Gaming

The global entertainment & media (E&M) industry surged ahead last year, strongly outpacing overall global economic growth. 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 . 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. These are findings from PwC's Global Entertainment & Media Outlook 2022-2026 the 23 rd annual analysis and forecast of E&M spending by consumers and advertisers across 52 countries and territories.

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Findings in this year's Outlook include:

  • 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. Asia Pacific generated the lion's share of revenues in 2021 with US$109.4bn , almost double North America , the second highest region. Gaming is now the third-largest data-consuming E&M content category, behind video and communications.
  • VR continues to be the fastest-growing E&M segment, albeit from a relatively small base. Global VR spend rose by 36% y-o-y in 2021 to US$2.6bn , following on the hot 39% growth in 2020. Growth between 2021 and 2026 is expected at 24% CAGR, bringing the segment to US$7.6bn . Gaming content is the primary contributor to VR revenue, taking in US$1.9bn in 2021. This should increase to US$6.5bn in 2026, 85% of total VR revenue.
  • Advertising's spread throughout the digital world has made it a dominant industry category. After a decline of nearly 7% in 2020, advertising grew an impressive 22.6% in 2021 to US$747.2bn . Driven almost entirely by digital, advertising is set to grow at a 6.6% CAGR through 2026. Internet advertising revenue is seen growing even faster, expanding at 9.1% CAGR. In 2026, advertising is projected to be a $1tn market and the largest E&M revenue stream, having surpassed consumer spending and internet access.
  • After growing by 35.4% in 2020, Over-the-top (OTT) video surged another 22.8% in 2021, pushing revenues to US$79.1bn . The pace of OTT revenue growth will moderate somewhat; it is expected to grow at a 7.6% CAGR through 2026, pushing revenues to US$114.1bn .
  • Traditional TV, beset by competition from OTT streaming services, still generates considerable revenues, but its inexorable decline will continue, with global revenues projected to shrink at a -0.8% CAGR from US$231bn in 2021 to US$222.1bn in 2026.
  • Global cinema revenue is bouncing back, reversing its pandemic-driven losses, and is expected to reach a new high of US$46.4bn in 2023. Box office revenue is projected to reach US$49.4bn in 2026 from US$20.8bn in 2021, an 18.9% CAGR. China surpassed the US to become the world's biggest cinema market in 2020, and is expected to retain this leadership through 2026.
  • Live music revenue is projected to exceed pre-pandemic levels in 2024. Digital music- streaming subscriptions are driving growth in the recorded music sector where revenues are forecast to rise from US$36.1bn in 2021 to US$45.8bn in 2026
  • The growth of content is fueling massive data consumption – 2.6mn petabytes (PB) of data were consumed in 2021, and it is expected to rise at a 26% CAGR to reach 8.1mn PB by 2026. Gaming will be the fastest-growing data consumer over the forecast period, with a 29.6% CAGR expected. Mobile handsets will be the fastest-growing device category between 2021 and 2026, increasing at a 28.8% CAGR and expected to push mobile data consumption up from 1.1mn PB to 3.8mn PB.

Werner Ballhaus , Global Entertainment & Media Industry Leader, PwC Germany, said: "Industry press tends to focus on the companies that have dominated the E&M industry. But it is the choices that billions of consumers make about where they will invest their time, attention and money that are fueling the industry's transformation and driving the trends. We are seeing the emergence of a global E&M consumer base for the coming years that is younger, more digital and more into streaming and gaming than the current consumer population. This is shaping the future of the industry."

North America dominates per capita E&M, but faster growth resides elsewhere

At a regional level, North America commands by far the highest E&M spend per capita, at US$2,229 , nearly double Western Europe's US$1,158 . By contrast, Asia Pacific , which was the largest E&M region by revenue in 2021 at US$844.7bn , has per capita spend of US$224 . The Middle East and Africa have the lowest per capita E&M spend of any region globally, at US$82 .

The top ten growth markets by CAGR, meanwhile, are focused in Latin America , Middle East , Africa and Asia , with OTT video and gaming providing the majority of revenue growth, and esports and cinema seeing fast growth as well. Turkey (estimated 14.2% CAGR), Argentina (10.4%), India (9.1%) and Nigeria (8.8%) are top-ranked for E&M consumer spend growth prospects over the five year forecast period.

The metaverse awaits

In the not-too-distant future the metaverse could become a stunningly realistic world where individuals access immersive virtual experiences, through a VR headset or other connecting device. Because the metaverse is an evolution that may profoundly change how businesses and consumers interact with products, services and each other, its potential financial and economic value goes far beyond VR. In time, much of the revenues associated with video games, music performances, advertising and even e-commerce could migrate into the metaverse.

How big is the E&M opportunity in the metaverse? The fast-growing market for VR is a starting point to consider. It is currently one of the smaller segments tracked, but the 36% rise in global spending over the past year is a hint of its long-term potential. The global installed base of stand-alone and tethered VR headsets is projected to grow from 21.6m in 2021 to 65.9m in 2026.

CJ Bangah, Technology, Media and Telecommunications Principal, PwC United States, said : "Coming out of the pandemic, we've seen a strong recovery across key sectors. This has set a new growth platform for Entertainment and Media heading into a turbulent future with fault lines, fractures, and new monetization opportunities dotting the landscape. As we enter FY23 and beyond, expect to see continued growth in digital-only and digital-enabled content and media experiences, gaming becoming the new battleground for consumer entertainment, and content and streaming being transformed by market and consumer dynamics."

About the Global Entertainment & Media Outlook 2022-2026

The PwC Global Entertainment & Media Outlook, with the accompanying publication, "Fault Lines and Fractures: Innovation and Growth in a New Competitive Landscape," provides in-depth analysis of global E&M consumer and advertising spending. The Outlook includes five-year historical and five-year forecast data and commentary for 16 industry segments across 52 territories. Segments include advertising (TV, internet, out-of-home); books; business-to-business; cinema; data consumption; internet access; music, radio and podcasts; newspapers and consumer magazines; OTT video; TV and home video; as well as Metaverse and NFT included for the first time this year.

About PwC

At PwC, our purpose is to build trust in society and solve important problems. We're a network of firms in 156 countries with over 295,000 people who are committed to delivering quality in assurance, advisory and tax services. Find out more and tell us what matters to you by visiting us at www.pwc.com .

PwC refers to the PwC network and/or one or more of its member firms, each of which is a separate legal entity. Please see www.pwc.com/structure for further details.

© 2022 PwC. All rights reserved.

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SOURCE PwC

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GAMING00
East Side Games

The Office: Somehow We Manage Mobile Game Available Now

East Side Games Group (TSX: EAGR) (OTC: EAGRF) (" ESGG " or the " Company "), Canada's leading free-to-play mobile game group, in collaboration with Universal Games and Digital Platforms, announced today the worldwide launch of The Office: Somehow We Manage on iOS and Android. The free-to-play idle game is inspired by NBC's critically acclaimed, Emmy® Award-winning U.S. version of The Office which is now streaming exclusively on Peacock.

Watch the launch trailer here .

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Gaming Innovation Group signs with a new online operator in Spain

Gaming Innovation Group Inc. (GiG) has signed an agreement with a brand new partner in Spain to provide its award winning platform, powering their move online.

The new partner already has an established retail business in the region, and the partnership will allow the new licensed brand to expand its operations online by the end of this year. It is expected that their digital transformation will take advantage of the substantial experience and knowledge that GiG can offer.

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Gaming Innovation Group signs Moosh in Portugal

- Gaming Innovation Group Inc. (GiG) has signed an agreement with a brand new partner Caravel Entertainment Limited (Caravel), best known for operating the 'Moosh' brand in Portugal to provide its award winning sportsbook and platform.

The deal, which represents a continued strengthening of GiG's targeted strategy in fast growing regulated markets, will see Caravel shift from its existing technology to GiG's for the moosh.pt site, and as such will provide immediate revenue opportunities from what is an existing database migration, scheduled to take place during Q4 2022.

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BORANETWORK's Country Club Membership NFT sold out in 19 seconds on the heels of BIRDIE SHOT character NFT

  • Country Club Membership 793 NFTs for whitelist sale and 307 NFTs for public sale all sold out
  • BORANETWORK to provide tBORA by lot as a reward to commemorate the sell-out

- BORANETWORK (representative Gyehan Song) said on the 1st day that the Country Club Membership NFT of BIRDIE SHOT: Enjoy & Earn, a casual golf game that is being developed by METABORA, a subsidiary of Kakao Games was sold out in 19 seconds after inception of the public sale.

BORANETWORK's Country Club Membership NFT sold out in 19 seconds on the heels of BIRDIE SHOT character NFT.

BORANETWORK released 1,100 Country Club Membership NFTs in the whitelist sale on the 29th through BORA PORTAL and the remaining 307 NFTs for all users on the 30th, selling them out in 19 seconds.

The Country Club Membership NFT is an extreme-mode golf course that provides CON as award in BIRDIE SHOT and users holding the NFT will be given a variety of benefits within the game continually.

BORANETWORK plans to provide the Country Club Membership NFT purchasers with tBORA by lot as a reward to celebrate the sell-out of NFT.

BIRDIE SHOT is a blockchain game version of Friends Shot: Golf for All that is serviced in Korea and globally. It is a casual golf game where users create their own golf teams and match with various players in golf courses across the world. Users can earn game money CON by winning a match against others and exchange it with tokens on BORA PORTAL for profits and have fun of Enjoy & Earn by growing and converting their characters into NFTs and trading them.

  • APPENDIX

* BORA PORTAL (URL): https://boraportal.com/

*BIRDIE SHOT Website URL: https://birdieshot.io/

  • Press release contacts

Deputy Head Seungmin Lee at METABORA, kelly.meta@metabora.io

Manager Dongwan Ha at METABORA, allen.meta@metabora.io

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SOURCE BORANETWORK

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DeepWell DTx Unveils Winners for Inaugural Mental Health Game Jam

First Place Winner "Inner Room" Claims $25,000 Prize from Among 100+ Entries Spotlighting Game-Forward Treatments for Stress, Depression and Anxiety

DeepWell Digital Therapeutics (DTx) has revealed the winners of the company's inaugural Mental Health Game Jam, hosted in partnership with Global Game Jam. Bringing together a community of global developers to create valuable therapeutic experiences through games, DeepWell's Mental Health Game Jam was created to inspire games that can entertain while simultaneously addressing stress, anxiety, and depression and foster support and understanding for those dealing with mental health challenges.

Judged by a trusted panel of game industry luminaries and medical veterans – including Shahid Ahmad , Rami Ismail , Dr. Leeza Maron , American McGee, Alanah Pearce and Dr. Anne Marie Porter – across multiple criteria including gameplay, treatment mechanics, and furthering of understanding for mental health issues, DeepWell is proud to announce the first class of winners from more than 100 games submitted:

GRAND PRIZE | $25,000 USD

GAME: Inner Room

DEVELOPER: byebyesama

DESCRIPTION: "Inner Room is a game where you play three days of lockdown as a person dealing with depression, where his place of true elaboration is in his dreams. When awake, our main character must complete the most mundane tasks – waking up, eating, showering, and opening a window. In any typical game, these tasks would require just one click. Now you will need your whole keyboard to sort them out."

LINK: https://byebyesama.itch.io/inner-room

SECOND PLACE | $10,000 USD

GAME: Biotopîco
DEVELOPER: Everyday Lemonade

DESCRIPTION: "In Bíotópico, players can grow real trees using the Oxygen resource that is produced from their breath practice. We're partnering with OneTreePlanted.org to plant a physical tree on the player's behalf each time a digital tree is grown."

LINK: https://everydaylemonade.itch.io/biotopico

THIRD PLACE | $5,000 USD

GAME: Fumble

DEVELOPER: ComfyDev

DESCRIPTION: "Fumble is a puzzle game about how it feels to struggle to talk. It tells the story of someone suffering from social anxiety without realising it… The gameplay acts as a playable metaphor of social anxiety and offers what we believe is one possible representation of what it feels like to have the condition."

LINK: https://namidasai.itch.io/fumble

"We truly believe in the power of games to help treat mental illness," said Mike Wilson , co-founder, DeepWell DTx. "It goes to show that the games community recognizes that games are and can be good for you, and we are excited about taking the first steps to making games that can serve as both entertainment and with therapeutic value."

In addition to the winners, DeepWell and Global Game Jam have also cited several others competitors for distinction as best-in-category finalists across a number of categories:

"Most Educational" – Game: "Balance It Out" | Developer: lukeamer | Link
"Most Innovative" – Game: " Can You ?" | Developer: devbymark | Link
"Most Engaging" – Game: "Mockingzen" | Developer: havana24 | Link
"Most Accessible" – Game: "Bottles" | Developer: zrrz111 | Link
"Best Art" – Game: "Mood Farm" | Developer: Peregon | Link
"Best Audio" – Game: "Inner Room" | Developer: byebyesama | Link

The full list of games created during the month of May for the challenge can be found on the Global Game Jam's itch.io page for free public access here .

Founded by Devolver Digital co-founder Mike Wilson and medtech innovator Ryan Douglas , DeepWell DTx) is a first-of-its-kind video game publisher and developer dedicated to creating best-in-class gameplay that can simultaneously entertain and deliver, enhance and accelerate treatment for an array of globally pervasive health conditions. DeepWell is backed by a team of more than 40 industry-leading creators, game designers, scientists and medical researchers, coming together to prove the power of games in addressing mental health.

For the latest updates, please visit DeepWellDTx.com .

About DeepWell DTx
DeepWell is a video game developer and publisher dedicated to making games that are simultaneously world-class entertainment, as well as therapeutic for a myriad of health concerns. Founded by game industry veteran Mike Wilson and medtech innovator Ryan Douglas , the company is guided by an advisory board of more than 40 industry-leading creators, game designers, scientists, and medical researchers.

Media Contacts
fortyseven communications - deepwell@fortyseven.com
DeepWell PR – press@deepwelldtx.com

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SOURCE DeepWell DTx

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"Bleach: Brave Souls" Official Website Updated with Over 135 Character Profiles

KLab Inc., a leader in online mobile games, announced that its hit 3D action game Bleach: Brave Souls currently available on smartphones, PC, and PlayStation 4, will receive a massive update to the official English website on June 23rd .

The Bleach: Brave Souls official website has been updated with 135 character profiles. Now is a great time to check out the website, learn about your favorite characters, and dive into the world of Bleach: Brave Souls currently available on smartphones, PC, and PlayStation 4.

The update will add special character pages to introduce more information on the all-star cast of characters exclusively for English audiences.

There will be visual profiles and special move videos added for more than 135 characters including Ichigo Kurosaki and Rukia Kuchiki. Don't miss out on this chance to meet the many characters from the world of Bleach.

Now is a great time to check out the official English website.

Bleach: Brave Souls Official Website:
https://www.bleach-bravesouls.com/en/

About Bleach: Brave Souls

The world of mega-hit manga and anime Bleach comes to life in this exciting 3D action game! Build a team using your favorite characters from the Bleach universe.

Platform: iOS /Android™/PC/PS4™

Smartphone Support: Android™ 4.4+, iOS 10.0+

PC (Steam) Support: Windows 8, Windows 8.1, Windows 10
(64-bit OS Required)

PC (Bluestacks) Support: Windows 7+ (34-bit/64-bit OS)
*Not compatible with Mac/Linux.
*The game might not run on some computers.

Genre: 3D Action

Release Date: July 23, 2015

Price: Free-to-play (In-game purchases available)

Official Website: https://www.bleach-bravesouls.com/en/

Official Twitter Account: @bleachbrs_en

Official Facebook Page: https://www.facebook.com/BleachBS.en

Official YouTube Channel: https://www.youtube.com/channel/UC1QJ4uNQeijEx0jlo4nqauA

Official Instagram: @bleachbravesouls_official

Official Discord: https://discord.com/invite/bleachbravesouls

Copyright: © Tite Kubo/Shueisha, TV TOKYO, dentsu, Pierrot
© KLabGames

Download here!

App Store : https://itunes.apple.com/app/id1003168863
Google Play: https://play.google.com/store/apps/details?id=com.klab.bleach
Steam: https://store.steampowered.com/app/1201240/BLEACH_Brave_Souls
PlayStation Store: https://store.playstation.com/concept/10002097

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SOURCE KLab Inc.

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NetEase Announces New Independent Director and Changes in Composition of Board Committees

NetEase, Inc. (NASDAQ: NTES and HKEX: 9999, "NetEase" or the "Company"), one of China's leading internet and online game services providers, today announced that its board of directors has appointed Ms. Grace Hui Tang as a new independent director, effective as of July 1, 2022 . As a result of this appointment, the Company's board of directors will consist of six members, five of whom are independent and two of whom are female.

Ms. Tang will also serve as the chairperson of the audit, compensation and nominating committees of the board as well as a member of the board's environmental, social and governance committee. With these appointments and certain other changes to such committees which are effective as of July 1, 2022 , the committees will be comprised of the following independent directors:

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