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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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