![]() ![]() This should increase to US$6.5bn in 2026, 85% of total VR revenue.Īdvertising’s spread throughout the digital world has made it a dominant industry category. Gaming content is the primary contributor to VR revenue, taking in US$1.9bn in 2021. Growth between 20 is expected at 24% CAGR, bringing the segment to US$7.6bn. Global VR spend rose by 36% y-o-y in 2021 to US$2.6bn, following on the hot 39% growth in 2020. VR continues to be the fastest-growing E&M segment, albeit from a relatively small base. Gaming is now the third-largest data-consuming E&M content category, behind video and communications. Asia Pacific generated the lion’s share of revenues in 2021 with US$109.4bn, almost double North America, the second highest region. Global video games and esports revenue totaled US$215.6bn in 2021 and is forecast to grow at a 8.5% CAGR to US$323.5bn in 2026. These are findings from PwC’s Global Entertainment & Media Outlook 2022-2026, the 23rd annual analysis and forecast of E&M spending by consumers and advertisers across 52 countries and territories. With the industry becoming more digital, more mobile and more youth-oriented, virtual reality (VR) and gaming are powerful growth drivers, while digital advertising permeates all of the industry. Following a pandemic-related 2.3% decline in 2020, E&M revenue rose a strong 10.4% in 2021, from US$2.12trn to US$2.34trn. CANNES, 20 June 2022 – The global entertainment & media (E&M) industry surged ahead last year, strongly outpacing overall global economic growth. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |