David Borshell | An Overview of Media and Entertainment Industry PowerPoint PPT Presentation

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Title: David Borshell | An Overview of Media and Entertainment Industry


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An Overview of Media and Entertainment Industry
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David Borshell
The United States media and entertainment
business includes of industries that produce and
dispense motion movies, television programs, and
advertisements. Additionally, the entertainment
industry also offers streaming content, audio
recordings, radio, broadcast and supplementary
services, David Borshell says. In fact, the ME
market of US is 33 of the worldwide ME
industry. Furthermore, this industry is foreseen
to reach 804 billion by the year 2021. The ME
industry can be segmented into four main
verticals which include film, video games, book
publishing and music.
Media and Entertainment
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Heres an overview of the different segment of
ME industry
Film
Music
Video Games
Book Publishing
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Film
The film entertainment business involves films,
picture theaters, TV subscriptions, streaming
content and the supply of the filmed
entertainment. In the year 2017, the box office
auction in the US has reached 11 billion and
sale of home video reaches 107.9
billion. However, Deloittes business scrutiny
approximations television subscriptions will
remain static at 100.8 billion throughout 2018.
A lot of prominent movie studios are part of
larger media and entertainment industry. The
conglomerate includes television, music services,
video and streaming services, newspaper, and
cable and magazine segments. The U.S. film
entertainment segment relished a trade surplus of
16.3 billion in the year 2014.
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Music
The US music industry including concerts and
touring, grow to 18.3 billion in the year 2017.
Actually, this entertainment business is the
biggest worldwide music market. Digital
technologies have changed the music industry by
generating high quality, affordable recording
machinery along with the eruption of devices to
download and stream music.
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Video Games
The U.S. gaming industry grows to 36 billion in
revenues in 2017, David Borshell says. Nowadays,
customers have access to numerous devices for
gaming, such as PCs, mobile phones, physical
consoles, and tablets. The sector includes
physical, digital, and online games. In the year
2017, eSport ticket auctions in the U.S. raise at
a 19.7 percent rate, while eSports streaming
marketing grew 35 percent. Currently, eSports
revenue grow at 275 million in the US. This
entertainment business is continually
revolutionizing and bringing new applications to
market.
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Book Publishing
The U.S. book publishing sector, which comprises
the physical as well as digital books. This
entertainment industry segment is the biggest in
the world with 37 billion in auctions, with the
universal market at 116 billion. Actually, this
media and entertainment industry segment is
measured across three major segments including
professional, educational, and consumer
publishing. Online vendor Amazon has started
physical bookstores, although also owning the
biggest audiobook dealer, Audible. More than 70
percent of American young generation own a
smartphone. Moreover, up to 45 percent of
individuals own a tablet, and one in five own an
eReader. Audiobook revenue has currently exceeded
e-book revenue, with 2016 figures respectively at
2.1 in 2014 and 1.1 billion in 2015.
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Wrapping It Up
David Borshell a senior executive with 30 years
of experience in ME industry has given the above
overview. The ME business is enormous and
diverse. In fact, the industry is continually in
transformation phase because both old and new
continue to exist. Multiple-platform, multiple
devices, and interactivity have altered the media
and entertainment business vertical over the last
decade.
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