NEW YORK, June 22, 2022 /PRNewswire/ — Final 12 months, the worldwide leisure and media (E&M) trade surged forward, effectively forward of total world financial progress. After a pandemic-related decline of two.3% in 2020, E&M’s income rose 10.4% in 2021. US$2.12 trillion to US$2.34 trillion. Because the trade turns into extra digital, extra cell, and extra youth-friendly, digital actuality (VR) and video games have gotten highly effective progress drivers, with digital promoting permeating your entire trade. These are finds from PwC Leisure & Media World Forecast 2022-202623rd annual evaluation and forecast of shopper and advertiser spending on E&M in 52 international locations and territories.
Findings from this 12 months’s forecast embody:
Whole revenue from video video games and esports US$215.6 billion in 2021 and is projected to develop at a CAGR of 8.5% to US$323.5 billion in 2026. Asian-Pacific space introduced within the lion’s share of income in 2021 US$109.4 billionnearly doubled North America, the second largest area. Video games are at the moment the third most data-consuming E&M content material class after video and communications.
VR continues to be the quickest rising E&M section, albeit with a comparatively small base. World VR spending up 36% year-on-year in 2021 to US$2.6 billionafter a meteoric rise of 39% in 2020. Progress is predicted to be 24% every year between 2021 and 2026, bringing the section US$7.6 billion. Sport content material is the principle supply of revenue from VR, making an allowance for US$1.9 billion in 2021. This could enhance to US$6.5 billion in 2026, 85% of complete VR income.
The proliferation of promoting within the digital world has made it the dominant trade class. After falling practically 7% in 2020, adverts are up a formidable 22.6% in 2021. US$747.2 billion. Nearly completely digitally pushed promoting is predicted to develop at a CAGR of 6.6% by means of 2026. Internet marketing revenues will develop even quicker, with a CAGR of 9.1%. In 2026, promoting is predicted to develop into a $1 trillion market and E&M’s largest income generator, surpassing shopper spending and web entry.
After rising 35.4% in 2020, video over the Web (OTT) grew one other 22.8% in 2021, pushing income to US$79.1 billion. OTT income progress will gradual barely; it’s anticipated to develop at a CAGR of seven.6% by means of 2026, bringing income US$114.1 billion.
Conventional TV, surrounded by competitors from OTT streaming providers, continues to be producing important revenues, however its inexorable decline will proceed, with world revenues forecast to say no at a CAGR of 0.8% in comparison with US$231 billion in 2021 till US$222.1 billion in 2026.
World cinema revenues are recovering, offsetting losses brought on by the pandemic, and are anticipated to hit a brand new excessive US$46.4 billion in 2023. Field workplace anticipated to succeed in US$49.4 billion in 2026 from US$20.8 billion in 2021, the common annual progress price will probably be 18.9%. China surpassed the US to develop into the world’s largest cinema market in 2020 and is predicted to keep up that lead till 2026.
In 2024, reside music income is projected to exceed pre-pandemic ranges. Digital music streaming subscriptions are driving progress within the recorded music sector the place, US$36.1 billion in 2021 till US$45.8 billion in 2026
Content material progress is fueling huge information consumption with 2.6 million petabytes (PB) of information consumed in 2021 and is predicted to develop at a CAGR of 26% to succeed in 8.1 million PB by 2026. Video games would be the quickest rising information. customers in the course of the forecast interval with an anticipated CAGR of 29.6%. Cell phones would be the quickest rising machine class between 2021 and 2026 with a CAGR of 28.8% and cell information consumption is predicted to extend from 1.1M PB to three.8M PB.
Werner BallhausHead of Worldwide Leisure & Media, PwC Germany, mentioned: “The trade press tends to deal with the businesses which have dominated the E&M trade. However the decisions billions of customers make about the place they’ll make investments their time, consideration, and cash are fueling trade transformation and setting traits. We’re seeing the emergence within the coming years of a worldwide E&M shopper base that will probably be youthful, extra digital and extra enthusiastic about streaming and gaming than the present shopper inhabitants. That is shaping the way forward for the trade.”
North America dominates E&M per capita, however quicker progress is in different areas
On the regional stage, North America orders by far the best per capita spending on O&M, at $2229nearly doubled Western Europe $1158. Towards, Asian-Pacific spacewhich was the biggest E&M area by income in 2021. US$844.7 billionhas per capita spending $224. Tea Center East in addition to Africa have the bottom E&M spending per capita of any area on this planet, $82.
In the meantime, the highest ten rising markets by CAGR are concentrated in Latin America, Center East, Africa in addition to Asiawhereas OTT video and video games account for many of the income progress, with esports and cinema additionally exhibiting fast progress. Turkey (estimated CAGR 14.2%), Argentina (10.4%), India (9.1%) and Nigeria (8.8%) rank first in E&M’s shopper spending progress outlook over the five-year forecast interval.
The Metaverse Is Ready
Within the not-too-distant future, the metaverse might develop into a stunningly reasonable world the place folks entry immersive digital experiences by means of a VR headset or different related machine. As a result of the Metaverse is an evolution that would essentially change how companies and customers work together with merchandise, providers, and one another, its potential monetary and financial worth goes far past digital actuality. Over time, a lot of the income from video video games, music performances, promoting, and even e-commerce might transfer into the metaverse.
How large is the potential of E&M within the metaverse? The place to begin to contemplate is the quickly rising digital actuality market. It’s at the moment one of many smaller segments being monitored, however a 36% enhance in world spending over the previous 12 months is a touch of its long-term potential. The worldwide put in base of standalone and tethered VR headsets is projected to develop from 21.6 m in 2021 till 65.9 m in 2026.
CJ Banga, director of know-how, media and telecommunications, PwC, USA, mentioned:: “We’re seeing a robust restoration in key sectors for the reason that pandemic. It set a brand new progress platform for leisure and media heading right into a turbulent future with fault traces, cracks and new monetization alternatives dotting the panorama. As we enter FY23 and past, we count on digital and digital content material and multimedia experiences to proceed to develop, gaming will develop into the brand new battleground for shopper leisure, and content material and streaming will probably be remodeled by market and shopper dynamics.”
O World Leisure & Media Forecast 2022-2026
The PwC World Leisure & Media Outlook, along with the accompanying publication Fault Strains and Fracture: Innovation and Progress in a New Aggressive Setting, present an in depth evaluation of worldwide E&M shopper and promoting spending. The forecast consists of five-year historic and five-year forecast information and commentary for 16 trade segments in 52 territories. Segments embody promoting (tv, web, outside); books; enterprise to enterprise; cinema; information consumption; Web entry; music, radio and podcasts; newspapers and shopper magazines; OTT video; TV and residential video; in addition to Metaverse and NFT included for the primary time this 12 months.
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