www.pwc.com/outlook
PwC Global Entertainment & Media Outlook2018 – 2022
Global, Mainland China and Hong Kong findings
Global Entertainment & Media Outlook
Contents
2
3Perspectives:2018 Outlook report summary
13Key trends
28Local stories
31Closing thoughts & Key contacts
PwC
Global Entertainment & Media Outlook
3
Trending now: convergence, connections and trust
Connections Trust
Convergence 3.0
2018E&M Outlook
Report summary
Global Entertainment & Media Outlook
The mobile consumer
Need for new
sources of growth
Value shift to
platforms
Personalization
Ubiquitousconnectivity
4
Convergence 3.0: A handful of factors combine, creating the momentum behind this new wave of convergence
Perspectives report
Consumers and their devicesare always connected, always on
Mobile devices are becoming the primary means of accessing E&M content and services
Revenue streams that nourished companies in the past will not be flowing with the same force
Platforms rather than publishers are the primary beneficiaries of users’ growth in time and spending
Data analytics and technology that can support better decision-making are critical to success Convergence
3.0
Drivers of convergence
Global Entertainment & Media Outlook
Convergence 3.0: Strategic efforts from participants of every size and geography give rise to supercompetitors
Perspectives report
Media convergence
Access convergence
Business model convergence
Geographic convergence
• Examples of supercompetitors: Alibaba, Amazon, Apple, Disney, Facebook, Google, Tencent, etc.
• A handful of global players that converge towards similar business models will….
• …unite content, commerce, advertising, communications and deep financial resources under a single corporate roof
• Each will try to secure exclusive control of every aspect of its own customer relationships, consumption and activity
Four types of convergence Convergence gives rise to supercompetitors
7
Global Entertainment & Media Outlook 6
Connections: With the rise of supercompetitors, more specialized brands need to build businesses of relevant scale
Perspectives report
Create a sense of identity and community with customers by delivering high-quality experience
Address fans’ interests and preferences in content and advertisements
Target content and experiences at high-value audiences that others find challenging to attract, and turn them into loyal fans
Aim at high-value,
hard-to-reachaudiences
Deliverbrand consistent
content andadvertising
Be apowerhouse
of qualityand engagement
Scale relevance: reach, intensity sufficient
to matter to users,advertisers,
Partners
Text
Building relevance at scale
Global Entertainment & Media Outlook 7
Trust: Trust will be a vital determinant of the sector’s ability to forge connections and succeed in an age of convergence
Perspectives report
Is your content trustworthy?
Advertisers are raising questions about the quality, safety and appropriateness of the content they advertise against
Is your audience who you say it is?
Media and academic reports have suggested that many social media accounts are bots or have misrepresentative information
Are you taking proper care of the data?
E&M companies are assuming more responsibility for protecting customer information- what they like, look at, their interests, profiles, financial information, etc.
Are your investments paying off?
Direct measurement of audience engagement –whether an agency is delivering the promised audience to a client – has not been sufficiently answered
Is your company good for society?
The sheer size, reach and utility of today's media platforms cause them to be evaluated on their contributions to society
Five vital dimensions of trust
Global Entertainment & Media Outlook 8
Growth rates remain steady even as the industry is being transformed
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
Global, China & Hong Kong E&M CAGRs
Projected industry growth 2017—2022
7.2%China
Projected industry growth 2017—2022
4.4%Global
Projected industry growth 2017—2022
2.1%Hong Kong
2017: 3.0% 2017: 8.3%2017: 4.2%
A new wave of convergence
Global Entertainment & Media Outlook 9
Consumer driven revenue remains the largest share through 2022 and consumers are willing to pay for access
Global summary and macro trends
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
0%5%
10%15%20%25%30%35%40%
Advertising Access ConsumerGlobal Asia Pacific* Mainland China
2022 E&M revenue share: primary categories 2017-2022 E&M CAGR: primary categories
0%
2%
4%
6%
8%
10%
Advertising Access ConsumerGlobal Asia Pacific* Mainland China
• Consumer revenue includes:– Read: books, magazines, newspapers– Listen: music, radio, podcasts– Watch: TV, OTT, cinema– Play: games, e-sports, virtual reality
• Access revenue includes:– Mobile Internet, fixed broadband revenue
• Advertising revenue includes:– B2B, Internet advertising– OOH, TV advertising
* Asia Pacific excluding Mainland China, Japan and Korea
Global Entertainment & Media Outlook 10
Digital revenue will continue to make up more and more of the industry’s income, accounting for more than 50% in 2018
Digital revenue as % of total revenue
Global summary and macro trends
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
30%35%40%45%50%55%60%65%70%
2013 2014 2015 2016 2017 2018 2019 2020 2021 2022Dig
ital r
even
ue a
s %
of t
otal
re
venu
e
Global Mainland China
Projected revenue for China in 2022: US$224bn, 65% of total revenue
Projected revenue for Global in 2022: US$1,366bn, 57% of total revenue
• By 2020, total global data consumption through smartphones overtakes fixed broadband data consumption
Digital revenue % in 2022:
India: 34%Indonesia: 43%Vietnam: 63%Thailand: 53%
Global Entertainment & Media Outlook 11
The global E&M market topped $2tr USD in 2017
E&M market share by segment: Global, Asia Pacific*
Segment overview: Global summary
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
In 2017, Global total E&M spend of US$2T
Asia Pacific’s* 6.8% CAGR 2017-2022 exceeds Global
CAGR of 4.4% and reaching USD179bn by 2022
By 2022, the total Global E&M market will add
US$486bn-5 0 5 10 15
NewspaperMagazines
Traditional TV and home videoBooks
TV advertisingBusiness-to-business
Music, radio and podcastsOut-of-home advertising
CinemaInternet access
Video games and e-sportsInternet advertising
OTT
2017-2022 CAGRGlobal Asia Pacific*
* Asia Pacific excluding Mainland China, Japan and Korea
Global Entertainment & Media Outlook 12
Mainland China outperforms Global in various segments. OTT of Mainland China and Hong Kong exhibit highest growth
Segment overview: Hong Kong summary
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
• OTT continues to drive the growth in the E&M market
• Internet advertising tops revenue across advertising segments
• Cinema in Mainland China still show strong growth potential
Key takeaways
E&M segment CAGR 2017-2022: Global, Mainland China, Hong Kong
-5 0 5 10 15 20
NewspaperMagazines
Traditional TV and home videoBooks
TV advertisingBusiness-to-business
Music, radio and podcastsOut-of-home advertising
CinemaInternet access
Video games and e-sportsInternet advertising
OTT
2017-2022 CAGRMainland China Global Hong Kong
Global Entertainment & Media Outlook
Key trends
Global Entertainment & Media Outlook
1. OTT Video
Global Entertainment & Media Outlook
1 China – US$2,443mn, 16.3% CAGR
2 Japan – US$2,401mn, 10.1% CAGR
3 South Korea – US$547mn, 21.5% CAGR
4 Australia – US$465mn, 12.2% CAGR
5 India – US$297mn, 22.6% CAGR
6 Taiwan – US$214mn, 15.5% CAGR
OTT Video revenue in 2017
15
OTT video global revenue of $36bn USD in 2017 is projected to grow at 10.1% CAGR
Segment overview: OTT video
• The growth of the OTT video sector has been supported by improving broadband coverage and a wide range of OTT video launches
• Growth will continue in the forecast period with more launches and platforms worldwide
Regional revenue and growth: total global 2017 revenue $36bn USD
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
• Asia Pacific leads growth due to faster broadband connections and increasing OTT video service offerings mostly focused on local content
• China CAGR of +16.3% will outpace global growth 2017-2022
NAEMEA
APAC
LA
China
6%
8%
10%
12%
14%
16%
18%
10% 15% 20% 25% 30% 35%
2017
-202
2 C
AG
R
2017 Growth
Size proportional to revenue
Global Entertainment & Media Outlook 16
The OTT video market is being propelled by consumer content demand, lower prices and portability preferences
Segment overview: OTT video
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
• Despite strong growth, OTT will account for 26% of the global TV subscription market by 2022• Japan, New Zealand and Singapore have the highest OTT share of OTT and Pay-TV revenue.
Pakistan, Vietnam and India have the lowest OTT penetration• OTT revenues rise with mobile access, connections
26%
74%
Global
OTT videoPay TV subscription
17%
83%
Mainland China
25%
75%
Asia Pacific (excluding Mainland China)
Mobile Internet penetration by 2022: 69% 79% 60%
OTT video sharing of TV subscription market by 2022
Global Entertainment & Media Outlook
2. Internet advertising
Global Entertainment & Media Outlook 18
Internet advertising is growing rapidly in Asia Pacific and is projected to reach US$123bn by 2022
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
• Indonesia and India are expected to have a rapid growth through 2022, with 20.2% and 16.2% CAGR respectively.
Internet revenue in 2017 and growth in Asia Pacific
Segment overview: Internet advertising
Indonesia, USD1,480mn
India, USD958mn
Japan, USD12.1bnSouth Korea,
USD5.4bn
Mainland China, USD46bn
0%
5%
10%
15%
20%
25%
0% 10% 20% 30% 40% 50%
2017
-202
2 C
AG
R
2017 Growth
Size proportional to revenue
Global Entertainment & Media Outlook 19
Data consumption will be driven by mobile platform
Segment overview: Internet advertising
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
2017
64%
23%8%
29%
64%
36%
77%92%
71%
36%
0%10%20%30%40%50%60%70%80%90%
100%
MainlandChina
India Indonesia Japan SouthKorea
Fixed broadband Mobile
2022
54%
9% 5%25%
57%
46%
91% 95%75%
43%
0%10%20%30%40%50%60%70%80%90%
100%
MainlandChina
India Indonesia Japan SouthKorea
Fixed broadband Mobile
4% 1%3%
10%
3%
73%
6%Communications
Games
Music
Other digitalcontentSocial networking
Video
Digital activities 2017
Data consumption by platform: Fixed broadband vs. Mobile
Global Entertainment & Media Outlook 20
Mobile internet advertising will dominate Internet advertising
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
• Mobile internet advertising continue to grow rapidly in Asia Pacific, with Indonesia and India having the fastest growth in the region
Segment overview: Internet advertising
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
8,000
9,000
2013 2014 2015 2016 2017 2018 2019 2020 2021 2022
Rev
enue
$bn
USD
India Indonesia Japan South Korea
Mobile internet advertising revenue in 2022
0
10,000
20,000
30,000
40,000
50,000
60,000
70,000
2013 2014 2015 2016 2017 2018 2019 2020 2021 2022
Rev
enue
$bn
USD
Mainland China
Mainland China: US$57.7bn, 20.1% CAGR Japan: US$8.5bn, 8.7% CAGR
South Korea: US$2.9bn, 6.1% CAGR
Indonesia: US$2.5bn, 25.8% CAGR
India: US$0.8bn, 21.7% CAGR
Global Entertainment & Media Outlook
3. New growth engines for Global E&M market
e-Sports Virtual reality
*VR & e-Sports data are available for the following 10 key markets: USA, Japan, China, South Korea, UK, France, Germany, Russia, Italy, Spain
Projected industry growth 2017—2022:
20.6%
Projected industry growth 2017—2022:
40.4%
Global Entertainment & Media Outlook 22Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
The US, China, Japan and South Korea dominate the video games market and will represent 59% market share by 2022
Top 10 video game countries by revenue 2022ChinaUSJapanSouth KoreaUK
GermanyFranceRussiaItalyIndia
Countries on both listsIndia Russia
Top 10 countries with highestCAGR 2017-2022IndiaTurkeyPakistanUAEIndonesia
ThailandArgentinaSaudi ArabiaRussiaRomania
Top 10 countries by revenue 2017
Video game top countries by 2022 revenue and growth 2017-2022
Top 10 countries by CAGR 2017-2022
Countries on both lists
Segment overview: video games and e-Sports
Global Entertainment & Media Outlook 23
e-Sports revenue is growing rapidly in Global
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
• The e-sports revenue is increasing gradually in Asia Pacific• Specially for China and South Korea, they are expected to have a rapid growth through 2022 and
dominate in Asia Market.
e-Sports revenue for key countries and their CAGR
0
100
200
300
400
500
2013 2014 2015 2016 2017 2018 2019 2020 2021 2022
Rev
enue
$m
nU
SD
China US Japan South Korea
Segment overview: video games and e-Sports
China: US$338mn, 23.7% CAGR
South Korea: US$306mn, 14.4% CAGR
Japan: US$42mn, 31.2% CAGR
US: US$467mn, 20.5% CAGR
Global Entertainment & Media Outlook 24
e-Sports total global revenues of USD $1.6bn in 2022.Sponsorship remains largest by revenue in 2022
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
• Sponsorship remains the largest sub-segment through 2022 with media rights approaching a tipping point
• e-Sports represents another face-off in growing convergence of TV and Internet companies vying for content exclusivity
• Media rights revenue in e-Sports is still comparatively small
• As the scramble for attractive intellectual property intensifies, an increase at a 30% CAGR is anticipated to 2022
Sub-segment e-Sports revenue 2022: Global, $1.6bn
0
100
200
300
400
500
2013 2014 2015 2016 2017 2018 2019 2020 2021 2022
Rev
enue
$m
n U
SD
Media rights Sponsorship Streaming advertisingConsumer contribution Consumer ticket sales
Segment overview: video games and e-Sports
Global Entertainment & Media Outlook 25
Current development in e-Sports in Hong Kong and Asia
Segment overview: e-Sports
AsiaHong KongHong KongAccording to the latestfinancial budget, the HKSARgovernment will allocateHK$100 million to Cyberportto boost the local e-Sportsand game developmentsector through building acompetition venue dedicatedto e-Sports.
e-Sports will be ademonstration sports at theAsian Games in Jakarta thisAugust 2018. In 2022Hangzhou Asian Games, e-Sports will become theofficial medal event.
2017 LOL World
ChampionshipBeijing,
Mainland China
WESGHaikou City,
Mainland China
Dota 2 Asia Championships
2018Shanghai,
Mainland China
ZOTAC Cup Master 2018Hong Kong
Recent and upcoming e-Sports tournaments in Asia:
Global Entertainment & Media Outlook 26
Virtual reality global revenue of $3.9bn USD in 2017 is projected to grow at 40.4% CAGR
Segment overview: virtual reality
Revenue and growth: total global 2017 revenue $3.9bn USD
S P C Gl b l E t t i t & M di O tl k 2018 2022 / tl k
USA, USD1,451mn
South Korea, USD279mn
UK, USD349mn
Japan, USD407mn Mainland China, USD728mn
30%
35%
40%
45%
50%
55%
0% 200% 400% 600% 800% 1000% 1200%
2017
-202
2 C
AG
R
2017 Growth
Size proportional to revenue
Global Entertainment & Media Outlook 27
With VR entering a long-term growth phase, firms turn to opportunities in VR apps and venue-based experiencesSub-segment revenue 2017: Global, $3.9bn USD
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
• After two plus years in the market, the new raft of consumer VR headsets have reached a steady growth curve
• Video and gaming will continue to be the dominant formats driving total VR revenue to $21bn USD by 2022. Social VR apps will be key to popularising VR.
• Advertising revenues will play a significant role in revenue through 2022
App5%
Gaming57%
Video38%
Segment overview: virtual reality
PwC
Global Entertainment & Media Outlook
Local stories
Global Entertainment & Media Outlook 28
Global Entertainment & Media Outlook
Traditional market is still dominating in HK market while Internet advertising is growing rapidly in Asia Pacific
Local stories: Traditional advertising
29
28%
15%
16%
20%
21%
2017
TV
Internet advertising
Out-of-home
Others
21%
14%
23%
19%
23%
2022Hong Kong
Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
• In Hong Kong, traditional advertising through print still contribute a significant portion of advertising revenue when compared to other segment, however, internet advertising will experience significant growth in the coming years.
Asia Pacific*
21%
38%
25%
6%10% Print
TV
Internet advertising
Out-of-home
Others
15%
38%31%
6%9%
* Asia Pacific excluding Mainland China, Japan and Korea
Global Entertainment & Media Outlook
Internet advertising will continue to dominate the market and reaching 69% of market share in 2022
Local stories: Traditional advertising
30Source: PwC Global Entertainment & Media Outlook 2018-2022, www.pwc.com/outlook
6%17%
59%
8%8%
2017
TV
Internet advertising
Out-of-home
Others
3%12%
69%
8%7%
2022China
• China’s Internet advertising market was the second-largest market globally in 2017, after the US, with total revenue of US$45.7bn
• Over the next five years revenue will increase at an 11.8% CAGR, reaching US$80.0bn in 2022
Global Entertainment & Media Outlook
31
Your PwC contacts
Cecilia YauHong Kong Entertainment & Media [email protected]
Wilson ChowGlobal Technology, Media and Telecommunications [email protected]
Thank you
This content is for general information purposes only, and should not be used as a substitute for consultation with professional advisors.
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