Comparison with Similar Reports

The Impact of Crises on the Audiovisual Sector

SVOD, the great winner of the crisis

Publisher:        IDATE DigiWorld

# of Pages:        52

Rating: 

1 User License $3,000

Publication Date:  September, 2020

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1. Executive Summary

2. The dot-com bubble
• Comparison of GDP growth and TV revenues, 2001-2005
• Impact of the dot-com bubble on the pay-TV market
• Impact of the dot-com bubble on TV advertising revenues
• Impact of the dot-com bubble on public funding

3. The sub-prime crisis
• Comparison of GDP growth and TV revenues, 2006-2012
• Impact of the sub-prime crisis on the pay-TV market
• Impact of the sub-prime crisis on TV advertising revenues
• Impact the sub-prime crisis on public funding

4. The European debt crisis
• Comparison of GDP growth and TV revenues, 2009-2015
• Impact of the European debt crisis on the pay-TV market
• Impact of the European debt crisis on TV advertising revenues
• Impact the European debt crisis on public funding
• Impact the European debt crisis on video OTT services

5. The COVID-19 crisis
• Comparison of GDP growth and TV revenues, 2017-2023, before and post Covid-19
• Comparison of GDP growth and OTT video revenues, 2017-2023, before and post Covid-19
• Impact on the COVID-19 crisis on the pay-TV market
• Impact on the COVID-19 crisis on TV advertising revenues
• Impact on the COVID-19 crisis on the SVOD market
• Impact on the COVID-19 crisis on OTT video services
• Impact on the COVID-19 crisis on OTT video advertising revenues

6. Market data
• World
• North America
– United States
• Asia-Pacific
– China
• Europe
– United Kingdom, Germany, France, Italy, Spain
• Latin America

MENA Family/Indoor Entertainment Centers Market by Visitor Demographic (Families with Children (0–9), Families with Children (9–12), Teenagers (13–19)...

Publisher:        Allied Market Research

# of Pages:        209

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Publication Date:  May, 2020

Price:       $3,789 / User License




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.CXO PERSPECTIVE

CHAPTER 3:MARKET OVERVIEW

3.1.MARKET DEFINITION AND SCOPE
3.2.KEY FINDINGS

3.2.1.Top impacting factors
3.2.2.Top investment pockets

3.3.PORTER'S FIVE FORCES ANALYSIS
3.4.MARKET DYNAMICS

3.4.1.Drivers

3.4.1.1.Continuous launch of new FECs supporting family activities, F&B integration, and participatory play
3.4.1.2.Increase in number of malls
3.4.1.3.Presence of large target population
3.4.1.4.Rise in use of various promotional strategies and offers such as loyalty programs

3.4.2.Restraints

3.4.2.1.Increase in ticket prices
3.4.2.2.Rise in popularity of home and mobile gaming

3.4.3.Opportunities

3.4.3.1.Addition of new games and ongoing innovation in technology
3.4.3.2.Increase in preference for FECs to celebrate occasions

CHAPTER 4:FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY VISITOR DEMOGRAPHICS

4.1.OVERVIEW
4.2.FAMILIES WITH CHILDREN (0–8)

4.2.1.Key market trends, growth factors, and opportunities
4.2.2.Market size and forecast

4.3.FAMILIES WITH CHILDREN (9–12)

4.3.1.Key market trends, growth factors, and opportunities
4.3.2.Market size and forecast

4.4.TEENAGERS (13-19)

4.4.1.Key market trends, growth factors, and opportunities
4.4.2.Market size and forecast

4.5.YOUNG ADULTS (20-25)

4.5.1.Key market trends, growth factors, and opportunities
4.5.2.Market size and forecast

4.6.ADULTS (25+)

4.6.1.Key market trends, growth factors, and opportunities
4.6.2.Market size and forecast

CHAPTER 5:MENA FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY FACILITY SIZE

5.1.OVERVIEW
5.2.UP TO 5,000 SQ. FT.

5.2.1.Key market trends, growth factors, and opportunities
5.2.2.Market size and forecast, by region

5.3.5,001–10,000 SQ. FT.

5.3.1.Key market trends, growth factors, and opportunities
5.3.2.Market size and forecast, by region

5.4.10,001–20,000 SQ. FT.

5.4.1.Key market trends, growth factors, and opportunities
5.4.2.Market size and forecast

5.5.20,001–40,000 SQ. FT.

5.5.1.Key market trends, growth factors, and opportunities
5.5.2.Market size and forecast

5.6.1–10 ACRE

5.6.1.Key market trends, growth factors, and opportunities
5.6.2.Market size and forecast

5.7.11–30 ACRE

5.7.1.Key market trends, growth factors, and opportunities
5.7.2.Market size and forecast

5.8.OVER 30 ACRE

5.8.1.Key market trends, growth factors, and opportunities
5.8.2.Market size and forecast

CHAPTER 6:FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY REVENUE SOURCE

6.1.OVERVIEW
6.2.ENTRY FEES & TICKET SALES

6.2.1.Key market trends, growth factors, and opportunities
6.2.2.Market size and forecast

6.3.FOOD & BEVERAGES

6.3.1.Key market trends, growth factors, and opportunities
6.3.2.Market size and forecast

6.4.MERCHANDISING

6.4.1.Key market trends, growth factors, and opportunities
6.4.2.Market size and forecast

6.5.ADVERTISEMENT

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:FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY APPLICATION

7.1.OVERVIEW
7.2.ARCADE STUDIOS

7.2.1.Key market trends, growth factors, and opportunities
7.2.2.Market size and forecast

7.3.AR & VR GAMING ZONES

7.3.1.Key market trends, growth factors, and opportunities
7.3.2.Market size and forecast

7.4.PHYSICAL PLAY ACTIVITIES

7.4.1.Key market trends, growth factors, and opportunities
7.4.2.Market size and forecast

7.5.SKILL/COMPETITION GAMES

7.5.1.Key market trends, growth factors, and opportunities
7.5.2.Market size and forecast

7.6.OTHERS

7.6.1.Key market trends, growth factors, and opportunities
7.6.2.Market size and forecast

CHAPTER 8:FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY TYPE

8.1.OVERVIEW
8.2.CHILDREN’S ENTERTAINMENT CENTERS (CECS)

8.2.1.Key market trends, growth factors, and opportunities
8.2.2.Market size and forecast

8.3.CHILDREN’S EDUTAINMENT CENTERS (CEDCS)

8.3.1.Key market trends, growth factors, and opportunities
8.3.2.Market size and forecast

8.4.ADULT ENTERTAINMENT CENTERS (AECS)

8.4.1.Key market trends, growth factors, and opportunities
8.4.2.Market size and forecast

8.5.LOCATION-BASED ENTERTAINMENT CENTERS (LBECS)

8.5.1.Key market trends, growth factors, and opportunities
8.5.2.Market size and forecast

CHAPTER 9:FAMILY/INDOOR ENTERTAINMENT CENTERS MARKET, BY COUNTRY

9.1.OVERVIEW

9.1.1.Egypt

9.1.1.1.Market trends, key growth factors, and opportunities
9.1.1.2.Market size and forecast, by visitor demographics
9.1.1.3.Market size and forecast, by facility size
9.1.1.4.Market size and forecast, by revenue source
9.1.1.5.Market size and forecast, by application
9.1.1.6.Market size and forecast, by type

9.1.2.Saudi Arabia

9.1.2.1.Market trends, key growth factors, and opportunities
9.1.2.2.Market size and forecast, by visitor demographics
9.1.2.3.Market size and forecast, by facility size
9.1.2.4.Market size and forecast, by revenue source
9.1.2.5.Market size and forecast, by application
9.1.2.6.Market size and forecast, by type

9.1.3.United Arab Emirates

9.1.3.1.Market trends, key growth factors, and opportunities
9.1.3.2.Market size and forecast, by visitor demographics
9.1.3.3.Market size and forecast, by facility size
9.1.3.4.Market size and forecast, by revenue source
9.1.3.5.Market size and forecast, by application
9.1.3.6.Market size and forecast, by type

9.1.4.Bahrain

9.1.4.1.Market trends, key growth factors, and opportunities
9.1.4.2.Market size and forecast, by visitor demographics
9.1.4.3.Market size and forecast, by facility size
9.1.4.4.Market size and forecast, by revenue source
9.1.4.5.Market size and forecast, by application
9.1.4.6.Market size and forecast, by type

9.1.5.Kuwait

9.1.5.1.Market trends, key growth factors, and opportunities
9.1.5.2.Market size and forecast, by visitor demographics
9.1.5.3.Market size and forecast, by facility size
9.1.5.4.Market size and forecast, by revenue source
9.1.5.5.Market size and forecast, by application
9.1.5.6.Market size and forecast, by type

9.1.6.Rest of MENA

9.1.6.1.Market trends, key growth factors, and opportunities
9.1.6.2.Market size and forecast, by visitor demographics
9.1.6.3.Market size and forecast, by facility size
9.1.6.4.Market size and forecast, by revenue source
9.1.6.5.Market size and forecast, by application
9.1.6.6.Market size and forecast, by type

CHAPTER 10:COMPETITIVE LANDSCAPE

10.1.KEY PLAYER POSITIONING
10.2.TOP WINNING STRATEGIES
10.3.COMPETITIVE DASHBOARD

CHAPTER 11:COMPANY PROFILE

11.1.ADVENTURELAND

11.1.1.Company overview
11.1.2.Key executive
11.1.3.Company snapshot
11.1.4.Product portfolio

11.2.CAVU DESIGNWERKS

11.2.1.Company overview
11.2.2.Key executive
11.2.3.Company snapshot
11.2.4.Product portfolio
11.2.5.Key strategic moves and developments

11.3.CEC ENTERTAINMENT, INC.

11.3.1.Company overview
11.3.2.Key executive
11.3.3.Company snapshot
11.3.4.Operating business segments
11.3.5.Product portfolio
11.3.6.Business performance
11.3.7.Key strategic moves and developments

11.4.DAVE & BUSTER’S ENTERTAINMENT, INC.

11.4.1.Company overview
11.4.2.Key executive
11.4.3.Company snapshot
11.4.4.Operating business segments
11.4.5.Product portfolio
11.4.6.Business performance
11.4.7.Key strategic moves and developments

11.5.FUN CITY (LANDMARK LEISURE LLC)

11.5.1.Company overview
11.5.2.Key executive
11.5.3.Company snapshot
11.5.4.Product portfolio
11.5.5.Key strategic moves and developments

11.6.KIDZANIA

11.6.1.Company overview
11.6.2.Key executive
11.6.3.Company snapshot
11.6.4.Product portfolio
11.6.5.Key strategic moves and developments

11.7.LANDMARK GROUP

11.7.1.Company overview
11.7.2.Key executive
11.7.3.Company snapshot
11.7.4.Product portfolio
11.7.5.Key strategic moves and developments

11.8.LEGOLAND

11.8.1.Company overview
11.8.2.Key executive
11.8.3.Company snapshot
11.8.4.Product portfolio

11.9.MAJID AL FUTTAIM

11.9.1.Company overview
11.9.2.Key executive
11.9.3.Company snapshot
11.9.4.Product portfolio
11.9.5.Business performance
11.9.6.Key strategic moves and developments

11.10.SMAAASH

11.10.1.Company overview
11.10.2.Key executive
11.10.3.Company snapshot
11.10.4.Product portfolio

OTT Platform Regulation

Harmonised European regulatory framework to cope with the dominance of US and Chinese platforms

Publisher:        IDATE DigiWorld

# of Pages:       

Rating: 

1 User License $2,500

Publication Date:  October, 2020

Price:       $2,500 / User License




1. Executive Summary
• Europe lagging behind United States and China in the digitalisation race
• European realisation of the need to collaborate, but this notion clashes with national divergence

2. Introduction

3. Protection of personal data
3.1. Key issues for Europe
3.2. European regulatory framework
3.3. European regulatory framework still incomplete
3.4. Controversial text on both sides of the Atlantic
3.5. The option of transferring data outside the EU is strictly regulated
3.6. The EU–US Privacy Shield
3.7. Increasing number of fines across Europe for infringement of personal data
3.8. The free flow of non-personal data is being encouraged
3.9. The situation in some key countries in Europe
> Germany > United Kingdom > France
3.10. The situation in North America
> United States > Canada

4. Support for content creation
4.1. Key issues for Europe
4.2. Different regulatory frameworks until 2018
4.3. No European framework for regulation of audiovisual platforms …
4.4. General principles of the European approach to regulation of the audiovisual sector
4.5. European regulatory framework: the major regulatory steps in the audiovisual field
4.6. Main provisions of the 2018 Directive
4.7. Transposition into national law expected by 19 September 2020
4.8. Comparison of exposure and production financing contribution in national law (2010 AMS Directive)
4.9. Harmonisation of the European legal framework on copyright
4.10. The two key points of the Copyright Directive
4.11. A Directive that pits GAFA / proponents of a free internet and rightholders against each other
4.12. France, 1st country to transpose the Copyright Directive
4.13. The situation in North America
> United States > Canada

5. Taxation of OTT Platforms
5.1. Key issues for Europe
5.2. Very different taxation across the European Union
5.3. VAT, the EU’s main “harmonised” tax
5.4. The fight against tax evasion
5.5. The desire to harmonise the tax base at the European level
5.6. Moving towards a ʺGAFA taxʺ on a global scale?
5.7. Local hopes of creating national GAFA taxes while waiting for wider harmonisation
5.8. The situation in North America
> United States > Canada

6. Competition between OTT Platforms
6.1. Key issues for Europe
6.2. The European regulatory framework
6.3. Directive on electronic commerce (2000/31/CE)
6.4. A variety of measures mainly focusing on the media, telecoms and OTT platforms
6.5. Actions taken towards the DSM to harmonise single market rules and strengthen European industry against international competition
6.6. 2020 marks a new stage in the European industrial strategy and in the creation of fair competition conditions
6.7. ʺShaping Europe’s digital futureʺ: a major communication that aims to define the Commission’s priorities for the 2020-2025 period
6.8. Modernisation of Directive 2000/31/CE relating to electronic commerce
6.9. The “Industrial strategy” package
6.10. European Competition Network (ECN)
6.11. The situation in North America
> United States > Canada