Pay-TV customer needs and wants are purposely ignored — because the advertiser is the focal point of the legacy business model. In a report that attempts to quantify the costs of an à la carte pricing for cable television, Needham & Co.’s Laura Martin estimates that $45 billion of TV advertising would be at risk under such a change.
Along with 1.4 million American jobs, $20 billion in taxes paid by such cable operators as Comcast (CMCSA) and Time Warner Cable (TWC), and $117 billion in market capitalization.
Handheld gaming consoles will experience a dramatic reduction in presence – generating only 13% of the global market in 2017 in contrast to 22% in 2013. They face increasingly strong competition from games on mobile terminals.
IDATE forecasts an average annual growth of 11.4% for online gaming and 12.2% for mobile gaming for the period of 2013-2017 — against 11.1% for the entire video games market.
Only 6% of adult Internet users in the U.S. market view online video from a pay-TV operator’s website. The concept of “TV Everywhere” has been criticized for poor consumer awareness, being confusing, and lacking content, according to MRG.
Advertising alone will not convince consumers to adopt TV Everywhere offerings. Rather, these services should be integrated with the multi-functional pay-TV companion apps that many service providers are launching.
By 2018, 520 million homes in 40 countries will watch online television and video (both paid-for and ad-supported) — that’s up from 182 million in 2010. The media industry is in the midst of a paradigm shift, with web-delivered video as the agent of change in 2014.
Brands increasingly are getting onboard, with ad dollars expecting to show a CAGR of 13% over the next several years, reaching close to $5.8 billion by 2017.
In addition to the $1.30 billion spent on new video games, the total spend on used and rental reached $436 million. Full game and add-on content downloads, subscriptions, mobile games and social network games generated $1.72 billion.
3Q 2013 experienced a 20% increase for new physical games coupled with a 35 percent growth in digital full games and downloadable content.
Consumer spending on 3D movies across cinema, video discs and pay-TV VOD platforms will reach a combined $2.2 billion within the U.S. market in 2013.
Total consumer spending on movies across cinema, both physical and digital video sectors, as well as transactional and subscription VOD platforms, is forecast to reach $23.2 million this year — therefore 3D movies will account for one tenth of the entire U.S. movies market.
via Screen Digest
In theory, France has many of the necessary ingredients for a vibrant and growing over-the-top (OTT) video entertainment market — a high broadband penetration rate, and pay-TV operators that are active in multi-screen video.
The French OTT market has seen earlier and more significant developments from broadcasters and less from Pay-TV operators, compared to the U.S. and UK markets.
ITU research shows that the world has witnessed a massive shift from analogue to digital television; over 55 percent of households with a TV now receiving a digital signal — compared with just 30 percent in 2008.
Globally, the halfway mark for digital penetration was passed in 2012. In the developed world, an estimated 81 percent of total households receive a digital signal.
BT decided to create a new service called ‘BT Sport’ and make it a standalone product that would be given away (free) to their broadband subscribers in the UK.
Within 3 months of introducing BT Sport over 2 million customers were using the service across satellite, BT TV and a mobile app — which achieved 1 million downloads in 2 months.
National Geographic’s latest interactive storytelling offering is based on the book “Killing Kennedy: The End of Camelot” by Bill O’Reilly. The docudrama presents a dual timeline — one depicting the presidency of John Kennedy and a parallel dramatization about the life of Lee Harvey Oswald.