Telekomunikasi Indonesia, Tbk: Company Snapshot
Table 64. Pt. Telekomunikasi Indonesia, Tbk: Operating Segments
Table 65. Pt. Telekomunikasi Indonesia, Tbk: Product Portfolio
Table 66. Vidio.Com: Key Executives
Table 67. Vidio.Com: Company Snapshot
Table 68. Vidio.Com: Product Portfolio
Table 69. Pccw Enterprises Limited: Key Executives
Table 70. Viu: Company Snapshot
Table 71. Pccw Enterprises Limited: Operating Segments
Table 72. Viu: Product Portfolio

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※当サイト上のレポートデータは弊社H&Iグローバルリサーチ運営のMarketReport.jpサイトと連動しています。
※当市場調査資料(AMR20JN066 )"オーバーザトップのインドネシア市場:コンポーネント別(ソリューション、サービス)、デバイスタイプ別(スマートフォン、スマートテレビ、ラップトップ、デスクトップおよびタブレット、ゲームコンソール)、コンテンツタイプ別(ビデオ、オーディオ/ VoIP、ゲーム、通信など)、収益 モデル別(サブスクリプション、広告、ハイブリッド、その他)、ユーザータイプ別(個人、商用)、エンドユーザー別(メディアおよびエンターテイメント、教育およびトレーニング、健康およびフィットネス、ITおよびテレコム、電子商取引)" (英文:Indonesia Over-the-top Market by Component (Solution and Service), Device Type (Smartphones, Smart TV's, Laptops Desktops and Tablets, Gaming Consoles, Set-Top Box, and Others), Content Type (Video, Audio/VoIP, Games, Communication, and Others), Revenue Model (Subscription, Advertisement, Hybrid, and Others), User Type (Personal and Commercial), End User (Media & Entertainment, Education & Training, Health & Fitness, IT & Telecom, E-commerce, BFSI, Government, and Others): Global Opportunity Analysis and Industry Forecast, 2018-2026)はAllied Market Research社が調査・発行しており、H&Iグローバルリサーチが販売します。


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