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INDUSTRIES

&

MARKETSMedia:

market

data

&

forecastMarket

Insights

reportJanuary2024MARKET

INSIGHTSMarket

Insights

market

data,forecasts,

and

qualitative

insightsGainabetterunderstandingofmarketsacross190+

geographicalentities

onaglobal,

regional,country,

and/orstatelevel.

Accessourdatavia

webinterface,download(XLS,

PDF,PPT),or

reports.Benefitfromour48-hourcustomerservice

guarantee.•

10

sectors:

advertising&media,consumers,countries,digital

sector,finance,health,

industrialsector,mobility,andtechnology•

1,000+

markets,

e.g.,

FinTech,Food,or

Robotics•

KPIs,

e.g.,

revenue,marketshares,prices,andvolume•

Features:Compare

countries®ions,

change

currencies,

selectvisualizations,

and/or

customize

downloads•

Usecases:

sales

planning,

investment

decision

support,resourceallocation,andportfolio

management10sectors190+geographicalentities1,000+markets400+reportsFind

out

more

on:https://www.Goto

Market

Insightscom/outlook/2Table

of

ContentsOverviewAppendixSummary567ProductOverviewAuthor113114MarketDefinitionMarketNumbersMarketsTV&Video102745658197GamesMusic,Radio

&PodcastNewspapers&MagazinesCinemaBooks3CHAPTER

1OverviewThe

Media

market

encompasses

a

vast

amount

of

entertainment

types

and

ismainly

driven

by

technological

advancementsOverview:

SummarySummaryDriven

bytheexpansion

ofmobile

internet

access

and

increasing

connectionspeeds,

thegrowing

numberof

mobile

andstreaming

devices

leadsto

asteadygrowth

inthedemand

foralltypesof

digital

media.

Themajor

shiftinthe

marketcanbeattributedto

theCOVID-19

pandemic,which

hascausedatremendousincrease

inthedemand

formedia

andthe

need

fordigitalization.Even

thoughtraditionalmedia

ismore

likely

to

either

stagnateor

decline

onthewhole,

theincrease

oftheMedia

market

islargely

attributabletothesegments

TV&VideoandGames.

Thispositive

effect

generates

more

growth,

but

thedigital

mediasegments

withintheMedia

market

will

most

likely

remain

predominant

even

afterthepandemic.

Although

theUSAisstillleading

the

market,

itistheAsiancountries

inparticularthataredemonstrating

how

increasing

prosperity

createsgreat

demand

forknowledge,

culture,and

entertainment.

Especially

video-on-demand

isexpected

to

continueitsgrowth

avenue,

with

Netflix

asthecurrentbiggest

player.

According

topredictions,

however,

Disney+

isset

tobecome

themost

popularstreaming

service

by2026.

Inthefuture,improved

technology

andnew

ways

ofconsuming

media

will

alignwith

theincreasing

consumption

byusers

and

exhibit

steady

growth.

Withtheemergence

of

the

metaverse,

forinstance,theMedia

market

will

faceacompletely

new

dimension

thatwill

beaccessible

forconsumers

andenablenew

possibilities

forconsumption.

Allin

all,what

canbeobserved

withintheMedia

market

isashiftfrom

traditionalchannels,suchasprintor

non-digital

media,

to

digitalforms

ofmedia.

Thiseffectisexpected

to

become

prevalent

throughouttheentire

market

andinallregions.5Sources:Market

Insights

2023The

TV

&

Video

market

is

the

largestpart

of

MediaOverview:

Market

DefinitionMarket

definitionInscopeOutof

scopeThemedia

market

encompasses

adiverse

array

ofplatforms

and

channelsthatfacilitatethecreation,

distribution,andconsumption

of

content,suchasnews,entertainment,

and

information.

Itincludestraditional

outletsliketelevision,

radio,andprintpublications,aswell

asdigitalplatforms

likesocial

media,

streamingservices,

and

online

news

websites.

Thismarket

playsacentral

role

inshapingpublicdiscourse,

cultural

trends,and

thedissemination

ofinformation

on

aglobalscale,

makingitacritical

component

of

modern

society.Thismarket

includes:Thismarket

excludes:•Traditional

media

with

non-digitalrevenues

from

TV,radio,music,print,andvideogames•Public

licence

fees

collected

informof

atax

(e.g.

income

taxintheNordiccountries)•Digitalmedia

withdigitalrevenuesfrom

OTTvideo,

musicstreaming,video

games,

digital

versions

ofNewspapers

&Magazines

withePapers

&eMagazines,

and

eBooks•Demo/trial

versions•Esports&MetaverseThemarket

consistsof

several

parts,namely

Books,

Games,

Music,Radio

&Podcasts,Newspapers

&Magazines

andTV&Video.

These

markets

encompassdigitaland

traditional

revenues.

Themarket

comprises

revenues,

users,

averagerevenue

peruser,

penetration

ratesandadvertising

spendings.

Revenues

aregenerated

throughpurchases,subscriptions,

consumer

spendingor

adspendings.Key

players

ofthemarket

are

companies,

suchas

Netflix,Spotify,Activision

orAmazon.6Sources:Market

Insights

2023Media

revenue

is

estimated

to

increase

at

a

CAGR(1)

of

5.7%

from2017

to

2027Market

Size:

GlobalRevenue

forecast

inbillionUS$1,829.51,762.8+5.7%(1)1,694.985.590.8123.585.894.41,614.384.185.187.1119.81,518.382.281.6115.31,385.584.81,407.979.556.697.4153.6

126.872.3108.41,264.387.1157.3542.41,244.880.6

19.770.536.676.3160.5502.11,200.584.6163.7455.372.589.0165.8406.21,051.982.866.984.3176.8370.0167.0361.8584.660.880.1175.7321.6200.3265.2204.7242.5209.8129.6784.32027714.32024740.32025763.22026683.32023641.02021645.62022550.22019576.7517.52018488.820172020TV&VideoGamesNewspapers

&MagazinesMusic,Radio

&PodcastsCinemaBooks7Notes:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Sources:Inthe

Media

market,

TV

&

Video

has

the

highest

amount

of

usersMarket

Size:

GlobalUsersforecast

inbillions5.95.95.85.75.65.65.55.55.45.35.33.32.53.32.53.32.63.22.63.22.63.22.43.23.22.63.22.63.22.62.92.61.91.22.52.12.32.32.32.12.22.22.02.01.62.12.61.91.91.42.51.82.41.82.31.72.02.21.92.01.41.10.60.420172018201920202021202220232024202520262027CinemaBooksNewspapers

&MagazinesGamesMusic,Radio

&PodcastsTV&Video8Notes:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Sources:CHAPTER

2MarketsMARKETSTV

&

VideoThe

TV

&

Video

market

is

a

fast-growing

market,

with

OTTVideo

as

a

strongdriverOverview:

SummarySummaryTraditional

TVhasbeen

declining

inpopularitydueto

theriseof

Over-The-Top(OTT)video

services,

which

offer

amore

flexible

and

cost-effective

alternative

totraditionalTV.

Thegrowth

factorsforOTTvideo

services

includeincreased

accesstohigh-speed

internet,theavailabilityofawider

rangeof

content,and

theconvenience

ofbeing

ableto

watch

content

on

demand.These

services

havealsobenefitted

from

theincreased

useof

connected

devices

suchas

smartphones,tablets,and

smart

TVs,which

havemadeiteasier

forconsumers

toaccess

OTTvideo

content.

Onthe

other

hand,

traditional

TVstill

holdsitsground

interms

ofreach,

asitisstillthemost

widely

used

form

ofvideo

entertainment.

However,

itsgrowth

hasbeen

limited

bythelimited

choice

ofcontent

offered,

and

thehighercostsassociated

with

traditionalTVpackages.

Asmore

people

turn

toOTTvideoservices,

traditionalTVproviders

areexpected

tocontinuetofacechallenges

inretaining

theirmarket

share.11Sources:Market

Insights

2023TV

&

Video

is

an

important

part

of

the

Media

MarketOverview:

Market

DefinitionMarket

definitionInscopeOutof

scopeTheTV&Home

Video

segment

containsthefollowing

two

subsegments:Traditional

TV&Home

Video

and

OTT(over-the-top)

Services.Traditional

TV&Home

Video

consists

ofphysicalhome

video(DVD

&Blu-ray),

pay-TV,

whichincludescableTV,satellite

TV,IPTV,andDTTV),publicTVlicence

fees,

andtraditionalTVadvertising.OTT

Services

containvideo

ondemand

(VOD),

rentalsasasingletransaction

or

pay-per-view

(transactional

VOD),rentals

assubscription-based

services

(subscription

VOD),andonlinepurchases

viadownload

or

cloudstorage

(video

downloads/EST).Additionally,

allad-supported

revenue

generatedthroughpremium

or

user-generated

content

arealsocovered

bythis

segment

(OTTVideo

Advertising).Electric-through-TV

subscriptionsandmovie

theater

ticketssalesarenot

includedinthissegment.Detailed

definitionscanbefoundintheindividualsegments.Thissegment

includes:Thissegment

excludes:•Pay-TVsubscriptions(cableTV,satellite

TV,IPTV,DTTV)•Movie

theater

ticket

sales•Public

licence

fees

collected

in

formof

atax

(e.g.

income

taxintheNordiccountries)•Over-the-top

services

(TVOD,

SVOD,ETT,LinearOTT)•Physicalhome

video

(DVD&Blu-ray)•TraditionalTVadvertising•Public

TVlicence

fees•Electric

through-TV-subscriptions12Sources:Market

Insights

2023Media:

TV

&

Video

total

accounted

for49.69%

of

the

Total

Media

marketrevenue

in

2022Overview:

Key

TakeawaysKeyTakeawaysMedia:

TV&Video

total

salesareestimated

toincrease

ataCAGR(1)

of

5.68%

from2017

to

2027.

In2022,

theyamounted

toUS$657.48

billion.IntheMedia:

TV&Video

total

segment,

theUnited

Statesand

China

accounted

forthehighest

revenues

in2022,

with

US$271.0

billionandUS$89.71

billionrespectively.13Sources:Market

Insights

2023Exclusive

content

becomes

a

core

element

in

business

strategies

of

videostreaming

servicesDeep

dives:

stronger

focusonexclusive

contentHighInvestmentsin

theproduction

of“Originals”Withthelaunch

of

itsvideo

streaming

service,

Netflix

created

the

possibility

tolegally

access

awide

range

ofmovies

and

TVseries

from

avariety

ofproductionstudiosand

publishersinone

place.

Thegrowing

numberof

competitors

–Disneywill

start

itsown

streaming

service

in2019

–andthe

accustoming

to

thefreedom

ofunlimited

watching

ofvideo

content

hasnow

madeitnecessary

to

standoutfromother

providers.

ForNetflixand

Amazon,

focusingheavily

onmore

exclusivecontent

inthe

futureseems

to

beanopportunity

to

position

themselves

asseriousplayers

inthe

filmindustryand,

thus,

offer

more

exclusive

content

and

gainmorepaidsubscribers.

With“House

of

Cards”,

Netflix

began

to

produce

itsown

moviesandTVseries

in2013

already.

Oneyear

later,Amazon

caughtup

with

itsexclusiveTVseries

“Bosch”.

InOctober

2018,

Netflix

announceditsplantoopen

anewproduction

hub

inAlbuquerque,NM,following

the

acquisition

ofABQStudios.Thecompany

alsoplanstoinvest

US$1

billion

innew

productions.

Furthermore,

morelocal

TVseries

forEuropean

markets,

especially

forGermany,

were

announced.

Asapartof

this

new

content

strategy,

bothcompanies

intendtoscreen

theirself-produced

movies

inlocal

cinemas

as

well.14Sources:

Netflix,

AmazonTV

&

Video

revenue

is

estimated

to

increase

at

a

CAGR(1)

of

5.7%

from2017

to2027Market

Size:

GlobalRevenue

forecast

inbillionUS$849.3816.2428.7+5.7%(1)782.1393.7745.0356.2704.0316.1657.5637.9236.8575.3180.0462.9549.7131.1517.298.7488.672.5272.7416.12017418.52018418.62019395.32020401.12021384.82022387.9388.82024388.52025387.52026386.520272023Traditional

TV&Home

VideoOTTVideo15

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Pay

TV

and

OTTVideo

Advertising

amount

to

the

largest

parts

in

Traditional

TV

&Home

Video

and

OTTVideo

respectivelyRevenue

splitworldwideRevenue

splitfor

2023

inTraditional

TV&Home

Videoin

billionUS$Revenue

splitfor

2023

inOTTVideoinbillionUS$11.710.25.531.695.4195.0149.6205.1PayTVTraditional

TVAdvertisingPublicTVLicense

FeesPhysicalHome

VideoOTTVideo

AdvertisingVideo

Streaming

(SVoD)Pay-per-View

(TVoD)Video

Downloads

(EST)16Sources:Market

Insights

2023China

shows

the

biggest

growth

in

TV

&

Video

revenue

with

a

CAGR(1)

of

9.7%Market

Size:

Regional

Comparison

(1/2)Revenue

forecast

inbillionUS$+4.9%(1)344.3207.3271.0119.1+4.2%(1)200.574.4+4.0%(1)+9.7%(1)162.167.7163.447.3142.4113.5133.442.889.7151.92022137.02027126.1202763.526.22022116.1202290.694.428.9202220272027ChinaU.S.EuropeROW(2)Traditional

TV&Home

VideoOTTVideo17

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRate

(2)

ROW:Restofthe

WorldMarket

Insights

2023With

revenue

of

31.1

billion

US$,

the

United

Kingdom

is

the

biggest

marketamong

selected

countries,

in

2022Market

Size:

Regional

Comparison

(2/2)Revenue

forecast

inbillionUS$+3.8%(1)37.4+4.0%(1)31.113.928.111.8+3.9%(1)20.323.07.1+3.8%(1)20.07.716.54.5+5.0%(1)2.314.84.812.33.07.717.117.16.015.916.212.012.33.79.310.03.84.02022202720222027202220272022202720222027United

KingdomGermanyFranceItalySpainTraditional

TV&Home

VideoOTTVideo18

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023TV

&

Video

average

revenue

per

user

is

estimated

to

increasefrom2017

to2027Market

Size:

GlobalAveragerevenue

peruserforecast

inUS$109.867.9105.7101.369.996.270.690.171.183.671.280.680.340.679.549.074.458.474.870.868.333.020172018201920202021202220232024202520262027OTTVideoTraditional

TV&Home

Video19

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023The

United

States

has

the

biggest

market

in

TV

&

Video

average

revenue

peruser

in

2022Market

Size:

Regional

Comparison

(1/2)Averagerevenue

peruserforecast

inUS$1,223.31,183.91,139.91,095.51,046.1994.9955.4878.4850.5817.4783.2214.7150.3200.4120.848.2206.0132.049.5210.3139.749.8193.2109.4182.492.5179.997.9157.644.8163.439.3169.541.2169.574.241.043.944.946.651.220172018201920202021202220232024202520262027UnitedStatesEuropeChinaROW(2)20

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRate

(2)

ROW:Restofthe

WorldMarket

Insights

2023With

average

revenue

per

user

of

498.8

US$,

the

United

Kingdom

is

the

biggestmarket

among

selected

countries,

in

2022Market

Size:

Regional

Comparison

(2/2)Averagerevenue

peruserforecast

inUS$575.6581.1567.1555.4536.4498.8487.7444.0433.9413.1390.5358.2349.3342.2343.2332.8332.9361.7321.6320.9353.5303.7299.8302.1302.0292.5273.9286.7283.4282.5265.3274.2257.1201.9262.8175.4257.0171.4250.7166.7243.3161.0234.4152.7220.7133.8218.9138.5210.9124.2205.0204.4116.1117.1111.120172018201920202021202220232024202520262027UnitedKingdomFranceGermanyItalySpain21

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023TV

&

Video

users

are

estimated

to

increase

from2017

to

2027Market

Size:

GlobalUsersforecast

inmillions5,677.14,056.95,690.74,216.35,554.75,506.03,701.45,457.33,507.35,408.63,262.65,359.83,344.95,311.03,083.15,262.22,675.75,213.32,429.75,164.43,884.82,197.920172018201920202021202220232024202520262027Traditional

TV&Home

VideoOTTVideo22

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023China

has

the

biggest

market

in

TV

&

Video

users

in

2022Market

Size:

Regional

Comparison

(1/2)Usersforecast

inmillions3,896.73,918.13,788.73,739.73,690.33,640.83,596.53,544.93,489.33,437.83,387.3916.7741.8921.5746.4931.3750.7950.1753.6946.9755.0890.6733.8896.1736.2901.2738.9908.0743.0913.5745.7926.4748.7262.6264.6266.6269.3271.4272.4274.4276.3278.2279.5281.520172018201920202021202220232024202520262027ROW(2)ChinaEuropeUnitedStates23

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRate

(2)

ROW:Restofthe

WorldMarket

Insights

2023With

users

of

76.2

million,

Germany

is

the

biggest

market

among

selectedcountries,

in

2022Market

Size:

Regional

Comparison

(2/2)Usersforecast

inmillions76.777.063.377.263.777.363.977.664.376.176.476.275.475.675.162.956.261.956.362.356.462.356.160.956.261.356.260.556.153.643.456.255.243.956.255.444.056.255.756.255.854.043.654.443.854.743.954.543.754.943.953.843.544.044.120172018201920202021202220232024202520262027GermanyUnitedKingdomItalyFranceSpain24

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Netflix

invests

heavily

in

its

exclusive

contentCompany

profiles:

Netflix

(1/2)Netflix

key

factsAvailabilityof

Netflixin89

countriesRevenue:

US$25

billion(2020)Net

income:

US$2,761

million(2020)Founded:

1997CAGR(1):

24%

(2019

to2020)Paidsubscribers:

204

million(2020)Headquarters:

LosGatos,

CaliforniaProduct:

streamingserviceNetflix’sdigitalstrategyInthe

early

years

afterNetflix’founding,the

company

grew

byengaging

inthe

DVD-

Netflix

isincreasingly

investing

inexclusive

content

intheformof

content

licensesby-mail

business.

Thevideo

streaming

service

Netflix

aswe

knowittoday

launched

andthe

production

of

own

series.

Thiscontent

involves

high

costs;

thus,

Netflix

hasin2007.

Back

then,the

company

startedtooffer

subscription-based

streaming

ofmovies

and

tv

shows.

Users

canchoose

fromavariety

of

different

plansinapricerange(3)

between

US$8

and

US$14

andwatch

content

onalmost

anydevice.

Today,Netflix

has158

million

paidsubscribers

inover

190

countries.

Additionally,Netflixhasbeen

producing

own

filmandTVseries

underthe

label

“Netflix

Original”since2013.

Netflix

released

371

Originalsin2019,

which

represents

over

50%

increase

incomparison

to

2018.raised

the

prices

inthe

U.S.

and

addedan“Ultra”plan.However,

the

company

alsoreacts

to

country-specific

habitsbyoffering

amobile-only

planatalower

price

insome

Asianmarkets.

Thisstrategy

mightbenecessary

to

remain

competitive

intheVideo-on-Demand

market.

Disney

hasended

itscollaboration

with

Netflix

in2019tostartitsown

streaming

service

Disney+.

Otherfilmstudiosmight

follow.

Netflix

isnolonger

fullydependent

on

suchdealsasitscustomers

areincreasinglyinterested

initsexclusive

content.25

Notes:(1)

CAGR:

Compound

Annual

GrowthRateSources:

Company

informationComcast

is

second

biggest

broadcasting

and

cable

TV

company

by

revenueCompany

profiles:

ComcastComcast

keyfactsCountrieswith

theirown

Sky

Group

divisionRevenue:

US$121.43

billion(2022)Net

income:

US$5.37

billion(2022)CAGR(1):

4.33%

(2021

to2022)Headquarters:

Philadelphia,U.S.Comcast

TVsubscribers:

17.5

million(2021)Founded:

1963Product:

Broadcasting,

cable

TV,Internet&telephoneserviceComcast’s

digitalstrategyComcast

is

the

second

largest

broadcasting

andcabletelevision

company

intheworld

byrevenue,

located

inPhiladelphia,U.S.Additionally,Comcast

alsoprovidesInternet

andtelephone

services,

andisthe

largest

Internet

service

provider

intheU.S.;

Xfinity,

Comcast’s

division,provides

cabletelevision,

internet,

telephone

andwireless

services.

Comcast

isalso

aparentcompany

of

anAmerican

mass

mediaandentertainment

conglomerate

NBCUniversal

Media,

whose

two

divisions,

NBCandUniversal

Pictures,havebigpresence

inbothmedia

andentertainmentindustries.Comcast

alsoowns

several

steady

digitalunits,

such

asSkyGroup

andPeacock,which

allows

themtousebothdigitaland

traditional

TVtotheiradvantage.Comcast

covers

thewhole

TVmarket

andprovides

the

resource

fordigitalenvironment,

which

isitsbrand

Xfinity,thatprovides

internet

connectivity

andhardware

forit,

suchaswireless

hotspots.

Comcast

also

provide

theircustomerswith

theirown

entertainment

platformX1,thatoffers

live

TV,OnDemand

andpopularstreaming

apps.26

Notes:(1)

CAGR:

Compound

Annual

GrowthRateSources:

Company

informationMARKETSGamesThe

Games

marketis

a

fast-growingmarket

mainly

driven

by

the

expansion

ofmobile

gaming

across

the

globeOverview:

SummarySummaryThegamingindustryhasexperienced

significantgrowth

inrecent

years

and

ispoised

to

continuetogrow

inthefuture.Onemajor

trend

inthe

industryistheshifttowards

mobile

gaming,asthe

number

ofpeople

playinggames

on

theirsmartphones

andtabletshasincreased

dramatically.

Anothertrend

isthegrowing

popularity

of

onlineand

multiplayer

gaming,asmore

and

more

playersareseeking

outsocial

andcompetitive

gamingexperiences.

Additionally,advancesinvirtualreality

technology

haveopened

up

new

possibilities

forimmersive

gaming

experiences.Anotherfactorcontributingtothegrowth

of

thegaming

industryistheincreasingfocusonin-game

monetization,

suchasmicrotransactions

and

in-gameadvertising.

Thishasallowed

game

developers

to

generate

significantrevenuefrom

theirgames,

even

afterthey

havebeen

released,

and

hashelped

to

sustainthegrowth

of

theindustry.Overall,

thegamingindustryis

facingmanyexcitingopportunities

and

challenges

andislikely

to

continuetoexperience

significantgrowth

inthecoming

years.There

are

several

factorsdrivingthegrowth

ofthegamingindustry.Onemajorfactoristheincreasing

number

ofpeople

withaccess

tohigh-speed

internet

andgamingdevices.

Thishasmadegaming

more

accessible

toawider

audience,includingpeople

inemerging

markets.

Anotherfactoristheincreasing

popularityof

esports,

which

hasgrown

from

anichehobbytoamajor

global

phenomenon,attractingmillionsof

spectators

andgenerating

significantrevenue

fromadvertising

andsponsorship.28Sources:Market

Insights

2023Games

is

an

important

part

of

the

Media

MarketOverview:

Market

DefinitionMarket

definitionInscopeOutof

scopeTheVideo

Games

segment

consistsofPhysically

Sold

Video

Games

andDigitalVideo

Games.Physically

Sold

Video

Games

comprises

revenues

associated

with

in-person

purchases

ofvideo

games

inretail

stores

(e.g.,atGameStop,

Walmart,

andTarget)

or

inonline-shops

as

CDs,DVDs,

or

other

solid

storage

mediaDigital

VideoGames

encompasses

revenues

associated

with

digitalgamesales

(e.g.,Steam,Origin,and

Blizzard’s

B

forPCsand

theXboxGames

Store,

PlayStationStore,

andNintendoeShop

forconsoles).

Additionaldownloadable

content

(DLC)andsubscriptionservices

areincluded.

Thedefinitioncovers

subscription-basedgames,

e.g.,World

ofWarcraft,

aswell

as

free-to-play

games

within-gamepurchasesfor

additionalpremium

content

or

functionalities,e.g.,Fortnite.Detaileddefinitionscanbefoundintheindividualsegments.Thissegment

includes:Thissegment

excludes:•In-person

purchases

ofvideo

games•Digitalvideo

games•Demo/Trial

versions

of

video

games•Free-to-play

gaming

apps29Sources:Market

Insights

2023The

Games

market

accounted

for

25.03%

of

the

total

Media

market

revenue

in2023Overview:

Key

TakeawaysKeyTakeawaysTheGames

market

ispoised

to

experience

significantgrowth

inthecoming

years.According

toprojections,

themarket's

revenue

is

expected

toreach

astaggeringUS$406.20bn

by2023.Thisgrowth

isanticipatedtocontinueatanannualgrowth

rate(CAGR2023-2028)of

9.06%,

resulting

inanestimated

market

volume

of

US$626.80bn

by2028.When

compared

globally,itisworth

notingthatinChina

is

expected

togeneratethehighest

revenue

intheGames

market,with

anestimated

US$112.00bn

in2023.Furthermore,

thenumberof

usersintheGames

market

isprojected

to

reach

4.4bnusers

by2028.Interms

ofuser

penetration,

itisanticipatedtobe48.9%

in2023

and

is

projectedtoincrease

to55.5%

by2028.Additionally,theaverage

revenue

peruser

(ARPU)is

expected

toamounttoUS$312.80.30Sources:Market

Insights

2023Cloud

gaming

giveshigh-end

gaming

experience

without

the

need

for

expensivehardwareDeep

dives:

cloud

gamingCloudgaming,alsocalledGaming-as-a-Service

(GaaS)or

Gaming-on-Demand

(

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