Entertainment
Key Findings by Segment
Filmed Entertainment: Rapid growth in DVD sell-through, shorter theatrical-to-video release windows, and the transition from VHS to DVD will drive home video growth. Subscription services such as mail-order DVD rentals and growing DVD hardware penetration will also boost global spending, which is projected to reach $108 billion in 2008 from $75.3 billion in 2003, rising at a 7.5 percent CAGR.
Television Networks (Broadcast and Cable): Television networks are among the earliest beneficiaries of improved economic conditions because advertisers value the medium with the largest reach. Global spending is projected to increase at a 5.9 percent CAGR to $174 billion in 2008.
Television Distribution (Station, Cable and DBS): Large increases in subscription spending in Asia/Pacific are expected, as the multichannel universe in that region expands. Maturing markets in other regions nearing saturation will keep growth in the single digits, with a projected 7.1 percent CAGR bringing total global spending to $183 billion in 2008. Additionally, satellite will gain market share at the expense of cable, and Pay-Per-View and Video-On-Demand will grow rapidly during this period.
Recorded Music: Increased spending on licensed digital music combined with stabilized sales of CDs will lead to a rebound in spending, with expansion projected for 2006, following after five consecutive years of decline and flat sales projected for 2005. Piracy will continue to dampen growth in the near-term, but legal measures to against piracy – along with lower prices and an improved economy – will stem the decline in spending during the next three years. By 2008, global spending on recorded music will total an estimated $33.7 billion, growing at a 2.0 percent CAGR.
Video Games: The fastest-growing segment during the next five years, global video game spending will increase to $55.6 billion in 2008, at a 20.1 percent CAGR. By 2008, online and wireless will be major distribution channels, spurred by broadband penetration and new mobile phones that will be used as much for entertainment as for communication. The PC game market will shrink, and console game spending will grow as next generation consoles are introduced.