Digital video in the Nordics will account for more than half of all home video spend this year — making it the first market to reach the digital tipping point. Overall, the global installed base of TV-centric connected devices surpassed one billion units in 2013 and will exceed two billion by 2017.
Global ownership of personal devices has soared from 2.8 billion in 2013, and on track to reach 4.4 billion by 2017.
North American over-the-top (OTT) video spending continues to grow as we go through an era where individuals address their viewing needs through on-demand services across multiple connected devices.
OTT video market was up 47 percent totaling $8.9 billion in 2013. By 2019 it will more than double to $18.1 billion.
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.
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.
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.
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%.
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.
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.
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.
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.