An already complicated entertainment and media (E&M) world is growing ever more so – now that the most prized assets in the digital age have been determined, competition for those assets is coming from every conceivable direction.
Although book revenue had previously been on a downturn, it has now returned to growth.
B2B media is becoming a more data-centric, digital product offering, both in how it’s delivered to and consumed by customers — that is, online and with the convenience of handheld devices — and also in the quantitative nature of products that are in demand.
The global cinema industry is expected to experience a steady increase in revenues over the forecast period.
The twin levers of smartphones and video continue to drive data consumption to new heights.
The internet access market will continue to grow strongly, with operators signing up more than 1bn first-time customers globally over the next five years.
Internet advertising continues to be a major growth driver of media and entertainment revenue, and will, in fact, overtake the combined total of TV and print media advertising in 2018.
Magazine revenues continue on a downward trajectory as consumer magazine publishers struggle to monetise their digital content.
After years of rapidly declining revenues, the music industry continues to experience a significant uptick in fortunes.
The global news publishing industry is responding to an ongoing devaluation of its product offerings, which is continuing even as it successfully grows overall consumption levels.
The out-of-home (OOH) advertising industry is enjoying the benefits of the strengthening global economy — particularly in emerging markets — which in turn is driving investment in new digital OOH infrastructure.
The OTT video market maintains its rapid growth, with major players Netflix and Amazon continuing to significantly increase investment in TV and film content.
Organic subscriber growth is becoming difficult in mature markets, fuelling consolidation as companies seek to grow scale to compete in an increasingly globalised market punctuated by the rise of Netflix and Amazon.
Consumers increasingly expect to be able to view content across multiple devices, which has put pressure on the traditional TV advertising model.
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.
After approximately two years on the market, the new collection of consumer VR headsets has reached a steady growth curve.
Data & Content Support
Global Outlook Support Team
Global Outlook Support Team, PwC United States