Tag Archive | entertainment

Cloud Video Games Market will Reach $1 Billion in Revenue

According to findings from the latest market study by Juniper Research, global revenues from PC and console video games will decline from $46.5 billion this year to $41 billion by 2019.

The Juniper study highlights that the cloud games market will reach $1 billion in revenues.

via Digital Lifescapes

Global Pay-TV Digital STB Revenue Reached $20.3 Billion

Following a relatively flat three-year period, the global pay-TV set-top box (STB) market managed to achieve the highest annual revenue total in its history during 2013, setting the stage for continued growth through 2015, according to IHS.

Worldwide digital STB shipment revenue last year totaled $20.3 billion.

via Digital Lifescapes

Movie Producer Revenue will Reach $76.4 Billion in 2018

Worldwide revenue earned by movie producers from online and offline distribution will increase from $62.7 billion to $76.4 billion between 2014 and 2018. That is a healthy 18% increase.

Global online distribution of movies is expected to grow from 5.6% of revenues in 2014 to 16.6% in 2018.

via nScreenMedia

Global Pay-TV Digital Service Subscribers Grew by 1.4 Percent

The Multiscreen Index, published by informitv, shows a 1.4% increase in digital television subscriber numbers across 100 leading pay-television services around the world in the first quarter of 2014.

Providers collectively gained 4.17 million video customers over three months and 17.43 million year on year, an increase of 5.2%.

via informitv

Video Upside: 49% of Americans Have an Internet Connected TV

According to Leichtman Research, over the past year in the U.S. market, the largest pay-TV providers cumulatively lost about 40,000 subscribers – similar to the losses during the prior year. The largest broadband providers added about 2.7 million subscribers – similar to the prior year.

Meanwhile, Netflix added about 6.5 million new video streaming service subscribers, and still growing strong.

via Leichtman Research

Mobile Games Revenue will Reach $28.9 Billion by 2016

The digital video games industry has changed. Historically, computers and game consoles were essentially the only devices to play games on. However, these devices have been supplemented by an array of alternative games channels in recent years.

Many mobile devices — such as smartphones and tablets — can also be used to play various types of games.

via Digital Lifescapes

2014 World Cup: ESPN Channel Tracking 26% Above 2010

ESPN’s coverage of the 2014 FIFA World Cup continues to track well above 2010, averaging 3.72 million viewers through the first 23 matches from Brazil.

That represents a 26% increase over the 2.95 million through the first 23 matches in South Africa in 2010.

via Broadcasting & Cable

Study Finds that World Cup is Accessible to 5.9 Billion Screens

The 2014 FIFA World Cup is sizing up to be the most accessible in the tournament’s history, as the combined reach of broadcast TV and streaming options are poised to make the matches available on up to 5.9 billion screens worldwide, estimates research firm Ovum.

According to Ovum, alternative access on PCs, tablets and smartphones account for 57% of those screens.

via Multichannel

Demand for Over-the-Top Media Servers will Grow in China

Worldwide set-top box (STB) revenue totaled $4.8 billion in 1Q1 — that’s a decline of 3% from 4Q13.  Cable STBs were the only segment to see unit and revenue growth in 1Q14, each up 5%. North America today commands the largest portion of STB revenue, but Asia Pacific is projected to close to within 3 percentage points by 2018.

A boost in overall STB unit shipments this year will come from an increase in over-the-top media servers as service providers in China and other emerging markets use these devices.

via Infonetics Research

Why Mobile Media is the Most Popular Source for Live Events

Live entertainment seekers — defined in a recent study as mobile phone users who plan to see a live performance within the next three months — are turning to their smartphones to help plan for such events.

90% of U.S. entertainment seekers turned to mobile for more information after seeing ads for events on other channels.

via eMarketer


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