The Internet Value Chain
GSMA_The-internet-Value-Chain_WEB
GSMA_The-internet-Value-Chain_WEB
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THE INTERNET VALUE CHAIN<br />
It is important to note that this 2015 value chain, and the<br />
corresponding analysis below, combines B2C and B2B.<br />
<strong>The</strong> reason for this is the increasing overlap between<br />
B2C and B2B in online services; for example social<br />
networks such as LinkedIn, e-retail services such as<br />
Amazon, and communication platforms such as Skype<br />
(to name a few) actively serve both the B2C and B2B<br />
market. 1 With the value chain structured to encompass<br />
all types of players, we analyse the size of each category<br />
(and, in select cases, subcategory) in terms of revenues,<br />
growth rates, EBIT performance, degree of concentration,<br />
and market capitalisation.<br />
Adding up the global revenues of each category, we<br />
estimate the internet economy to be worth nearly $3.5<br />
trillion in 2015—more than 4 per cent of gross world<br />
product, up from less than 2 per cent in 2008 (see figure<br />
4). It is important to note that we only count the<br />
proportion of spend attributable to internet provision of<br />
a product or service. That is, if someone buys a used car<br />
from a website, we count the commission earned and not<br />
the full value of the car. For this reason, our analysis<br />
differs from some other reports that ask the question<br />
‘what proportion of the economy is touched in some<br />
way by the internet?’<br />
Figure 4<br />
Market size by segment and category<br />
$ billion, % of total market, 2015<br />
CR<br />
ONLINE SERVICES<br />
ENABLING<br />
TECHNOLOGY<br />
AND SERVICES<br />
CONNECTIVITY<br />
USER INTERFACE<br />
SPORTS<br />
MUSIC<br />
OTHER E-SERVICES<br />
INFORMATION AND REFERENCE<br />
CLOUD SERVICES<br />
M2M<br />
PAYMENT<br />
PLATFORMS<br />
SATELLITE<br />
OPERATING<br />
SYSTEMS<br />
APP<br />
STORES<br />
SECURITY<br />
AND<br />
SOFTWARE<br />
VIDEO<br />
PUBLISHING<br />
SEARCH<br />
GAMING<br />
SOCIAL AND<br />
COMMUNITY<br />
GAMBLING<br />
IP COMMS<br />
B2B COMMS<br />
VIDEO<br />
MUSIC<br />
ADVERTISING<br />
SERVICES<br />
AD AGENCIES<br />
FIXED<br />
OTHER<br />
CONSOLES SMART<br />
ITEMS<br />
TABLETS<br />
OTHER<br />
HARDWARE<br />
WEARABLES<br />
PUBLISHING<br />
CORE NETWORK<br />
AND INTERCHANGE<br />
CONTENT DELIVERY<br />
AND OPTIMISATION<br />
SMART TVS<br />
PCS<br />
STBS<br />
AND<br />
DMRS<br />
GAMING<br />
B2B E-RETAIL<br />
B2C E-RETAIL<br />
E-TRAVEL<br />
DESIGN AND<br />
DEVELOPMENT<br />
WEB HOSTING<br />
MOBILE<br />
SMARTPHONES<br />
64 (2%) 1,637 (47%) 373 (11%) 577 (17%) 813 (23%)<br />
TOTAL MARKET = $3,463 BILLION<br />
Notes: <strong>The</strong> value chain is represented at category level, except when showing it at subcategory level would enhance the analysis and understanding.E-retail excludes all other paid-for services<br />
captured in other parts of the internet value chain; also excludes sales of digital media content (publishing, gaming, video, music) and electronic data interchange. ‘Ad agencies’ includes<br />
analytics, which is insufficiently large to be broken out. CR is content rights, IP is internet protocol, M2M is machine to machine, STB is set-top box, and DMR is digital media receiver.<br />
Sources: Financial statements, investor presentations, broker reports; A.T. Kearney analysis<br />
Online services, which are the services many consumers<br />
probably perceive to actually be ‘the internet’,<br />
represents slightly less than 50 per cent of the total<br />
value chain. <strong>The</strong> next largest area, making up 24 per<br />
cent, is the market for user interface, which covers the<br />
devices and software that end users employ to access<br />
those online services. <strong>The</strong> remaining revenues are<br />
distributed across connectivity, enabling technology<br />
and services, and content rights.<br />
1 <strong>The</strong> Methodology section provides a full definition of each category and subcategory.<br />
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