The global entertainment and media (E&M) industry is experiencing sustained growth and will increase at a 6.4 percent compound annual growth rate (CAGR) to $2 trillion in 2011, according to the PricewaterhouseCoopers "Global Entertainment and Media Outlook 2007-2011," reports MarketingCharts.
Moreover, spending related to convergent platforms (convergence of the home computer, wireless handset and television) will account for more than half of E&M spending by 2011, PwC said.
'Outlook' Overview:
- Double-digit growth is expected for digital and mobile spending in each geographic region during the next five years, rising to $153 billion by 2011.
- Spending related to the distribution of entertainment and media on convergent platforms (convergence of the home computer, wireless handset and television) is also growing at double-digit rates and will exceed 50 percent of global spending by 2011.
- Within the next five years, nearly half of the total industry growth is expected to be generated through online and wireless technologies; during the same period, broadband households will grow by 300 million to 540 million subscribers and wireless subscribers will increase by 1.1 billion to 3.4 billion.
- The migration to digital formats is having an adverse impact on competing revenue streams while consumer-generated media is accelerating content fragmentation, the report says.
- Global advertising will increase at a 5.4 percent CAGR during the forecast period, rising to $531 billion in 2011 from $407 billion in 2006:
- Internet will remain the fastest-growing advertising medium, with a projected 18.3 percent CAGR, reaching $73 billion in 2011.
- By 2011, online advertising will comprise 14 percent of the global advertising market.
- Out-of-home will be the second fastest-growing advertising medium, with a projected 6.5 percent compound annual increase.
MarketingCharts provides additional data on the key drivers of the E&M industry, highlights from various geographic regions, and segment highlights (including internet, TV, videogames, among others).