The document discusses trends in digital media and entertainment. It notes that digital media such as internet advertising, internet video, and internet access are driving growth in the global entertainment market. Mobile gaming revenues will account for over 50% of the global gaming market by 2021. The market for augmented and virtual reality is also growing, projected to reach $27 billion by 2025. The document also examines operators' strategies around content, with some focusing on exclusive in-house content or licensed premium sports rights, while others partner or aggregate content from various media companies. Live entertainment's role in the platforms of the future is uncertain, with traditional premium content fitting some operators' strategies and alternative or niche content fitting others'.
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Panel Discussion: Is content eating the world?
1. DATE
Is content eating
the world?
CHARTING THE FUTURE OF MOBILE
11/09/2018
Jim Long, Didja, Inc.
Rob Topol, Intel Corporation
Matthew Iji, GSMA Intelligence
2. Digital Media & Entertainment:
Is anyone still watching television?
Global entertainment and media revenue Digital Media is driving growth in the market
2017
+5%
2021
Internet
advertising
Internet
video
Internet
access
Video
games
MagazinesBooksTraditional
TV & video
Newspapers
Unit: % (CAGR minus GDP growth)
Traditional media shows decline in growth
-8.3
-6.0
-4.5-4.2
0.5
2.7
4.3
6.0
$1.8T
$2.2T
Source: PwC
3. Digital Media & Entertainment:
How about content in different markets?
67%
20%
13%
Do not pay for mobile content Pay for Mobile Content
Less than once a
month
At least oncea
month
82%
10%
8%
Do not pay for mobile content Pay for Mobile Content
Less than once a
month
At least oncea
month
Developed Developing
Source: GSMA Intelligence
4. Operators and Content:
Divergent strategies
Content as a differentiator
Content should not be exclusive
Two camps of thought
1
2
Go-to-market strategies
Build
Buy
Partner
Bundle
• Build exclusive content in-house - whether
for large screen or mobile specific content
(e.g. Orange, China Mobile etc.)
• Buy exclusive licenses for premium sports
rights (e.g. Elisa, BT)
• Partner with other content aggregators
such as Netflix and Amazon to offer
content to end-users (e.g. Telefonica)
• Aggregate content provided by the long-tail
of media players, leverage existing billing
relationship and distribution network (e.g.
Airtel, Etisalat)
5. 41% 44% 47% 49%
10%
10%
10% 10%%
25% 24% 22% 22%
3% 2% 2% 1%
21% 20% 19% 18%
2018 2019 2020 2021
Boxed/Downloaded PC
Browser PC
Console
Tablet
Smartphone
2017 - 2021 Global Games Market
Mobile
$70.3bn
$137.9bn
Insights
Mobile will serve as the growth
engine for the industry
Mobile gaming revenues will account for
more than 50% of the global gaming
market
Live streaming + esports will drive
player engagement + revenue in
console market
China will remain the No.1 gaming
market by revenue and number of
players
Source: NewZoo
$151.9bn $165.9bn $180.1bn
Mobile
$82.3bn
Mobile
$94.2bn
Mobile
$106.4bn
GAMING
%
Mobile Gaming:
Trending towards $100bn market by 2021
7. Live Entertainment
Where does it fit into the platforms of the future?
Traditional “premium” content & infrastructure Alternative content and forms of content
Premium sports rights, co-production with traditional
production companies, acquisition of cable co. etc.
Long-tail niche content, AR/VR/Immersive content,
Live content, OTT contentWhat
Type
of
MNO
High fixed BB
Penetration
Bundling /
multi-play integral
to strategy
Positive view on
evolution of linear
TV / platforms
Mobile-first MNOs/
market leaders in
cellular
connectivity
Bullish outlook on
5G and potential
for monetisation
Bets on non-linear
content forms
8. DATE
Is content eating
the world?
CHARTING THE FUTURE OF MOBILE
11/09/2018
Jim Long, Didja, Inc.
Rob Topol, Intel Corporation
Matthew Iji, GSMA Intelligence