Are you not entertained?

Netflix is spending $8 billion producing or buying content in 2018. Hulu is spending about $2.5 billion.

Netflix will have around 1,000 originals total on the service by the end of 2018, with 470 of those set to premiere between now and end of the year.

HBO owner Time Warner ($8 billion), Fox ($8 billion) and Disney ($7.8 billion) spend on non-sports programming.

Netflix, Hulu and Amazon are expected to triple their content spending by 2022.

In 2017, consumer spending for combined theatrical and home entertainment markets worldwide was nearly $90 Billion.

Asia and eSports are the future of entertainment

The global box office’s record high was driven by a 7% increase in international markets ($29.5 billion). Japan, the United Kingdom, India, and South Korea rounded out the top five international markets after China. Cinema screens increased eight percent globally in 2017, reaching just over 170,000, led by continued double digit growth in the Asia Pacific region (+16%).

Ent Group predicts that China’s annual box office will exceed 90 billion yuan ($14.34 billion) by 2022. In addition, film-related sectors will generate over 200 billion yuan ($31.87) in total revenue.

China was the largest global movie market in the first quarter of 2018.

China will likely double the North American movie and entertainment market before 2030.

India and the ASEAN entertainment markets will reach comparable size about 20 years behind China’s growth.

The growth of the Asian markets will shape the blockbuster content that is produced. There will be tons of content for each niche market. Netflix has identified several hundred separate entertainment niche markets.

ESports (watching professionals play video games like Fortnite) will surpass $1 billion in revenue in 2018. There are over 400 million viewers of eSports. Currently, eSports is making about 5-6 times less per viewer than the roughly $15 per viewer of regular sports.

If eSports can figure out how to make more money per viewer then it will probably become a bigger market than regular sports. The younger generations prefer to play and watch video games.

China already has a $32.5 billion mobile gaming market.

Newzoo released the first quarter 2018 Global Games Market Report. They forecast that 2.3 billion gamers across the globe will spend $137.9 billion on games in 2018. This represents an increase of +13.3% from the year before, or $16.2 billion. Digital game revenues will take 91% of the global market with $125.3 billion.

Consumer spend on games will grow to $180.1 billion by 2021, a CAGR of +10.3% between 2017 and 2021. Global games market revenues were $70.6 billion in 2012.

The global games market is doubling every 6 years. This would mean $360 billion in 2027 and $720 billion in 2033 if the trends continued.

Mobile gaming should be $106.4 billion market in 2021.

3D viewing, immersive entertainment, virtual reality, augmented reality and higher resolutions all will contribute to the rise of eSports.

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