2018-2022 글로벌 엔터테인먼트와 미디어 전망 Global Entertainment & Media Outlook 2018–2022


Global Entertainment & Media Outlook 2018–2022

Trending now: convergence, connections and trust

Five-year projection of consumer and advertiser spending data across 15 segments and 53 territories


https://www.prnewswire.com/news-releases/pwcs-entertainment--media-outlook-forecasts-us-industry-spending-to-reach-720-billion-by-2020-300281287.html



2018-2022 글로벌 엔터테인먼트와 미디어 전망


VR이 압도적 1위를 기록하고 있다.


1.가상현실 VR(Virtual Reality)

컴퓨터로 만들어 놓은 가상의 세계에서 사람이 실제와 

같은 체험을 할 수 있도록 하는 최첨단 기술


2.오버더톱 OTT(Over The Top)

인터넷을 통해 방송 프로그램·영화·교육 등 각종 미디어 

콘텐츠를 제공하는 서비스


3.인터넷 광고(Internet Advertisement)

4.비디오 게임 및  EA 스포츠 등


Segment findings

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


The fastest growth will be in digitally driven segments, with virtual reality leading the way, followed by over-the-top content (OTT).

E-sports will be the second fastest-growing segment if it were separated from the overall Video games and e-sports segment.

By contrast, newspapers and magazines will see declines in revenues to 2022.


Outlook perspectives

Today’s rapidly evolving media ecosystem is experiencing a new and different wave of convergence. To succeed in the future that’s taking shape, companies must reenvision every aspect of what they do and how they do it. It’s about having, or having access to, the right technology and excellent content, which is delivered in a cost-effective manner to an engaged audience that trusts the brand. Our new report, Perspectives from the Outlook 2018–2022, is available free to non-subscribers and provides insights into important trends and how companies like yours can respond.

https://www.pwc.com/gx/en/industries/tmt/media/outlook.html?WT.mc_id=CT1-PL52-DM1-TR2-LS2-ND6-TTA9-CN_GEMO2018-GEMO18.Paid.TW

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