Economie Numerique 4
Economie Numerique 4
Derrac
Consultant et formateur
spécialisé éducation et culture
numérique
ÉCONOMIE DU NUMÉRIQUE
Ce cours et d’autres ressources sont intégralement accessibles sur mon site :
url.derrac.com/economie
Polices utilisées
Les trois principales polices utilisées sont libres d’accès sur Dafont : Roboto, et Lemon Milk, et
Comfortaa
Changelog
V1. 11/01/2021 : version de sortie
LOUIS DERRAC
LES ACTEURS DE
L’ÉCONOMIE NUMÉRIQUE
Économie du numérique 4/6
DANS L’ACTU
DANS L’ACTU
DIGITAL 2021
GLOBAL OVERVIEW REPORT
THE LATEST INSIGHTS INTO HOW PEOPLE AROUND THE WORLD USE
THE INTERNET, SOCIAL MEDIA, MOBILE DEVICES, AND ECOMMERCE
DIGITAL
ECONOMY
COMPASS
2020
Key players in digital markets prospered during the
crisis and demonstrated a positive share performance
Stock performance of leading global digital companies during COVID-19 as compared to December 31, 2019
Jan ’20 Mar ’20 May ’20 Jul ’20 Sep ’20
71% 70%
58%
55%
51%
45%
32% 33%
30% 30%
28%
24%
16% 16%
11%
9% 8% 8% 10% 10%
6% 7% 5% 7% 7%
0%
-2%
-13% -13%
-19%
Average conversion rate (CR) and average advertising cost of sales (ACoS) in %
Average Conversion Rate (CR) Average Advertising Cost of Sales (ACoS)
18
16 -13%
14
12
10
-18%
8
6
03/02/2020 03/09/2020 03/16/2020 03/23/2020 03/30/2020 04/06/2020 04/13/2020 04/20/2020 04/27/2020
+64%
Subscription
15.8
additions in Q3 ’20
were 68% lower
than ’19, over-
compensating the
COVID-19
+16% increase
10.1
+57% 9.6
8.8 8.8
8.3
6.6 6.8
6.1
5.3 5.5
4.7 5.0
-68%
2.7
2.2
Q1 ’17 Q2 ’17 Q3 ’17 Q4 ’17 Q1 ’18 Q2 ’18 Q3 ’18 Q4 ’18 Q1 ’19 Q2 ’19 Q3 ’19 Q4 ’19 Q1 ’20 Q2 ’20 Q3 ’20
+1%
Products fitting COVID-19 consumer behavior Products unrelated to COVID-19 consumer behavior
58.0 58.3
-7%
41.4
38.7 -7%
31.1
+18% 29.0
+17%
19.6
16.6 +23%
13.3 -10%
11.5 -3%
Total Total COVID-19- Wearables, Home Services1 Total COVID-19- iPhone Mac iPad
related products & Accessories unrelated
products
1: Services net sales include sales from the Company’s digital content stores and streaming services, AppleCare®, Advertising,
and other services. Services net sales also include amortization of the deferred value of Maps, Siri, and free iCloud storage
and Apple TV+ services, which are bundled in the sales price of certain products.
30 Sources: Apple, Statista Apple Brand Report
Google’s -8% advertising loss was not compensated
by strong revenue growth in Cloud Services and Other
+26%
+43%
5.1
4.1
3.0
2.1
-73%1
-91%1
-95%3
Offline Online
offerings offerings
42 Sources: Statista
The digital economy might have held its breath due to
COVID-19 but is thriving once more
1
US$447bn US$406bn US$609bn US$861bn US$1,296bn US$2,093bn
2
US$383bn US$377bn US$539bn US$730bn US$1,205bn US$1,993bn
3
US$294bn US$275bn US$483bn US$660bn US$934bn US$1,588bn
4
US$274bn US$234bn US$402bn US$564bn US$933bn US$1,578bn
5
US$272bn US$227bn US$374bn US$513bn US$826bn US$1,046bn
- L’industrie musicale
- Kodak : la photographie argentique
- La poste : l’envoi de courriers
Quelles sont les principales innovations qui ont perturbé l’industrie musicale ?
L’INDUSTRIE MUSICALE
- Le piratage et les nouveaux appareils de stockage musical (iPod en 2001) changent les
usages :
- L’album en tant qu’unité explose
- L’internaute veut écouter des morceaux
- Apple lance iTunes en 2003
- Vente de morceaux détachés à 99 centimes
- Nouvel intermédiaire direct entre les labels et les internautes
L’INDUSTRIE MUSICALE
L’INDUSTRIE MUSICALE
L’INDUSTRIE MUSICALE
Quel a été le génie de Kodak et la raison de sa chute ?
Les pellicules photographiques (format analogique)
Comment le numérique a-t-il percuté la poste ?
L’email : inventé en 1971 (et aussi un peu le fax)
LA POSTE
Avant Après
Rapport aux consommateur Descendant Descendant / Ascendant
Barrières à l’entrée de
Très importantes Moins importantes
concurrents
D’ABORD DES OPPORTUNITÉS
QUELQUES EXEMPLES
48
UNE TRANSFORMATION CULTURELLE EN
COURS
- Des organisations moins verticales
- Une remise en question du management
- Plus de créativité, de flexibilité
- Plus de place aux jeunes, aux femmes, à la diversité
- « Dé-siloter » les projets, les unités
- Mise en place de formations
3. UNE ÉCONOMIE QUI
ÉMERGE AVEC LE
NUMÉRIQUE
INTRODUCTION
- Informatique :
- Vente classique
- Vente à perte + accessoires (ex : imprimantes, consoles de jeux)
- Logiciel : vente de licences / vente d’abonnements
- Télécommunication
- Abonnements (dont hors forfaits)
- Publicité (via des régies)
LA RECHERCHE DE MODÈLES ÉCONOMIQUES
- Le paradoxe du succès économique des géants de l’Internet : il est construit sur une
apparente gratuité du service
- Il donne même lieu à une théorie (aujourd’hui dépassée) que Internet et le numérique
vont permettre de généraliser la gratuité :
- Coûts de R&D compensés par la vente en volume
- Coûts de (re)production marginaux
- Coûts de distribution nuls : plus d’intermédiaires
LE GRATUIT COMME PIERRE ANGULAIRE DU
WEB
- Rien ne prédestinait le web d’adopter un modèle massivement gratuit
- Pourtant aux débuts du web, les gens payent :
- l’accès à Internet
- l’accès à certains contenus mobiles
- L’accès à certains services (les sonneries, les fonds d’écran)
- Deux précédents : la radio et la presse
LE GRATUIT COMME PIERRE ANGULAIRE DU
WEB
- Pendant une première phase du web, il sera très dif cile de vendre des services 100%
numériques.
- D’où une ingéniosité sur des modèles alternatifs
- Freemium
- Gratuit nancé par la publicité
- Gratuit nancé par la revente de donnée
- Aujourd’hui payer un ou plusieurs services numériques est entré dans les habitudes,
notamment grâce aux plateformes de streaming
- Spotify/Deezer
- Netflix
fi
fi
fi
LE GRATUIT FINANCÉ PAR LA PUBLICITÉ
1.Facebook
2.Alphabet
3.Amazon
4.Apple
5.Microsoft
LES « GAFAM »
- Hébergeurs ou médias ?
- Optimisation scale
- Concurrence déloyale
NORTHERN
EUROPE
EASTERN
EUROPE
2.1%
NORTHERN
AMERICA
4.9%
7.0% WESTERN
EUROPE 3.9% 2.8% 0.5% CENTRAL
ASIA
SOUTHERN
EUROPE 28.1% EASTERN
ASIA
CARIBBEAN
NORTHERN
AFRICA 2.8% 4.3%
3.3% 0.6% MIDDLE
WESTERN
ASIA
15.4%
AFRICA SOUTHERN
CENTRAL
AMERICA 1.6% ASIA
SOURCES: KEPIOS (JAN 2021), BASED ON DATA FROM: COMPANY EARNINGS ANNOUNCEMENTS; PLATFORMS’ SELF-SERVICE ADVERTISING TOOLS; CNNIC; CAFEBAZAAR; OCDH.
85 NOTES: DIFFERENCES IN LOCAL DATA AVAILABILITY MEAN THAT REGIONAL FIGURES MAY NOT CORRELATE WITH GLOBAL TOTALS. REGIONS AS PER THE U.N. GEOSCHEME. *ADVISORY: “USER”
FIGURES MAY NOT REPRESENT UNIQUE INDIVIDUALS. COMPARABILITY ADVISORY: IMPORTANT SOURCE CHANGES. DATA ARE NOT COMPARABLE WITH PREVIOUS REPORTS.
LES RÉSEAUX SOCIAUX
JAN THE WORLD’S MOST-USED SOCIAL PLATFORMS
2021 THE LATEST GLOBAL ACTIVE USER FIGURES (IN MILLIONS) FOR A SELECTION OF THE WORLD’S TOP SOCIAL MEDIA PLATFORMS*
FACEBOOK1 2,740
YOUTUBE2 2,291
WHATSAPP1 2,000
FB MESSENGER1* 1,300
INSTAGRAM2 1,221
WEIXIN / WECHAT1 1,213
TIKTOK1 689
QQ1 617
DOUYIN1** 600
SINA WEIBO1 511
TELEGRAM1 500
SNAPCHAT2 498
DATA UPDATED TO:
KUAISHOU 1
481 25 JANUARY 2021
PINTEREST1 442
REDDIT1* 430
TWITTER2 353
QUORA1* 300
SOURCES: KEPIOS ANALYSIS (JAN 2021), BASED ON DATA PUBLISHED IN: (1) COMPANY STATEMENTS AND EARNINGS ANNOUNCEMENTS; (2) PLATFORMS’ SELF-SERVICE AD TOOLS.
93 *NOTES: PLATFORMS IDENTIFIED BY (*) HAVE NOT PUBLISHED UPDATED USER NUMBERS IN THE PAST 12 MONTHS, SO FIGURES WILL BE LESS RELIABLE. (**) FIGURE FOR DOUYIN USES THE
REPORTED DAILY ACTIVE USER FIGURE, SO MONTHLY ACTIVE USER FIGURE IS LIKELY HIGHER.
LES RÉSEAUX SOCIAUX
JAN TOP SOCIAL AND VIDEO STREAMING APPS BY TIME SPENT
2021 RANKINGS OF THE TOP SOCIAL MEDIA AND VIDEO STREAMING MOBILE APPS ON ANDROID PHONES, BASED ON TOTAL CUMULATIVE TIME SPENT IN 2020
TOP SOCIAL MEDIA MOBILE APPS BY GLOBAL CUMULATIVE TIME SPENT* TOP VIDEO STREAMING MOBILE APPS BY GLOBAL CUMULATIVE TIME SPENT*
# SOCIAL MEDIA APP AVE. TIME PER USER # VIDEO STREAMING APP AVE. TIME PER USER
05 FACEBOOK MESSENGER 2.7 HOURS / MONTH 05 AMAZON PRIME VIDEO 3.7 HOURS / MONTH
SOURCE: APP ANNIE (JAN 2021). SEE STATEOFMOBILE2021.COM FOR MORE DETAILS. NOTE: RANK ORDER BASED ON THE TOTAL, CUMULATIVE TIME THAT ANDROID USERS AROUND THE WORLD
94 SPENT USING EACH MOBILE APP RESPECTIVE TO OTHER APPS IN EACH CATEGORY THROUGHOUT THE WHOLE OF 2020. *ADVISORIES: ONLY INCLUDES DATA FOR ANDROID PHONE DEVICES.
DOES NOT INCLUDE DATA FOR CHINA. DOES NOT INCLUDE NEWS APPS OR SPORTS STREAMING APPS.
PUBLICITÉ
LA PUBLICITÉ NUMÉRIQUE
350
300
250
200
150
100
50
0
2000 2005 2010 2015 2017 2020 2022
La longue traîne
LE COMMERCE ÉLECTRONIQUE
LE COMMERCE ÉLECTRONIQUE
Online retailers
Direct sellers
Note: eCommerce net sales generated via the respective country domain only
141 Sources: Statista ecommerceDB, as of September 2020
LE ECOMMERCE EN FRANCE
China is expected to grow by nearly 30% and remain
#1 in global eCommerce
863
China 29%
1,116
343
United States 20%
411
88
Japan 19%
105
82
United Kingdom 18%
97
74
Germany 18%
87
fi
Content consumption moved towards news,
streaming, TV, messaging, and social media
Global increase of in-home media consumption at the onset of the COVID-19 outbreak1
News 67%
TV 45%
Podcasts 12%
1: March 16 to 20, 2020; "Which of the following have you been doing at home, because of the coronavirus/COVID-19 outbreak?"
Note: More information in the Statista Dossier "Coronavirus impact on media consumption worldwide"
67 Sources: GlobalWebIndex, as of March 2020, HypeAuditor, as of March 2020, Statista
Digital Media market to reach US$255 billion until
2025 with Video Games being the largest segment
55 17
52
16
Pure
players
Diversified
players
Share of U.S. respondents who use digital music services of selected providers in 2020
42%
40%
27%
25%
21%
18%
15%
13%
11%
8%
"Which of these providers have you bought music downloads or streaming services from in the past 12 months?“; Multi Pick; U.S.: n=1,930
respondents who spent money on digital music content in the past 12 months
160 Sources: Statista Global Consumer Survey, as of October 2020
The rapid increase of video streaming subscribers
increased churn risks, especially for smaller players
8% 8% 16% 22%
8% 8% 20% 24%
31% 34%
11% 13%
1: VoD=Video-on-Demand 2: Surveyed 6,000 OTT users in April 2020 and 3,000 OTT users in December 2020, % of respondents who intend to
leave an OTT service 3: Niche services also include showtime anytime
70 Sources: BCG
LES PLATEFORMES DE CONTENU
182 193
164 174
152
136
107
Start-ups1
Established
players
1.395
1.321 24 15 11
14 10 111
1.212 23
13 9 104
23 149
1.077 1.059 94
5 143
10 21 12 8
21 136
91 81
109 842 7 123 386
17 374
65 10
361
302 101
325
520 7
10 260
41 7
69
652 698
163 576
538 489
381
224
Flights Ride Hailing Trains Car Rentals Buses Car Sharing Bike Sharing
Ride hailing
Moderate distance (5-15 km)
- Différents matériels
- Consoles d’abord
- Ordinateur ensuite
- Smartphone en n
- Des modèles multiples
- Achat unique
- F2P (gratuit avec achats in-app)
- Abonnement
fi
LE JEU VIDÉO
- L’industrie du jeu vidéo a très vite trouvé des modèles économiques viables : les joueurs
sont prêts à payer
- Mais il y a une très grosse concurrence notamment sur mobile
LE JEU VIDÉO
- De nouveaux enjeux
- Techniques (Cloud, SAAS, multi-OS, multi-device)
- Nouveaux entrants qui veulent simpli er le marché
- Évolution des usages (multi-device)
- Accélération des mises à jour
- Qui entraine une évolution des modèles tarifaires
- De la vente de nouveaux OS à la gratuité
- De la vente de licence à l’abonnement
fi
The Software market is projected to reach US$780
billion in 2025 and is led by Enterprise Software
780
730
85
683
81
641
78
589 74 200
519 69 185
504 171
64 62 158
144
168
128 123 163
158
153
145
124 124
301 327
255 277
204 230
195
69 23
Application Development
Productivity Software Enterprise Software System Infrastructure Software
Software
Quelques géants
8,288
- De très nombreux petits éditeurs, et des beaux acteurs français
-
7,715
3,951
3,084
2,545 2,459
1,710 1,660
1,113 1,081 929
790 672 488 473 411 450 355
Education & training Visualization & review Architecture Design, creation & prototyping
Zoom 36%
Skype 17%
Google Hangouts 9%
Slack 7%
System integrators
Consultants/managed service providers
1: CSPs=Cloud Solution Provider Programs 2: SaaS=Software as a Service 3: IaaS=Infrastructure as a Service 4: PaaS=Platform as a Service
95 Sources: Marketsandmarkets, as of July 2020
The cloud market is expected to grow to US$364bn in
2022 with a CAGR of nearly 15% in 2019-2022
1
364
3
+14.5%1 18
307 50
2
16
258
243 1 46 72
1 15
13
43 57
45
43 81
38
64
44 50
141
105 121
102
Global market shares of key players in cloud infrastructure services market in 2020
33%
Others
Key Total
players 78% market 22%
18%
2% 2%
3%
9% 5%
6%
Note: Reported revenues include Infrastructure as a Service and Platform as a Service, Software as a Service revenues are not considered
235 Sources: Statista Technology Market Outlook
HARDWARE
The Hardware market is expected to reach US$1.2
trillion in 2025 with Phones as the largest segment
1,180 1,202
1,156 51
1,120 50
48
1,058 1,058 46 89 92
86
40 43 83
72 962
78
36 221 229
213
68 206
187 197
183
235 237 238
230
234 220
202
50
Service Provider Network
Infrastructure
Laptops
455 68 36
131
116
293 296
283 289
279 275
277 265
Smart
159 Streaming
162 Devices 4
Company
Sales,
US$64.7bn1 US$59.1bn2 US$16.5bn3 US$16.0bn4
latest quarter
Key brands
1: Q3 ‘20, as of September 26, 2020 2: Q3 ‘20, as of September 30, 2020; Converted from KRW to US$ exchange rate: KRW-US$ 0.00088, as of
October 30, 2020 (Oanda) 3: Q3 ‘20, as of September 30, 2020; Converted from JPY to US$ exchange rate: JPY-US$ 0.0096, as of October 30,
2020 (Oanda) 4: Q2 ‘20, as of October 29, 2020-fiscal year ends March 31; Converted from JPY to US$ exchange rate: JPY-US$ 0.0096, as of
October 29, 2020 (Oanda)
240 Sources: Statista Consumer Market Outlook, Apple, Samsung, Sony, Panasonic
Foxconn is the world's largest contract electronics
manufacturer, producing for all major tech companies
141
133 136
132
111
126
94
41%1
71
51
35
23
15
10
52
41
33
31
26 27
22 21
20
15 16
14
12
10 10
8
6 6
5 5
4 3 4 4 3
2 3 1 1 2 1 3 2 2
0 0 1 0 1 1
Expert estimation in the field of most impactful countries in AI innovation in the next 2-5 years1
53%
29% 29%
18%
16%
12%
10% 10%
7%
0%
China Singapore Russia U.S. India United Middle East European Latin America Africa
Kingdom Union
1: Survey conducted by Atlantic Council’s GeoTech Center including more than 100 technology experts to record their expectations about the
impact of COVID-19 on innovation in five key fields: the future of work, data and AI, trust and supply chains, space commercialization, and health
and medicine
110 Sources: atlanticcouncil.org
Continuous extension of AI market is driven by high
applicability in all major areas of life
Social networks
Cybersecurity
▪ Photo recognition
▪ Incident detection
▪ Newsfeed personalization
▪ Incident response
▪ Augmented reality filters
Gaming Healthcare
▪ Thought-controlled gaming ▪ Autonomous surgical robots
▪ Gesture control ▪ Automatic disease diagnosis
▪ Facial recognition avatars ▪ Personalized treatments
fi
L’ÉCONOMIE COLLABORATIVE
Une volonté impensée : « Hacker », disrupter, moderniser, créer de la valeur sur sa lière
- Fintech
- Santétech
- Assurtech
- EdTech
- …
fi
The FinTech landscape is highly competitive with
several different business models
Mobile POS Payments P2P Money Transfers P2P Marketplace Lending Crowd Investing
- Smart home
- IOT (internet of things) ou objets connectés
- Voiture autonome
- Santé numérique
- Etc.
OUVRAGES UTILISÉS POUR CE COURS
url.derrac.com/economie
Polices utilisées
Les trois principales polices utilisées sont libres d’accès sur Dafont : Roboto, et Lemon Milk, et
Comfortaa
Changelog
V1. 11/01/2021 : version de sortie
Un cours de Louis
Derrac
Consultant et formateur
spécialisé éducation et culture
numérique
ÉCONOMIE DU NUMÉRIQUE