インドネシアのオーバーザトップ(OTT)市場2020年-2027年: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、コンテンツタイプ別、収益モデル別、ユーザータイプ別

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:AMR21AP005)
◆英語タイトル:Indonesia Over-The-Top (OTT) Market by Component (Solutions and Services), Device Type (Smart Devices, Laptops, Desktops & Tablets, Gaming Consoles, Set-Top Box, and Others), Content Type (Video, Audio/VoIP, Games, Communication, And Others), Revenue Model (Subscription, Advertisement, Transactional, and Hybrid), User Type (Personal and Commercial), and End User (Media & Entertainment, Education & Training, Health & Fitness, Sports & Live Events, IT & Telecom, E-commerce, BFSI, Government, and Others): Opportunity Analysis and Industry Forecast, 2020–2027
◆発行会社/調査会社:Allied Market Research
◆商品コード:AMR21AP005
◆発行日:2021年2月23日
◆調査対象地域:インドネシア
◆産業分野:ICT
◆ページ数:196
◆レポート言語:英語
◆レポート形式:PDF
◆納品方式:Eメール(受注後24時間以内)
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5 UserUSD3,579 ⇒換算¥393,690見積依頼/購入/質問フォーム
Enterprise UserUSD4,992 ⇒換算¥549,120見積依頼/購入/質問フォーム
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★グローバルリサーチ資料[インドネシアのオーバーザトップ(OTT)市場2020年-2027年: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、コンテンツタイプ別、収益モデル別、ユーザータイプ別]についてメールでお問い合わせはこちら
Allied Market Research社の本調査レポートでは、インドネシアのオーバーザトップ(OTT)市場について調査し、イントロダクション、エグゼクティブサマリー、市場概要、コンポーネント別分析、デバイスタイプ別分析、コンテンツタイプ別分析、収益モデル別分析、ユーザータイプ別分析、競争状況、企業情報などを掲載しています。
*** レポート概要(サマリー)***

An over-the-top (OTT) application is a service, which is used to deliver films 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, owing to rise in adoption of smartphones and their compatibility with OTT applications. Moreover, affordable rates of high-speed mobile internet boosts adoption of OTT services, which significantly contributes toward growth of the Indonesia market.
Rise in popularity of direct carrier billing in the over-the-top market and rise in subscription of over-the-top videos (SVoD) in Indonesia propel growth of the market. In addition, economical charges of OTT services and high internet speed further boosts growth of the market. However, challenges in consumer engagement and rise in piracy of digital streaming ecosystem hinder the market growth. On the contrary, shift in focus toward the generation of local content and integration of advanced technologies such as machine learning and artificial intelligence in OTT services are anticipated to offer lucrative opportunities for Indonesia OTT market.
The Indonesia over-the-top market is segmented on the basis of component, device type, content type, revenue model, user type, and 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. On the basis of user type, the market is segmented into personal and commercial. 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 Indonesia OTT market, which include Amazon Prime Video, CatchPlay, 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 (OTT) Market along with current trends and future estimations to elucidate imminent investment pockets.
• Information about key drivers, restrains, and opportunities and their impact analysis on Indonesia OTT market size is provided in the report.
• Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the industry.
• The quantitative analysis of Indonesia OTT market for the period 2020–2027 is provided to determine the market potential.

KEY MARKET SEGMENTS
BY COMPONENT
• Solutions
• Services

BY DEVICE TYPE
• Smart Devices
• Laptops
• Desktops & Tablets
• Gaming Consoles
• Set-Top Box
• Others

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

BY REVENUE MODEL
• Subscription
• Advertisement
• Hybrid
• Other

BY USER TYPE
• Personal
• Commercial

BY INDUSTRY VERTICAL
• Media & Entertainment
• Education & Training
• Health & Fitness
• Sports & Live Events
• IT & Telecom
• E-commerce
• BFSI
• Government
• Others

KEY MARKET PLAYERS
• Amazon Prime Video
• CatchPlay
• 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.KEY MARKET SEGMENTS
1.4.RESEARCH METHODOLOGY

1.4.1.Secondary research
1.4.2.Primary research
1.4.3.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.VALUE CHAIN ANALYSIS
3.3.MARKET EVOLUTION/ INDUSTRY ROADMAP
3.4.PORTER’S FIVE FORCES ANALYSIS
3.5.MARKET DYNAMICS

3.5.1.Drivers

3.5.1.1.Increase in popularity of direct carrier billing in over-the-top market
3.5.1.2.Increase in subscription of over-the-top videos (SVoDs) in Indonesia
3.5.1.3.Rise in adoption of smartphones and their compatibility with OTT applications
3.5.1.4.Economical charges of OTT services
3.5.1.5.High internet speed

3.5.2.Restraints

3.5.2.1.Challenges in consumer engagement
3.5.2.2.Dominance in piracy of digital streaming ecosystem

3.5.3.Opportunities

3.5.3.1.Shift in focus toward generation of local content
3.5.3.2.Integration of advanced technologies in OTT services

3.6.CASE STUDY

3.6.1.Case Study 01

3.7.IMPACT OF GOVERNMENT REGULATIONS ON INDONESIA OVER-THE-TOP (OTT) MARKET
3.8.COVID-19 IMPACT ANALYSIS ON INDONESIA OVER-THE-TOP (OTT) MARKET

3.8.1.Impact on market size
3.8.2.Consumer trends, preferences, and budget impact
3.8.3.Economic impact
3.8.4.Regulatory framework
3.8.5.Key player strategies to tackle negative impact
3.8.6.Opportunity window

3.9.QUALITATIVE ANALYSIS: INDONESIA OTT CONTENT CONSUMPTION ANALYSIS
3.10.NUMBER OF OTT PLAYERS ANALYSIS IN INDONESIA, 2019

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

10.4.1.New product launches
10.4.2.Product development
10.4.3.Collaboration
10.4.4.Acquisition
10.4.5.Partnership
10.4.6.Agreement
10.4.7.Business expansion

CHAPTER 11:COMPANY PROFILES

11.1.AMAZON PRIME VIDEO

11.1.1.Company overview
11.1.2.Key executive
11.1.3.Company snapshot
11.1.4.Operating business segments
11.1.5.Product portfolio
11.1.6.Business performance
11.1.7.Key Strategic Move(s)s and developments

11.2.CATCHPLAY

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.Product portfolio
11.5.5.Business performance
11.5.6.Key strategic moves and developments

11.6.NETFLIX INDONESIA

11.6.1.Company overview
11.6.2.Key executives
11.6.3.Company snapshot
11.6.4.Product portfolio
11.6.5.R&D expenditure
11.6.6.Business performance
11.6.7.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, 2019–2027 ($MILLION)
TABLE 02.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SOLUTION, 2019–2027 ($MILLION)
TABLE 03.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SERVICE, 2019–2027 ($MILLION)
TABLE 04.INDONESIA OVER-THE-TOP MARKET REVENUE, BY DEVICE TYPE, 2019–2027 ($MILLION)
TABLE 05.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SMARTPHONES, 2019–2027 ($MILLION)
TABLE 06.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SMART TVS, 2019–2027 ($MILLION)
TABLE 07.INDONESIA OVER-THE-TOP MARKET REVENUE FOR LAPTOPS, DESKTOPS, AND TABLETS, 2019–2027 ($MILLION)
TABLE 08.INDONESIA OVER-THE-TOP MARKET REVENUE FOR GAMING CONSOLES, 2019–2027 ($MILLION)
TABLE 09.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SET-TOP BOX, 2019–2027 ($MILLION)
TABLE 10.INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHER, 2019–2027 ($MILLION)
TABLE 11.INDONESIA OVER-THE-TOP MARKET REVENUE, BY CONTENT TYPE, 2019–2027 ($MILLION)
TABLE 12.INDONESIA OVER-THE-TOP MARKET REVENUE FOR VIDEO, 2019–2027 ($MILLION)
TABLE 13.INDONESIA OVER-THE-TOP MARKET REVENUE FOR AUDIO/ VOIP, 2019–2027 ($MILLION)
TABLE 14.INDONESIA OVER-THE-TOP MARKET REVENUE FOR GAMES, 2019–2027 ($MILLION)
TABLE 15.INDONESIA OVER-THE-TOP MARKET REVENUE FOR COMMUNICATION, 2019–2027 ($MILLION)
TABLE 16.INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHERS, 2019–2027 ($MILLION)
TABLE 17.INDONESIA OVER-THE-TOP MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 18.INDONESIA OVER-THE-TOP MARKET REVENUE FOR SUBSCRIPTION, 2019–2027 ($MILLION)
TABLE 19.INDONESIA OVER-THE-TOP MARKET REVENUE FOR ADVERTISEMENT, 2019–2027 ($MILLION)
TABLE 20.INDONESIA OVER-THE-TOP MARKET REVENUE FOR HYBRID, 2019–2027 ($MILLION)
TABLE 21.INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHERS, 2019–2027 ($MILLION)
TABLE 22.INDONESIA OVER-THE-TOP MARKET REVENUE, BY USER TYPE, 2019–2027 ($MILLION)
TABLE 23.INDONESIA OVER-THE-TOP MARKET REVENUE FOR PERSONAL USER, 2019–2027 ($MILLION)
TABLE 24.INDONESIA OVER-THE-TOP MARKET REVENUE FOR COMMERCIAL USER, 2019–2027 ($MILLION)
TABLE 25.INDONESIA OVER-THE-TOP MARKET REVENUE, BY END USER, 2019–2027 ($MILLION)
TABLE 26.INDONESIA OVER-THE-TOP MARKET REVENUE FOR MEDIA & ENTERTAINMENT, 2019–2027 ($MILLION)
TABLE 27.INDONESIA OVER-THE-TOP MARKET REVENUE FOR EDUCATION & TRAINING, 2019–2027 ($MILLION)
TABLE 28.INDONESIA OVER-THE-TOP MARKET REVENUE FOR HEALTH & FITNESS, 2019–2027 ($MILLION)
TABLE 29.INDONESIA OVER-THE-TOP MARKET REVENUE FOR IT & TELECOM, 2019–2027 ($MILLION)
TABLE 30.INDONESIA OVER-THE-TOP MARKET REVENUE FOR E-COMMERCE, 2019–2027 ($MILLION)
TABLE 31.INDONESIA OVER-THE-TOP MARKET REVENUE FOR BFSI, 2019–2027 ($MILLION)
TABLE 32.INDONESIA OVER-THE-TOP MARKET REVENUE FOR GOVERNMENT, 2019–2027 ($MILLION)
TABLE 33.INDONESIA OVER-THE-TOP MARKET REVENUE FOR OTHERS, 2019–2027 ($MILLION)
TABLE 34.KEY NEW PRODUCT LAUNCHES (2017-2020)
TABLE 35.PRODUCT DEVELOPMENT (2017-2020)
TABLE 36.COLLABORATION (2017-2020)
TABLE 37.ACQUISTION (2017-2020)
TABLE 38.PARTNERSHIP (2017-2020)
TABLE 39.AGREEMENT (2017-2020)
TABLE 40.BUSINESS EXPANSION (2017-2020)
TABLE 41.AMAZON.COM INC.: KEY EXECUTIVE
TABLE 42.AMAZON.COM, INC.: COMPANY SNAPSHOT
TABLE 43.AMAZON.COM INC.: OPERATING SEGMENTS
TABLE 44.AMAZON.COM, INC.: PRODUCT PORTFOLIO
TABLE 45.CATCHPLAY: KEY EXECUTIVES
TABLE 46.CATCHPLAY: COMPANY SNAPSHOT
TABLE 47.CATCHPLAY: PRODUCT PORTFOLIO
TABLE 48.IFLIX: KEY EXECUTIVES
TABLE 49.IFLIX: COMPANY SNAPSHOT
TABLE 50.IFLIX: PRODUCT PORTFOLIO
TABLE 51.MOLA TV: KEY EXECUTIVES
TABLE 52.MOLA TV: COMPANY SNAPSHOT
TABLE 53.MOLA TV: PRODUCT PORTFOLIO
TABLE 54.MNC MEDIA: KEY EXECUTIVES
TABLE 55.MNC MEDIA: COMPANY SNAPSHOT
TABLE 56.MNC MEDIA: PRODUCT PORTFOLIO
TABLE 57.KEY EXECUTIVES
TABLE 58.NETFLIX, INC.: COMPANY SNAPSHOT
TABLE 59.NETFLIX, INC.: PRODUCT PORTFOLIO
TABLE 60.PT TELEKOMUNIKASI SELULAR: KEY EXECUTIVES
TABLE 61.PT TELEKOMUNIKASI SELULAR: COMPANY SNAPSHOT
TABLE 62.PT TELEKOMUNIKASI SELULAR: PRODUCT PORTFOLIO
TABLE 63.PT. TELEKOMUNIKASI INDONESIA, TBK: KEY EXECUTIVES
TABLE 64.PT. TELEKOMUNIKASI INDONESIA, TBK: COMPANY SNAPSHOT
TABLE 65.PT. TELEKOMUNIKASI INDONESIA, TBK: OPERATING SEGMENTS
TABLE 66.PT. TELEKOMUNIKASI INDONESIA, TBK: PRODUCT PORTFOLIO
TABLE 67.VIDIO.COM: KEY EXECUTIVES
TABLE 68.VIDIO.COM: COMPANY SNAPSHOT
TABLE 69.VIDIO.COM: PRODUCT PORTFOLIO
TABLE 70.VIU: KEY EXECUTIVES
TABLE 71.VIU: COMPANY SNAPSHOT
TABLE 72.PCCW LIMITED: OPERATING SEGMENTS
TABLE 73.VIU: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 01.KEY MARKET SEGMENTS
FIGURE 02.INDONESIA OVER-THE-TOP MARKET, 2019–2027
FIGURE 03.INDONESIA OVER-THE-TOP MARKET, 2019–2027
FIGURE 04.TOP IMPACTING FACTOR
FIGURE 05.TOP INVESTMENT POCKETS
FIGURE 06.VALUE CHAIN ANALYSIS
FIGURE 07.MARKET EVOLUTION/INDUSTRY ROADMAP
FIGURE 08.MODERATE-TO-HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 09.MODERATE-TO-HIGH BARGAINING POWER OF BUYERS
FIGURE 10.MODERATE THREAT OF SUBSTITUTES
FIGURE 11.MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 12.HIGH COMPETITIVE RIVALRY
FIGURE 13.DRIVERS, RESTRAINTS, AND OPPORTUNITIES
FIGURE 14.TIME SPENT PER USER (MINUTES VIEWED PER WEEK) ON TOP OTT CHANNELS
FIGURE 15.INDONESIA OVER-THE-TOP MARKET REVENUE, BY COMPONENT, 2019–2027 ($MILLION)
FIGURE 16.INDONESIA OVER-THE-TOP MARKET REVENUE, BY DEVICE TYPE, 2019–2027 ($MILLION)
FIGURE 17.INDONESIA OVER-THE-TOP MARKET REVENUE, BY CONTENT TYPE, 2019–2027 ($MILLION)
FIGURE 18.INDONESIA OVER-THE-TOP MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
FIGURE 19.INDONESIA OVER-THE-TOP MARKET REVENUE, BY USER TYPE, 2019–2027 ($MILLION)
FIGURE 20.INDONESIA OVER-THE-TOP MARKET REVENUE, BY INDUSTRY VERTICAL, 2019–2027 ($MILLION)
FIGURE 21.INDONESIA OVER-THE-TOP MARKET: KEY PLAYER POSITIONING, 2018
FIGURE 22.COMPETITIVE DASHBOARD
FIGURE 23.COMPETITIVE DASHBOARD
FIGURE 24.COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 25.TOP WINNING STRATEGIES, BY YEAR, 2017-2020
FIGURE 26.TOP WINNING STRATEGIES, BY DEVELOPMENT, 2017-2020
FIGURE 27.TOP WINNING STRATEGIES, BY COMPANY, 2017-2020
FIGURE 28.AMAZON.COM, INC.: REVENUE, 2017–2019 ($MILLION)
FIGURE 29.AMAZON.COM, INC.: REVENUE SHARE, BY SEGMENT, 2019 (%)
FIGURE 30.AMAZON.COM, INC.: REVENUE SHARE, BY REGION, 2019 (%)
FIGURE 31.MNC MEDIA: REVENUE, 2017–2019 ($MILLION)
FIGURE 32.R&D EXPENDITURE, 2017–2019 ($MILLION)
FIGURE 33.NETFLIX, INC.: REVENUE, 2017–2019 ($MILLION)
FIGURE 34.NETFLIX, INC.: REVENUE SHARE, BY REGION, 2019 (%)
FIGURE 35.PT TELEKOMUNIKASI SELULAR: REVENUE, 2017–2019 ($MILLION)
FIGURE 36.PT. TELEKOMUNIKASI INDONESIA, TBK: REVENUE, 2017–2019 ($MILLION)
FIGURE 37.PT. TELEKOMUNIKASI INDONESIA, TBK: REVENUE SHARE, BY SEGMENT, 2019 (%)
FIGURE 38.PCCW LIMITED: REVENUE, 2017–2019 ($MILLION)
FIGURE 39.PCCW LIMITED: REVENUE SHARE, BY SEGMENT, 2019 (%)
FIGURE 40.PCCW LIMITED: REVENUE SHARE, BY REGION, 2019 (%)

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