Tag Archive | entertainment

Video Games Industry will Reach $230B+ in 5 Years

Video Games Industry will Reach $230B+ in 5 Years

Video games software and hardware combined could be in the $165 billion to $170 billion range this year (if mobile outperforms again), and reach between $230 billion and $235 billion by 2022 if strong performance continues.

via Digi-Capital

Six Digital Video Trends for 2018

Eyeidea stock video portfolio

In 2018, eMarketer estimates, 181.5 million people in the U.S. will use connected TVs at least once per month — a number that amounts to just over 55% of the general population. By 2021, connected TV users will reach 194.4 million.

via eMarketer

Video Entertainment Original Content Creation Trends

Video Entertainment Original Content Creation Trends

According to Juniper Research, Subscription Video on Demand (SVoD) services — from leading providers such as Netflix and Amazon — will drive a surge in OTT revenues to reach $120 billion in 2022, and that’s up from $64 billion in 2017. In this environment, the traditional expensive bundle of pay-TV services will surely continue their decline.

via Digital Lifescapes

Augmented and Virtual Reality Investment Gains in 2017

augmented virtual reality market research

Startup leaders across the 27 AR and VR sectors in the Digi-Capital Augmented and Virtual Reality Report and Deals Database raised $1 billion in the fourth quarter before the end of November. This is only the second time the billion dollar figure has been reached in a single quarter.

Source: Digi-Capital

Internet-Enabled TV Connected Devices in 60% of U.S. Homes

Never have viewers had so many options to connect to streaming content on their television set. Whether it be an enabled multimedia device, game console, or smart TV, nearly 70 million TV households in the U.S. have access to at least one.

Source: Nielsen

State of Play in Home Video Entertainment

video game market research

Many are pressing play, but who’s willing to pay? In the past year, digital video viewing is on the rise for both free and paid content. And more teens are willing to pay for digital content, with 63% saying they purchased digital video in the past year, up from just 45% in 2016.

Source: Nielsen

Digital Transformation of In-Flight Entertainment Services

in-flight wi-fi market research

According to the latest worldwide market study by Juniper Research, commercial aircraft adopting in-flight Wi-Fi services will reach 14,419 globally by 2022 — that’s up from an estimated 5,243 in 2017.

Source: Digital Lifescapes