The 19th Annual Global Entertainment & Media Outlook 2018–2022

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Launching Wednesday, June 6

Mark your calendar!

PwC’s Global Entertainment & Media Outlook 2018-2022 provides a single comparable source of five-year forecast and five-year historic consumer and advertiser spending data and analysis, for 15 entertainment and media segments, across 53 countries.

The 19th annual Outlook will launch on June 6 with expanded coverage of emerging revenue lines, such as e-sports and podcast segments, and a new and improved user interface.

Sneak peek insights ⯆

Mobile Internet advertising spend is poised to outweigh that of wired for the first time in 2018, and in 2020, data consumed on smartphones will exceed data consumed on fixed broadband.

Sneak peek insights

Select macro trends:

Total spending will rise at a compound annual growth rate (CAGR) of 4.4% over the next five years, but with sharp differences between industry segments and sectors within them and across countries.

  • The fastest growth will be in digitally driven segments, with virtual reality (VR) leading the way.
  • By contrast, newspapers and magazines will see declines in revenues to 2022.
  • Books, radio and traditional TV and home video will each grow at a CAGR of less than 2%.

The digital economy is several orders of magnitude greater in size and scope than it was a decade ago, and digital spending is projected to gain market share rapidly.

  • As big tech competes ever more fiercely in the entertainment and media spaces that have the most promising digital revenue prospects, such as OTT video and music streaming, new fronts continue to appear – from artificial intelligence to smart home services to virtual assistants.
  • The past 12 months have been marked by streaming services. Now that the most prized assets in the digital age have been determined, competition for those assets is coming from every conceivable direction.


Select segment findings:

All four major categories of revenue in the global video games and e-sports market — traditional gaming revenue, social/casual games, video games advertising, and e-sports — are set to grow respectably through 2022.

  • E-sports will grow the fastest, from US$620m in 2017 to US$1.6bn by 2022 at a CAGR of 20.6%.
  • Although revenue growth continues in most markets and segments, power is still shifting to platform/app-store owners and publishing houses.
  • One of the most noteworthy likely developments in the market’s near future is the further emergence of mobile games as an important e-sports vehicle. The lower barrier to entry for such games — a smartphone as opposed to a PC — could lead to a major democratisation of the viable competitor base for e-sports.

After years of rapidly declining revenues, the music industry continues to experience a significant uptick in fortunes.

  • Total global music, radio and podcasts revenue will increase at a 3.6% CAGR from US$94.9bn in 2017 to US$113.4bn in 2022, with growth largely generated by the recorded music segment.
  • Consumers in developed markets are signing up for subscription-based music-streaming services from leading providers, as well as from more niche streamers, as the demand for owning music recordings wanes.
  • Despite its current resilience, growth in global radio revenue will begin to slow over the duration of the forecast period, although all subsegments will still increase.
  • It is proving challenging to monetise podcasts with the same efficiency as radio, leading podcast producers to explore new business models by looking to proprietary platforms for distribution.



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