Japan's Multiplay Services Market Dynamics to 2021: Multiplay and Blended Services Adoption, RGU's, ARPS and Service Revenue

 

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Abstract

 
Japan's Multiplay Services Market Dynamics to 2021: Multiplay and Blended Services Adoption, RGU's, ARPS and Service Revenue is built using extensive market research carried out in telecommunication and media services market of Japan. The report provides holistic historical and future prospects of Multiplay Services Penetration, Blended Service Adoption and Revenue Generating Units split at service levels - Mobile Subscriptions, Mobile Broadband Computing Subscriptions, Pay TV Households, Fixed Broadband Households and Fixed Voice Telephony Households from 2012 to 2021. 

Description

"Japan's Multiplay Services Market Dynamics to 2021: Multiplay and Blended Services Adoption, RGU's, ARPS and Service Revenue" is built using extensive market research carried out in telecommunication and media services market of Japan. The report provides holistic historical and future prospects of Multiplay Services Penetration, Blended Service Adoption and Revenue Generating Units split at service levels - Mobile Subscriptions, Mobile Broadband Computing Subscriptions, Pay TV Households, Fixed Broadband Households and Fixed Voice Telephony Households from 2012 to 2021.

Analysing the Multiplay Services penetration in Japan in terms of population, it has been observed that the penetration of the Mobile Subscriptions has been inclining during the period 2012-2016 while the penetration of the Mobile Broadband Computing Subscriptions was also showing an inclination. The former registered a CAGR of 3.23% in the historic period while the later recorded a CAGR of 16.10%. By 2016, the penetration of the Mobile Subscriptions reached to 108.01% of the total population in Japan. Discussing in terms of households, the penetration of Total Multiplay services has been inclining during the period 2012-2016 registering a CAGR of 8.07% with penetration of 63.06% of the households in 2016.
 

Report Source Information

Supplied by: Research and Experts 
Date Published: 2017-10-01 

Report: Japan's Multiplay Services Market Dynamics to 2021: Multiplay and Blended Services Adoption, RGU's, ARPS and Service Revenue

 

Contents

Table of Contents
1 Executive Summary
2 Japan Demographics
2.1 Population, 2012 - 2021
2.2 Households, 2012 - 2021
2.3 Nominal GDP (US$ Million), 2012 - 2021
2.4 Nominal GDP per Capita (US$), 2012 - 2021
2.5 Consumer Price Inflation (%), 2012 - 2021
3 Multiplay Services Penetration in Japan
3.1 Percentage of Mobile Subscriptions, 2012 - 2021
3.2 Percentage of Mobile Broadband Computing Subscriptions, 2012 - 2021
3.3 Percentage of PC Households, 2012 - 2021
3.4 Percentage of TV Households, 2012 - 2021
3.5 Pay TV Households, 2012 - 2021
3.6 Fixed Broadband Households, 2012 - 2021
3.7 Voice Telephony Households, 2012 - 2021
3.8 Total Multiplay Households, 2012 - 2021
3.9 FMC (Fixed-Mobile Convergence) Households, 2012 - 2021
4 Japan.Multiplay And Blended Service Adoption
4.1 Volume of Total Market RGUs by Service, 2012 - 2021
4.2 Volume of Mobile Subscriptions, 2012 - 2021
4.3 Volume of Mobile Broadband Computing Subscriptions, 2012 - 2021
4.4 Volume of Pay TV Households, 2012 - 2021
4.5 Volume of Fixed Broadband Households, 2012 - 2021
4.6 Volume of Fixed Voice Telephony Households, 2012 - 2021
4.7 Total Multiplay Households, 2012 - 2021
4.8 Average RGUs per Customer, 2012 - 2021
4.9 Total Market RGUs by Operator, 2012 - 2021
4.1 Total Customer Relations, 2012 - 2021
4.11 Total Multiplay Households by Operator, 2012 - 2021
4.12 Total Double-Play Households by Operator, 2012 - 2021
4.13 Total Triple-Play Households, 2012 - 2021
4.14 Total Quad-Play Households, 2012 - 2021
4.15 Total FMC (Fixed-Mobile Convergence) Households, 2012 - 2021
5 Japan Multiplay And Blended Service Arps
5.1 Multiplay Services Average Monthly Household Spend, 2012 - 2021
5.2 FMC (Fixed-Mobile Convergence) Monthly Household Spend, 2012 - 2021
6 Japan Multiplay and Blended Service Revenue
6.1 Total Multiplay Services Revenue, 2012 - 2021
6.2 Total FMC (Fixed-Mobile Convergence) Services Revenue, 2012 - 2021
7 Appendix
7.1 Definitions
7.2 Methodology
7.3 About GlobalData
7.4 Disclaimer
 

List of Tables

List of Tables
Table 1: Japan Population [Thousands], 2012 - 2021
Table 2: Japan Households [Thousands], 2012 - 2021
Table 3: Japan Nominal GDP [US$ Million], 2012 - 2021
Table 4: Japan GDP per Capita [US$], 2012 - 2021
Table 5: Japan Consumer Price Inflation (%) , 2012 - 2021
Table 6: Japan Percentage of Mobile Subscriptions [% of HH], 2012 - 2021
Table 7: Japan Percentage of Mobile Broadband Computing Subscriptions [% of HH], 2012 - 2021
Table 8: Japan Percentage of PC Households [% of HH], 2012 - 2021
Table 9: Japan Percentage of TV Households [% of HH], 2012 - 2021
Table 10: Japan Pay TV Households [% of HH], 2012 - 2021
Table 11: Japan Fixed Broadband Households [% of HH], 2012 - 2021
Table 12: Japan Voice Telephony Households [% of HH], 2012 - 2021
Table 13: Japan Total Multiplay Households [% of HH], 2012 - 2021
Table 14: Japan FMC (Fixed-Mobile Convergence) Households [% of HH], 2012 - 2021
Table 15: JapanVolume of Total Market RGUs by Service [Thousands] , 2012 - 2021
Table 16: Japan Volume of Mobile Subscriptions [Thousands], 2012 - 2021
Table 17: Japan Volume of Mobile Broadband Computing Subscriptions [Thousands], 2012 - 2021
Table 18: Japan Volume of Pay TV Households [Thousands], 2012 - 2021
Table 19: Japan Volume of Fixed Broadband Households [Thousands], 2012 - 2021
Table 20: Japan Volume of Fixed Voice Telephony Households [Thousands], 2012 - 2021
Table 21: Japan Total Multiplay Households [Thousands], 2012 - 2021
Table 22: Japan Average RGUs per Customer [Units], 2012 - 2021
Table 23: Japan Total Market RGUs by Operator [Thousands], 2012 - 2021
Table 24: Japan Total Customer Relations [Thousands], 2012 - 2021
Table 25: Japan Total Multiplay Households by Operator [Thousands], 2012 - 2021
Table 26: Japan Total Double-Play Households by Operator [Thousands], 2012 - 2021
Table 27: Japan Total Triple-Play Households [Thousands], 2012 - 2021
Table 28: Japan Total Quad-Play Households [Thousands], 2012 - 2021
Table 29: Japan Total FMC (Fixed-Mobile Convergence) Households [Thousands], 2012 - 2021
Table 30: Japan Multiplay Services Average Monthly Household Spend (US$), 2012 - 2021
Table 31: Japan FMC (Fixed-Mobile Convergence) Monthly Household Spend (US$), 2012 - 2021
Table 32: Japan Total Multiplay Services Revenue [US$ m], 2012 - 2021
Table 33: Japan Total FMC (Fixed-Mobile Convergence) Services Revenue [US$ m], 2012 - 2021
Table 34: Definitions
 

List of Figures

List of Figures
Figure 1: Japan Population [Thousands], 2012 - 2021
Figure 2: Japan Households [Thousands], 2012 - 2021
Figure 3: Japan Nominal GDP [US$ Million], 2012 - 2021
Figure 4: Japan GDP per Capita [US$], 2012 - 2021
Figure 5: Japan Consumer Price Inflation (%) , 2012 - 2021
Figure 6: Japan Percentage of Mobile Subscriptions [% of HH], 2012 - 2021
Figure 7: Japan Percentage of Mobile Broadband Computing Subscriptions [% of HH], 2012 - 2021
Figure 8: Japan Percentage of PC Households [% of HH], 2012 - 2021
Figure 9: Japan Percentage of TV Households [% of HH], 2012 - 2021
Figure 10: Japan Pay TV Households [% of HH], 2012 - 2021
Figure 11: Japan Fixed Broadband Households [% of HH], 2012 - 2021
Figure 12: Japan Voice Telephony Households [% of HH], 2012 - 2021
Figure 13: Japan Total Multiplay Households [% of HH], 2012 - 2021
Figure 14: Japan FMC (Fixed-Mobile Convergence) Households [% of HH], 2012 - 2021
Figure 15: Japan Volume of Total Market RGUs by Service [Thousands], 2012 - 2021
Figure 16: Japan Volume of Mobile Subscriptions [Thousands] , 2012 - 2021
Figure 17: Japan Volume of Mobile Broadband Computing Subscriptions [Thousands] , 2012 - 2021
Figure 18: Japan Volume of Pay TV Households [Thousands] , 2012 - 2021
Figure 19: Japan Volume of Fixed Broadband Households [Thousands] , 2012 - 2021
Figure 20: Japan Volume of Fixed Voice Telephony Households [Thousands] , 2012 - 2021
Figure 21: Japan Total Multiplay Households [Thousands] , 2012 - 2021
Figure 22: Japan Average RGUs per Customer [Units] , 2012 - 2021
Figure 23: Japan Total Market RGUs by Operator [Thousands] , 2012 - 2021
Figure 24: Japan Total Customer Relations [Thousands] , 2012 - 2021
Figure 25: Japan Total Multiplay Households by Operator [Thousands] , 2012 - 2021
Figure 26: Japan Total Double-Play Households by Operator [Thousands] , 2012 - 2021
Figure 27: Japan Total Triple-Play Households [Thousands] , 2012 - 2021
Figure 28: Japan Total Quad-Play Households [Thousands] , 2012 - 2021
Figure 29: Japan Total FMC (Fixed-Mobile Convergence) Households [Thousands] , 2012 - 2021
Figure 30: Japan Multiplay Services Average Monthly Household Spend (US$), 2012 - 2021
Figure 31: Japan FMC (Fixed-Mobile Convergence) Monthly Household Spend (US$), 2012 - 2021
Figure 32: Japan Total Multiplay Services Revenue [US$ m], 2012 - 2021
Figure 33: Japan Total FMC (Fixed-Mobile Convergence) Services Revenue [US$ m], 2012 - 2021
 

Scope


- This report offers a concise breakdown of Japan operating environment, with forecasts till 2021.
- The report contains quantitative data which covers demographics, Multiplay and Blended Service Adoption, Revenue Generating Units split at service levels and service revenue data in Japan's Multiplay and Blended Services market.

 

Highlights

Further the report highlights the market base of Multiplay Households subscribers by Operator and their Average Revenues.

Apart from Subscriber's volume and revenues, the report also provides insights in to Japan's demographic and economic data. This helps in establishing a framework to better formulate the Multiplay and Blended Services market forecasts. Information such as population, nominal GDP, consumer price inflation and currency exchange rates are included to ascertain market sophistication, current and projected demand, and future opportunities.

 

Classification

Language Code: EN 
Region: Japan 
Report Type: Market Report 
Industry: Technology and Media 
Sector: Telecommunications 
Pages: 48 

Reasons to buy this report


- Allows you to analyze Multiplay and Blended Services market in Japan split by subscription type and by operator.
- Enhances your knowledge on the usage and service revenue generated in the Multiplay and Blended Services market at category level.
- Allows you to plan future business decisions using the report's forecast figures for the market.
 

Japan's Multiplay Services Market Dynamics to 2021: Multiplay and Blended Services Adoption, RGU's, ARPS and Service Revenue

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Japan

Japan has the second largest developed economy in the world (and third overall), famous for its thriving automobile and electronics industries. Japan's main trading partners are China, US, South Korea and Australia. 

Japan suffered a record trade deficit of $27.4billion in January 2014, exacerbated by a weak yen. Fears are growing about the viability of the Japanese economy as higher sales taxes are expected to dampen consumer demand. If the economy doesn't achieve the desired inflation rate of 2% by mid 2014, policy makers are expected to implement the necessary monetary policies to achieve their aim. 

The Japanese government hopes to achieve moderate growth in 2014 however Japanese companies are concerned about declining exports to China and other export partners in developing economies. Japan has also had to increase it's imports of fossil fuels following the fukushima disaster in 2011 leading to increased energy costs for manufacturers.

The Japanese government is having a challenging time trying to reboost it's economy.

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The global telecommunications industry includes everything from fixed line communications to wireless broadband services and optical networks. This industry is constantly evolving and growing and is estimated to be worth close to $5trillion. 

Research and Experts is a provider of market research reports and information covering the telecommunications industry. Our reports provide key insights and intelligence which help companies stay ahead in a fast evolving marketplace.   

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The fields of technology, media and communications are fast growing and change is a part of fabric of companies in these sectors. These companies need to embrace the challenges faced by makingt use of the best business intelligence sources to keep up-to-date and ahead of the competition.

A recent study by PwC identified that the most innovative 20% of technology and media companies expect a growth rate of nearly 90% over the next five years. The requirement amongst these companies to be innovative and maintain a high level of competitive intelligence maturity has led to increased demand for business intelligence.
 
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