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Entertainment, Media, Film, Radio, TV, Gaming & Cable Trends


A complete analysis of the Entertainment & Media Industry, including trends, statistics and profiles of the 400 most successful Entertainment & Media firms, is available in the Entertainment & Media Industry Almanac.

Represents subscriber only content.

  1. Introduction to the Entertainment & Media Industry

  2. The Wireless Home Takes Advantage of New Media Center Breakthroughs

  3. DVR Market Evolves; Time-Shifting Becomes Widespread

  4. Online Delivery and Illegally Shared Files Force the Music Industry to Adapt

  5. The Film Industry Faces Online Challenges and Opportunities

  6. Netflix Faces Stiff Competition

  7. Casino Mega-Mergers Reshape Gambling in the U.S.

  8. Reality TV Dominates Broadcast Programming

  9. Electronic Games Boom

  10. Satellite Radio Turns Up the Volume

  11. Radio Via IP Grows

  12. High-Definition Grows—HDTV and HD-DVD

  13. Video on Demand (VOD) and Subscription Video on Demand (SVOD) Go Mass Market

  14. TV over IP—Telecom Companies Enter the Television Market

  15. High-Definition Grows—HDTV and HD-DVD

  16. Mega-Mergers Continue

  17. Movie Series See Huge Success

  18. Last Mile Challenges Tumble; Mass Broadband Markets Emerge

  19. Entertainment-Based Retailing Is Big

  20. Video Via Cell Phone Takes Off

 

Entertainment & Media Industry Data

Entertainment market research, entertainment market research, media market research and entertainment industry analysis. Includes research and analysis of markets for film, TV, cable, satellite, radio, broadcasting, publishing, books, magazines, newspapers, online, multimedia, sports, gaming, gambling, casinos.. Features trends, statistics, finances, markets, jobs, global trade, services and profiles of leading firms. Executive Mailing Lists. Plunkett's Entertainment & Media Industry Almanac (Print and eBook Format available)

Entertainment & Media Industry Statistics

1) Introduction to the Entertainment & Media Industry

The burning issue affecting all sectors of the entertainment and media industry is control. Gone are the days when television and radio programmers enjoyed captive audiences who happily sat through ad after ad or planned their schedules around a favorite show. Consumers, especially consumers in younger demographics, now demand more and more control over what they watch, read and listen to. Issues related to control include pricing of media usage (including free, illegal downloads versus authorized, paid downloads or pay-per-view) and portability (including the ability for a consumer to download once, whether legally or illegally, and then use a file on multiple platforms and devices).

Today, electronic offerings such as DVDs, personal video recorders, video-on-demand and MP3 players have vastly altered the way consumers enjoy entertainment. People watch and listen according to their own desires and whims. Miss the finale to a favorite television show? Rent or buy it on DVD or record it to watch later. Interested in only one track from a recording artist's new CD? Buy and download just the one song from the Internet. Love a prime-time drama on a major network but hate commercials? Skip over them with a personal video recorder.

The implications of these changes are staggering. The business models upon which most entertainment companies have traditionally run are becoming obsolete. Revenue from advertisers is in jeopardy while revenue from subscription-based business models is soaring. Programming schedules are losing relevance while electronic program guides are becoming more and more vital. Traditional media are losing share while new digital media are becoming the norm. Entertainment companies are being forced to radically change to deal with new technologies and new demands from consumers.

Rapid changes in viewing habits are already occurring. Network TV news, radio news and newspapers all find that they have to compete fiercely against Internet-based news content. A large portion of sports programming has migrated away from “free” broadcasts on TV and onto paid cable channels and pay-per-view systems.

Meanwhile, platforms and delivery are evolving quickly. Multipurpose cell phones will be used for more and more entertainment purposes, including video and TV-like programming. Game machines are going multipurpose with the ability to connect to the Internet and to play DVDs. Broadband to the home has reached the mass-market tipping point, while wireless broadband systems such as 802.11g are enhancing the mobility of entertainment and media access. A serious evolution of access and delivery methods will continue at a rapid-fire pace, and media companies will be forced to be more nimble than ever.

Recommendation software that learns the habits and tastes of consumers will evolve and will do a better job of pushing appropriate entertainment choices toward audiences. Amazon.com has long been a leader in the use of such software. Netflix has created an admirable package of its own. Likewise, Apple’s iTunes software is strong on recommending content to customers. Some interesting mergers might be driven by the potential to use extremely powerful recommendation software to attract and better serve consumers across multiple types of entertainment media. How about a merger between Apple and TiVo? Or maybe Amazon and Blockbuster?

 

For a complete analysis and further discussion of statistics, trends and more:
 
 

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