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The Internet Value Chain

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THE INTERNET VALUE CHAIN<br />

Category Subcategory Methodology and description<br />

Music SMOD or streaming • Revenues from subscription or advertiser-supported streaming audio content-ondemand<br />

services (for example, Spotify or Pandora)<br />

• Includes global terrestrial radio online advertising.<br />

• Excludes any revenue generated by pirate services.<br />

Music sales (digital)<br />

• Revenues from licensed recorded music downloads via app stores or other licensed<br />

services (such as iTunes)<br />

• Includes only the revenue share/gross margin of the online service provider.<br />

• Excludes any revenue generated by pirate services.<br />

Publishing<br />

Consumer<br />

publishing<br />

• Digital advertising, subscription, and pay-per-view revenues for consumer magazines<br />

and newspapers<br />

• Includes pure-play digital players such as BuzzFeed or Huffington Post.<br />

Professional<br />

publishing<br />

• Revenues from electronic professional and educational books, and digital advertising<br />

and circulation of global trade magazines.<br />

Book sales (digital)<br />

• Net revenue from the sale of consumer electronic books<br />

• Includes only the revenue share/gross margin of the online service provider.<br />

Gaming Video gaming • Includes digital console games, online or microtransaction console games, digital PC<br />

games, and global online or microtransaction PC games.<br />

• Revenues include subscriptions, in-game online advertising, and the sale of in-game<br />

virtual items.<br />

Casual games<br />

• Includes app- and browser-based social or casual gaming.<br />

Gambling (Not applicable) • Websites and applications providing all types of online gambling services, including<br />

betting and card-based services<br />

Social and<br />

community<br />

Social<br />

• Revenues from social networking websites such as Facebook, LinkedIn, or Tencent<br />

• Includes paid advertising appearing within social networks and social network<br />

applications.<br />

• Excludes any spend by marketers that goes towards developing or maintaining a social<br />

network presence.<br />

Portals<br />

(communications-led)<br />

• Display advertising and value-add services by hubs such as Yahoo or AOL that derive a<br />

large portion of their traffic from email services<br />

Online dating<br />

• Online dating and mobile dating app revenues<br />

SMOD: subscription music on demand<br />

43

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