GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC

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GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC
Global Entertainment and Media Outlook
                  2018-2022

                               Expert opinions
                                    Vyacheslav Nikolaev
Global and Russian markets:         Artem Pulikov
Key trends and outlooks             Mikhail Voshchinsky
                                    Vadim Vereshchagin
                                    Oleg Tumanov
GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC
CONTENTS

                                         9
                              STEADY GROWTH
                              Development trends in
                            Russia's entertainment and
                                 media industry

                            CREATIVE INTELLIGENCE
                            AI: The new business reality

   NEW ROUND OF
   DEVELOPMENT
 Entertainment and media:
       Global trends
GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC
9
                                    METHODOLOGY
                                    Detailed calculation
                                    methodology for all
                                        segments

                          9
              KEY SEGMENTS
               Russia’s 2018
          entertainment and media
                   outlook

     19 Internet access

21     TV advertising

     23   Internet advertising

27     Cinema

     31 OTT video                    EXPERT OPINIONS
                                       Vyacheslav Nikolaev   (13)
35     Video games and e-sports
                                             Artem Pulikov   (17)
                                       Mikhail Voshchinsky   (25)
     37 Virtual reality (VR)
                                       Vadim Vereshchagin    (29)
                                            Oleg Tumanov     (33)
GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC
NEW ROUND OF DEVELOPMENT

    The entertainment and media market is entering a new phase of
    development. The lines that once separated the entertainment and
    media, technology and telecoms industries are becoming more and more
    blurred. Major content producers have become vertically aligned and
    integrated with distribution platforms that allow them to access end
    customers more efficiently, and Internet and telecoms giants are starting
    to create content and build local integrated ecosystems. The distinctions
    between segments are blurring, such as the distinctions between print
    and digital; video games and sports; terrestrial, cable and online TV;
    and social and traditional media.

                                    KEY DRIVERS OF THE NEW ECOSYSTEM

    2018
    The first year when global
    revenue from mobile Internet
    advertising will surpass its
    traditional equivalent.

3
GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC
Media Outlook | 2018

The distinctions between segments
are blurring, such as the distinctions
between print and digital; video games
and sports; terrestrial, cable and online
TV; and social and traditional media

           IN THE EVOLUTION OF
           ENTERTAINMENT AND MEDIA,
           TRADITIONAL BUSINESS
           MODELS ARE BEING
           REINVENTED SO THAT
           COMPANIES CAN TAP INTO
           NEW REVENUE STREAMS AND
           CREATE MARKET RELEVANCE
           AT SCALE.

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GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC
NEW ROUND OF DEVELOPMENT

    Three types of industry
    development

    ENTERTAINMENT AND MEDIA COMPANIES:
    THREE KEY WAYS TO TRANSFORM

                               These three strategies are interrelated areas of development
                               for achieving a company’s key goals of robust financial
                               performance and maximum audience coverage. To be
                               successful, companies should focus on all three areas.

5
GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC
Media Outlook | 2018

Continuing revenue growth...

…but with stark differences
among segments…

...and countries

                                           PwC        6
GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC
NEW ROUND OF DEVELOPMENT

7
GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC
Media Outlook | 2018

COMPOUND ANNUAL GROWTH RATES BY COUNTRY, 2017-2022

            Нигерия
            Nigeria                                                                            21,0%
              Египет
               Egypt                                                            17,1%
               Индия
                India                                                   11,6%
               Кения
               Kenia                                               10,3%
        Индонезия
         Indonesia                                          8,8%
              Россия
             Russia                                         8,8%
          Пакистан
           Pakistan                                         8,8%
           Вьетнам
           Vietnam                                       8,1%
        Филиппины
       Philippines                                       8,1%
              Турция
            Turkish                                     7,9%
Саудовская
     SaudiАравия
              Arabia                                  7,6%
           Румыния
          Romania                                    7,3%
         Аргентина
         Argentina                                  7,2%
               Китай
               China                                7,2%
                 ОАЭ
                 UAE                                7,1%
           Тайланд
          Thailand                               6,5%
                 Перу
                Peru                            6,4%
    Южная
      SouthАфрика
               Africa                           6,4%
              Греция
            Greece                              6,4%
                Чили
                Chile                          6,2%
            Польша
             Poland                           6,1%
     Южная Корея                             5,9%
      SouthМексика
              Korea                         5,7%
          Малайзия
            Mexico                          5,6%
          Колумбия
         Columbia                          5,6%
               Чехия
   Czech Republic                          5,4%
          Бразилия
               Brazil                     5,3%
            Венгрия
            Hungry                     4,6%
             Италия
                 Italy               4,3%
       Португалия
           Portugal                  4,3%
            Швеция
           Sweden                   4,0%
         Австралия
          Australia                3,8%
             Канада
           Canada                 3,7%
          Сингапур
        Singapore                 3,6%
           Испания
               Spain             3,5%
      Нидерланды
      Netherlands                3,5%
                 США
                USA              3,5%
          Ирландия
             Ireland             3,5%
   Великобритания
     Great Brittan             3,2%
           Израиль
               Israel          3,1%
   Новая
     NewЗеландия
           Zealand            2,9%
            Тайвань
            Taiwan           2,8%
        Швейцария
       Switzerland           2,8%
               Дания
          Denmark            2,7%
          Норвегия
            Norway           2,7%
            Бельгия
           Belgium          2,6%
        Финляндия
            Finland         2,6%
             Япония
              Japan       2,3%
           Франция
             France       2,2%
       Hong  Гонконг
               Kong       2,2%
            Австрия
             Austria      2,2%
          Германия
          Germany        2,0%

                                                                                             PwC        8
GLOBAL ENTERTAINMENT AND MEDIA OUTLOOK 2018-2022 - GLOBAL AND RUSSIAN MARKETS: KEY TRENDS AND OUTLOOKS - PWC
STEADY GROWTH

    In 2017, the entertainment and media industry in Russia continued to show strong growth,
    with an upward trend expected through 2018 and over the next several years. The positive
    trend was facilitated by the sustainable trajectory of growth achieved by the Russian economy,
    for one, and by the 2018 FIFA World Cup, a large-scale sporting event hosted by Russia.

                                    Convergence

                                     The media industry is one of the few
                                     in which consumers, tempted by
                                     emerging technologies, tend to
                                     quickly change their behaviour and
                                     preferences

9
Media Outlook | 2018

Innovative technologies and personalisation

                                              THE DATA FROM 2017 SHOW THAT
                                              THE SIZE OF RUSSIA’S
                                              ENTERTAINMENT AND MEDIA
                                              INDUSTRY WAS USD 22BN,
                                              EXCEEDING THE 2016 MARKET SIZE
                                              BY 11%. WE EXPECT THAT THE
                                              MARKET WILL CONTINUE TO GROW
                                              AT THIS RATE AND SURPASS USD
                                              24BN IN 2018.

                                              LOOKING FIVE YEARS AHEAD, WE
                                              PREDICT THAT THE MEDIA MARKET
                                              WILL DEMONSTRATE A CAGR OF
                                              8.8%, WHICH IS TWICE THE GLOBAL
                                              RATE, AND THE TOTAL VOLUME OF
                                              THE RUSSIAN MEDIA INDUSTRY
                                              WILL EXCEED USD 33BN

                                                                         PwC    10
STEADY GROWTH

                                               USD
                                               6.5bn
                     Internet access will be
                     the leader among all
                     segments, accounting
                     for 30% of the total
                     volume.

11
E-sports     10

              Virtual reality   22

                                                                                      2017
                      Radio     264

                                                               Predictions for 2022
                 OTT video      175

              Out-of-home
               advertising           628

                Magazines            652

                      Music
                                     643

                   Cinema             942

      Business-to-business
                                       1,320
                     (B2B)

                     Books             1,423

            TV advertising                     2,912
                                                                                             RUSSIA’S ENTERTAINMENT AND MEDIA REVENUE IN 2017 AND 2022 (USD M)

              Video games                   2,268

        Internet advertising                   2,665

            Internet access                            6,549

PwC
                                                                                                                                                                 Media Outlook | 2018

12
STEADY GROWTH

     EXPERT OPINION
         Telecoms market development
         vectors

     Vyacheslav
     Nikolaev

“

13
Media Outlook | 2018

From telecoms to entertainment

                      ANY TOOL MUST BE THE
                      MOST CONVENIENT…
                      WITH AN ATTRACTIVE
                      OFFERING, THE
                      OPERATOR MAY ONLY
                      GAIN A LITTLE, BUT THEY
                      DO GAIN AN ADVANTAGE

The services ecosystem
and a personalised approach

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CREATIVE INTELLIGENCE

                             Artificial intelligence (AI) is a new suite of technologies
                             capable of performing tasks that usually require human
                             intelligence, e.g. speech recognition, decision-making or
                             learning. AI is being rapidly adopted as the business reality
                             for many global industries. Its role in the entertainment and
                             media industry is remarkable.

                             Technology adoption

15
Media Outlook | 2018

                   Complete automation through              Human resources and
                   AI only                                  AI technology

Consumer-centred Optimisation of content                    Enhancing the customer
innovation       creation                                   experience

                   • Music produced by AI                   • Tracking exercise
                   • Filmmaking based on the                  (e.g. improved workout
                     Facebook newsfeed                        performance and developing
                                                              a workout schedule)
                   • Image gallery made in Google’s
                     facial recognition system              • Capabilities of interactive content
                                                              (e.g. asking customers to fill out
                   • Filmmaking based on Google               a short questionnaire after
                     photos                                   viewing a video to rank the
                                                              quality of a service/product)
                                                            • Recommendations
                                                              (e.g. TV, films and music)
                                                            • Content tracking
                                                              (e.g. Spotify playlists)
                                                            • Interactive assistants
                                                              (e.g. Alexa)

Optimised internal Reduction of repetitive                  Enhanced and more creative
processes          tasks                                    solutions

                   • Automation of customer support         • Strengthening sales performance
                   • Automation of credit                   • Maximising revenue from films
                     management                             • Maximising sales of content
                   • Predictive technologies for              licences
                     analysing customer outflow             • Reduced regulatory risks
                   • Media planning and buying              • Tracking and grouping comments
                   • Tracking, creating                     • Video content analytics
                     and distributing newsfeeds
                                                            • Social media analytics
                   • Creating content tags
                   • Editing content (e.g. film trailers)
                   • Developing sports recaps
                   • Music for films and music libraries
                     produced using AI

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KEY SEGMENTS

     EXPERT OPINION

     Artem Pulikov

“

17
Media Outlook | 2018

Moving up

Apparent symbiosis

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KEY SEGMENTS

     INTERNET ACCESS

     Most Russian operators cite
     similar trends: the steady
     growth in the mobile data
     used, increased activity in the
     segment of products based on
     fixed-mobile convergence
     (FMC) and the growth of the
     fixed broadband access and
     pay TV segments.

19
Media Outlook | 2018

Networks and upgrades

5G infrastructure

                    Mobile Internet revenue will grow
                    strongly in line with increased data
                    usage.

                                                                       PwC    20
KEY SEGMENTS

     TV ADVERTISING
     The Russian economy is closely linked to the performance
     of the TV advertising market, and a recession in 2015 saw
     a 13.7% decline in expenditures on TV advertising. However,
     this segment has proved resilient and is again experiencing
     strong rates of growth.

21
Media Outlook | 2018

2018 FIFA World Cup in Russia

National Advertising Alliance

              12.3%
               Projected growth in TV advertising for
               2018, due in particular to the impact of
               Russia hosting the FIFA World Cup.

                                                                      PwC    22
KEY SEGMENTS

     INTERNET ADVERTISING
     Russia’s Internet advertising market is the largest in Central and Eastern Europe, totalling USD
     2.7bn in 2017. It is one of the fastest-growing markets and is expected to increase at a CAGR of
     15% through 2022, when revenues will hit USD 5.4bn.

23
Media Outlook | 2018

Mobile advertising

Display advertising

                                  PwC    24
KEY SEGMENTS

     EXPERT OPINION
         Internet versus TV

     Mikhail
     Voshchinsky

“

25
Media Outlook | 2018

Partnerships, emerging
technology and content

Big data,
big opportunities

                    ONE DATA SOURCE IS NOT
                    ENOUGH TO RUN AN EFFECTIVE
                    ADVERTISING CAMPAIGN.

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KEY SEGMENTS

     CINEMA
     The Russian cinema sector remains heavily dependent on
     Hollywood for revenue. Of the top 20 films at the box office in
     2017, 16 were American. In 2016, the market saw a similar
     situation, with an even larger number of Hollywood films (18)
     in the top 20.

                          WE EXPECT THAT TOTAL CINEMA
                          REVENUE WILL GROW TO USD 1.2BN
                          BY 2022, UP FROM USD 942M IN 2017.

                                                                       USD
                                        USD

                                        942m                           1.2bn
                                         2017                           2022

27
Media Outlook | 2018

Russian tastes

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KEY SEGMENTS

     EXPERT OPINION
         “It is the story that counts”

                                         THE VIEWER GOES TO THE CINEMA
                                         FOR AN EMOTIONAL EXPERIENCE THAT
                                         ONLY THE CINEMA CAN PROVIDE;
                                         IT SHOULD BE A HUMAN INTEREST STORY,
                                         NOT A RETELLING OF AN EVENT

29
Media Outlook | 2018

                            Vadim
                            Vereshchagin

The Central Partnership film
production company
was established in 1996.
                                “
It is part of the Gazprom-Media
Group and it is an
exclusive distributor
of Hollywood Paramount
Pictures and Lionsgate/
Summit Entertainment films in Russia and the CIS.
The company owns one of Russia’s biggest copyright
libraries. In 2017, Central Partnership films grossed
over RUB 70bn at the box office, with domestic projects
accounting for 30% of its revenue.

          Crossing borders:
          E-sports in cinema

                                                                      PwC    30
KEY SEGMENTS

     OTT VIDEO
     In Russia, the growth of the OTT video market has been limited
     since the issue of piracy remains unsolved.

31
Media Outlook | 2018

USD       175
Russia’s OTT video market
                              m
in 2017

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KEY SEGMENTS

     EXPERT OPINION

     Oleg
     Tumanov

     “

33
Media Outlook | 2018

Different screens, different
methods of monetisation

Tell me who you are, and I will tell
you what you consume

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KEY SEGMENTS

     VIDEO GAMES AND E-SPORTS

     In 2017, video games and e-sports grossed up to USD 2.2bn in
     box office revenues in the Russian market, an increase of USD
     1bn from 2013. In 2022, the market is expected to be worth
     USD 4.8bn, with an average annual growth rate of 16.3%.

     Traditional video games

      USD          10m
       Aggregate revenue
       of e-sports in Russia
       in 2017

35
Media Outlook | 2018

é

                PwC    36
KEY SEGMENTS

     VIRTUAL REALITY (VR)

     Consumer interest in VR video and VR gaming will ensure
     that the Russian VR segment grows at a CAGR of 51.3% over
     the next five years. By 2022, the total revenue for the VR
     market is expected to reach USD 178m. It is interesting to
     note that by 2022, video market revenue will exceed gaming
     revenue, despite the fact that gaming has a head-start on
     video.

37
Media Outlook | 2018

     VR gadgets are expected
7m   to be in use in Russia by 2022.

       By 2022, 7m VR gadgets will be
       in use in Russia, with 3.3m of them
       representing the latest and most
       user-friendly portable headsets.

                                                         PwC    38
METHODOLOGY

     Detailed calculation
     methodology for all segments

     The Global Entertainment and Media Outlook 2018-2022
     provides insights into the industry’s main trends and figures. The
     market falls into 15 main segments that are analysed in detail in
     this report.

     •
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39
Media Outlook | 2018

            PwC    40
METHODOLOGY

     SEGMENT DEFINITIONS
     The final figures provided in charts and graphs may differ
     from the mathematically determined final values due to
     rounding up.

     Internet advertising            This segment comprises spending by advertisers              media and email) are also included under this
                                     either through a wired Internet connection or through       category, but video advertising, searches and
                                     mobile devices. The revenue relates to the provision        classifieds are excluded. Classified ads are Internet
                                     of digital services and includes spending on                advertisements containing a list of products or
                                     advertising. Internet advertising, in general, refers to    services by categories. An advertiser pays a fee to
                                     online TV advertising, ads in newspapers, consumer          display an ad or a list of products/services around a
                                     and professional magazines and directories, and             specific vertical such as automotive, recruiting or real
                                     online radio advertising (for North America only).          estate. Video Internet advertising comprises revenue
                                     Wired Internet advertising falls into the following         from in-stream video advertising (e.g. pre-rolls, mid-
                                     categories: paid searches, banners/displays, and            rolls and post-rolls) only. It does not include in-
                                     classified and video formats. The total advertising         stream banner-display advertising or out-of-stream
                                     figures eliminate any double counting. Search               video advertising. Online video advertising generates
                                     Internet advertising involves placing ads on web            revenue both from advertising placed by traditional
                                     pages that show the results of search engine queries        broadcasting companies and from ads on websites
                                     (e.g. Google AdWords). Banner Internet advertising          such as YouTube. Mobile Internet advertising
                                     generates revenue from traditional ads placed on            comprises all advertising delivered to mobile gadgets
                                     web pages in many forms, including banner ads.              through formats designed for specific devices. This
                                     Other Internet advertising formats (e.g. affiliates, rich   revenue is considered digital.

     Pay TV                          This segment comprises consumer spending on                 The revenue comprises the sell-through and rental of
                                     basic and premium TV subscriptions, and consumer            physical home videos, and subscription and
                                     spending on public TV licence fees (when applicable)        transactional revenues from electronic home video.
                                     and home video. Consumer spending on basic and              The revenue from physical home videos is split
                                     premium subscriptions includes Video on Demand              between rentals and the sell-through of video
                                     (VOD) and pay per view (PPV) accessed from cable            formats. It is formed from consumer spending on
                                     operators, satellite providers, telephone companies         films, TV programmes and other video content on
                                     and other multichannel distributors. For subscription       DVDs and Blu-ray media. The revenue is formed
                                     TV household estimates, only data on primary TV             from all consumer spending on products, both retail
                                     subscriptions by household were considered. Home            and online. Rental revenue comprises spending on
                                     video includes both electronic and physical home            rentals of videos at video stores and other retail
                                     video of films, TV programmes and other video               outlets, along with DVDs or Blu-ray discs distributed
                                     content.                                                    by mail services.

41
Media Outlook | 2018

OTT video                  This segment comprises consumer spending on OTT          with conventional pay TV services (e.g. Sky’s Go or
                           video services and video streaming services (e.g.        Comcast’s Xfinity).
                           Netflix).                                                TVOD services (such as iTunes) deliver filmed
                           OTT video revenue comprises revenue from stand-          entertainment content through the open Internet and
                           alone services such as Netflix, whose filmed             do not require a subscription. SVOD services (such
                           entertainment content is accessed through a              as Netflix) are also delivered over the Internet but
                           broadband or wireless Internet connection and is         require a subscription.
                           viewable on a PC, TV, tablet, smartphone or other
                           device that bypasses TV subscription providers.
                           These services are split between transactional video
                           on demand (TVOD) and subscription video on
                           demand (SVOD). Note that this category also
                           includes revenue from stand-alone operator OTT
                           services, such as MTG's Viaplay or Sky's Now,
                           neither of which require a subscription to a core TV
                           service but do exclude revenue from "TV
                           Everywhere" operator packages that bundle OTT

Internet access            This segment comprises spending on access to the         dongles and data cards. App downloads refer to any
                           Internet and is split into two categories: mobile        applications that are downloaded from an app store
                           Internet and fixed broadband. Fixed broadband            either for free or for a fee, and that are installed on
                           Internet access includes both wired and wireless         connected devices such as smartphones, tablets
                           connections. The revenue from providing such             and smart TVs.
                           access comes from subscriptions to residential or
                           business Internet access services delivered to a
                           home, office or any other location. Access is
                           provided by cable, MMDS modem, xDSL, FTTx,
                           WiMAX, proprietary wireless broadband, Ethernet,
                           power line communications and satellite broadband
                           technologies. Mobile Internet comprises Internet
                           access over the medium of cellular air interfaces,
                           generally through a 2.5G network or higher. This
                           covers Internet access through mobile devices and
                           connected devices that use embedded modems,

Video games and e-sports   This segment generates revenue from consumer             dynamic advertising inserted into or displayed
                           spending on video-game software and related              alongside the game in an app or browser during
                           services (not hardware or devices) for both              gameplay.
                           traditional and social/casual gaming, as well as from    E-sports comprises consumer and advertiser
                           advertising through video games. The revenue             spending on e-sports, which are defined as
                           includes spending by both consumers and                  organised video-gaming competitions, both online
                           advertisers on e-sports.                                 and offline, from one-off events to organised
                           Traditional gaming comprises revenues associated         leagues.
                           with playing games on PCs and gaming consoles            Streaming advertising is advertising revenue spent
                           (both TV-connected and portable). This includes          on e-sports events streamed on websites (e.g.
                           sales of physical (disc-based) games at retail stores    Twitch). This is distinct from the advertising revenue
                           (both brick-and-mortar and online retailers), sales of   associated with the general streaming of video
                           digital games (including Steam, Good Old Games           games from such platforms (e.g. Minecraft videos),
                           and Origin for PCs, as well as the PlayStation Store,    which is not covered.
                           Xbox Games Store and Nintendo eShop for
                           consoles), additional downloadable content (DLC)         Sponsorship revenue is the revenue from the
                           and subscription services. Online/micro-transaction      sponsorship of organised e-sports competitions,
                           revenue also includes spending associated with free-     (e.g. Snickers’ sponsorship of the ELEAGUE) and of
                           to-play massively multiplayer online games (MMOs)        individual teams.
                           but does not include spending on social/casual           Consumer ticket sales is revenue from consumers
                           browser-based games, which are included in the           spent on tickets to physically attend e-sports events.
                           social/casual gaming component.
                                                                                    Consumer contribution is revenue that consumers
                           Social/casual gaming revenues include consumer           spend on compendiums for e-sports events, or battle
                           spending on and in app-based games on tablets and        passes (e.g. the International Battle Pass) for
                           smartphones, and browser games aimed at a casual         virtually attending e-sports events. Spending must
                           audience (e.g. Ruzzle and Zynga’s Words with             count towards an organised e-sports event, and is
                           Friends). This includes revenues associated with the     therefore distinct from regular spending on games
                           purchase of social/casual gaming apps, subscription      such as League Of Legends.
                           services for social/casual games and the purchase
                                                                                    Media rights revenue is revenue from spending by
                           of virtual items within social/casual games. This also
                                                                                    broadcasters and streaming companies for the rights
                           includes revenues associated with “hardcore” mobile
                                                                                    to show e-sports events.
                           games (e.g. Infinity Blade 2).
                                                                                    Excluded from the definition are the sale of
                           Advertising revenue from video games includes only
                                                                                    merchandise at events, and e-sports betting
                           static advertising in video games. It does not include
                                                                                    revenue.

                                                                                                                                PwC       42
METHODOLOGY

     SEGMENT DEFINITIONS
     The final figures provided in charts and graphs may differ
     from the mathematically determined final values due to
     rounding up.

     TV advertising                  This segment comprises all TV advertising revenue,        traditional, core and over-the-air TV channels.
                                     including broadcast and online. Broadcast television
                                     covers all advertising revenue generated by free-to-
                                     air networks (terrestrial) and pay TV operators
                                     (multichannel). Online TV advertising consists of in-
                                     stream ads around TV content delivered by such
                                     websites. This includes revenues from pre-roll, mid-
                                     roll and post-roll ads around TV content distributed
                                     by broadcaster-owned websites. Multichannel
                                     includes non-core network advertising revenue
                                     generated through pay TV networks (e.g. cable,
                                     digital terrestrial television [DTT], Internet Protocol
                                     Television [IPTV] or satellite), including revenue from
                                     free-to-air spin-off digital channels launched by core
                                     terrestrial networks. This revenue is considered non-
                                     digital. Terrestrial covers advertising sold on

     Business-to-business            This segment comprises business-to-business               advertising and circulation revenue from magazines
                                     media, which comprises business information,              aimed at a professional audience. This segment
                                     directory advertising, trade magazines, professional      comprises the spending on advertising in both
                                     books and trade shows. Business information               traditional print and digital online magazines, either
                                     includes spending on business-focused data and            directly through a magazine website or discretely
                                     intelligence, and it is split into three separate         through digital editions of magazines that are
                                     categories: financial, marketing and industry.            distributed directly to a connected device such as a
                                     Financial includes securities and economic credit         PC or tablet. Circulation revenue comprises
                                     data; marketing includes sales and survey research,       spending by readers on printed trade magazines,
                                     mailing lists and demographic databases; and              including single copies direct from retail outlets or
                                     industry includes data and content covering market        through subscriptions. Professional books are those
                                     share information and competitor intelligence. This       targeted at professional users (e.g. legal publishing).
                                     revenue is both digital and non-digital, and is           This segment comprises the revenue generated by
                                     considered consumer spending. Directory                   sales across both print (including audio) and digital
                                     advertising covers the spending on advertising in         editions. Trade shows take into account revenue
                                     both print and digital editions of directories such as    from spending by businesses on exhibitions at trade
                                     the Yellow Pages. This revenue is both digital and        shows. It does not include any sponsorship of
                                     non-digital, and it is considered spending on             events.
                                     advertising. Trade magazines comprise both

     Cinema                          This segment comprises cinema revenue (including          revenue is non-digital, and it is from both consumer
                                     box office and advertising). Cinema revenue               and advertising spending.
                                     comprises consumer spending at the box office for
                                     theatrical motion pictures and the spending on
                                     advertising at the cinema, including on-screen
                                     advertisements prior to films. It does not include any
                                     revenue from merchandise or concessions. This

     Books                           This segment comprises revenue generated from the         bought by schools, government agencies and
                                     sale of consumer books (i.e. bought by consumers          students for educational use. Professional books are
                                     for personal use), educational books (i.e. bought by      those targeted at professional users (e.g. legal
                                     consumers or institutions for educational use) and        publishing).
                                     professional books (i.e. targeted at professional
                                     users, such as legal publishing), including both print
                                     and electronic editions. Educational books are those

43
Media Outlook | 2018

Music                  This segment comprises consumer spending on                  included along with sponsorship revenues. This
                       music, including both physical and digital recordings,       comprises non-digital revenue that is generated from
                       as well as live music played at concerts. This also          both consumer and advertising spending.
                       includes revenue from sponsoring live music events.          Revenue from advertising on radio stations and radio
                       The recorded music component comprises both                  networks is tracked as the net of agency
                       physical and digital recordings. All consumer                commissions, production costs and discounts.
                       spending is measured at the retail level, which can
                       be substantially higher than the wholesale or trade
                       value revenues sometimes reported. Streaming
                       comprises revenue from subscription and advertiser-
                       supported streaming services. Note that service
                       providers do not break this revenue down into
                       consumer and advertising components. Downloads
                       includes revenues from any licenced recorded music
                       downloaded through app stores or licenced services
                       (e.g. iTunes). Mobile music refers to the purchase of
                       ringtones and ring-back tones only. Revenues from
                       music services that are delivered wirelessly to
                       connected devices are considered digital. The total
                       number of music units sold at the retail level, both
                       physical and digital, includes single tracks, albums
                       and music videos.
                       For live music, consumer spending on tickets is

Magazines              This segment comprises revenue from both                     digitally. Magazines published under contract
                       consumer-focused and trade magazines (i.e.                   (customer magazines/contract or custom publishing)
                       magazines aimed at a professional audience)                  are included within the print advertising section. The
                       generated from both circulation and advertising.             licencing of merchandise is not included in this
                       Circulation revenue for both consumer and trade              segment.
                       magazines comprises spending by readers on either
                       single sales from retail outlets or through
                       subscriptions in print, as well as through downloads
                       of individual copies or subscriptions delivered

Newspapers             This segment comprises revenue from both                     digital, and is generated by both consumers and
                       circulation (consumer spending on newspapers) and            spending on advertising.
                       advertising in newspapers, and it takes both physical
                       print editions and digital editions into consideration. It
                       includes revenue from spending on advertising in
                       free dailies. This revenue is both digital and non-

Out-of-home ads        The out-of-home (OOH) advertising market consists            digital.
                       of spending on advertisements in out-of-home media
                       (both traditional and digital). OOH comprises the
                       total spending by advertisers on all formats of out-of-
                       home media, and it is split between the physical and

Virtual reality (VR)   Virtual reality (VR) refers to a head-mounted system         VR app revenue comprises consumer spending on
                       that immerses a wearer in a stereoscopic, wholly             apps for VR headsets beyond those (usually free)
                       virtual environment, or a scene where they can look          apps provided by platform holders for VR gaming
                       around and optionally move and interact. This                and VR video.
                       segment comprises consumer spending on VR
                       videos, VR games and VR apps.
                       VR video revenue comprises revenue from
                       subscription top-ups, streaming fees, electronic sell-
                       through (EST) and physical purchases.
                       VR gaming comprises revenue from free-to-
                       play/micro-transactions, subscription top-ups, digital
                       transactions and physical purchases.

                                                                                                                               PwC      44
APPENDIX

     CAGR BY COUNTRY AND SEGMENT, 2017-2022

      TV advertising
                              Russia     US       Germany     China     India    Indonesia    Japan

      Segment revenue, 2017
                                2,912   70,100       5,369     13,502    4,033        4,615   13,207
      (USD m)

      Segment revenue, 2022
                                3,908   74,862       6,013     14,032    6,858        7,096   14,480
      (USD m)

      CAGR (%)                  6.1%      1.3%        2.3%      0.8%    11.2%           9%     1.9%

     B2B

      Segment revenue, 2017
                                1,320    91,119      17,451     9,346    1,215         520     8,335
      (USD m)

      Segment revenue, 2022
                                1,495   106,761      19,374    11,382    1,770         715     8,885
      (USD m)

      CAGR (%)                  2.5%      3.2%        2.1%        4%      7.3%        6.6%     1.3%

     Cinema

     Segment revenue, 2017
                                  942    11,203       1,276     8,945    1,785         335     2,049
     (USD m)

     Segment revenue, 2022
                                1,207    12,274       1,351    14,183    2,802         472     2,250
     (USD m)

     CAGR (%)                   5.1%      1.8%        1.2%      9.7%      9.4%        7.1%     1.9%

      Books

      Segment revenue, 2017
                                1,423   36,827      10,324     14,917    2,382         440    11,086
      (USD m)

      Segment revenue, 2022
                                1,517   40,177      10,374     17,674    3,144         454    11,513
      (USD m)

      CAGR (%)                  1.3%      1.8%        0.1%      3.5%      5.7%        0.6%     0.8%

45
Media Outlook | 2018

Music
                        Russia    US       Germany    China     India    Indonesia     Japan

Segment revenue, 2017
                           643    18,726      4,091       581      344         207       6,132
(USD m)

Segment revenue, 2022
                           834    25,317      4,401     1,128      763         462       6,229
(USD m)

CAGR (%)                  5.3%     6.2%        1.5%    14.2%    17.3%        17.5%       0.3%

Magazines

Segment revenue, 2017
                           652    30,206      5,903    17,511      258         232       7,910
(USD m)

Segment revenue, 2022
                           747    28,876      5,431    17,578      283         231       7,488
(USD m)

CAGR (%)                  2.8%    -0.9%       -1.7%     0.1%      1.8%       -0.1%      -1.1%

Newspapers

Segment revenue, 2017
                            537   28,955      8,751    10,688    3,893        2,836     14,506
(USD m)

Segment revenue, 2022
                            407   24,958      8,387    10,031    4,838        2,684     12,375
(USD m)

CAGR (%)                  -5.4%    -2.9%      -0.8%     -1.3%     4.4%       -1.1%       -3.1%

Out-of-home ads

Segment revenue, 2017
                            628    9,645      1,187     6,385      416          279      6,525
(USD m)

Segment revenue, 2022
                            645   11,533      1,357     9,391      589          396      6,952
(USD m)

CAGR (%)                  0.5%     3.6%        2.7%       8%      7.2%        7.3%       1.3%

                                                                                       PwC     46
APPENDIX

     CAGR BY COUNTRY AND SEGMENT, 2017-2022

      Internet advertising   Russia     US       Germany     China     India    Indonesia    Japan

     Segment revenue, 2017
                               2,665    88,007      7,864     45,723      958        1,480   12,094
     (USD m)

     Segment revenue, 2022
                               5,353   127,387     10,077     80,004    2,029        3,715   15,156
     (USD m)

     CAGR (%)                   15%      7.7%        5.1%     11.8%    16.2%        20.2%     4.6%

     Pay TV

     Segment revenue, 2017
                               1,534    98,918       5,840    20,731    9,263        1,013    4,937
     (USD m)

     Segment revenue, 2022
                               1,753    92,682       6,533    30,483   15,141        1,331    5,168
     (USD m)

     CAGR (%)                  2.7%      -1.3%       2.3%        8%     10.3%        5.6%     0.9%

     OTT video

     Segment revenue, 2017
                                 175    20,055        958      2,443      297           30    2,401
     (USD m)

     Segment revenue, 2022
                                 331    30,597       1,495     5,191      823         132     3,878
     (USD m)

     CAGR (%)                 13.6%      8.8%        9.3%     16.3%     22.6%       34.2%    10.1%

     Video games

     Segment revenue, 2017     2,268    23,269      4,670     19,867      609         455    13,576
     (USD m)

     Segment revenue, 2022     4,832    28,804      6,075     31,437    2,702        1,004   17,082
     (USD m)

     CAGR (%)                 16.3%      4.4%        5.4%      9.6%    34.7%        17.2%     4,7%

47
Media Outlook | 2018

E-sports                Russia     US       Germany    China     India         Indonesia       Japan

Segment revenue, 2017
                             10      184          55      117             2                3         11
(USD m)

Segment revenue, 2022
                             32      467         113      338        14                15            42
(USD m)

CAGR (%)                 25.5%     20.5%       15.3%    23.7%    56.6%             41.2%       31.2%

Radio

Segment revenue, 2017
                           264     21,739      3,865     2,346      428              115        1,192
(USD m)

Segment revenue, 2022
                           292     23,424      4,235     2,776      785              140        1,141
(USD m)

CAGR (%)                    2%      1.5%        1.8%     3.4%    12.9%              4.1%        -0.9%

VR

Segment revenue, 2017
                             22     1,451        213      728             0                0     407
(USD m)

Segment revenue, 2022
                           178      7,194      1,003     4,587            0                0    2,859
(USD m)

CAGR (%)                 51.3%     37.7%       36.3%    44.5%            ---           ---     47.7%

Internet access

Segment revenue, 2017
                          6,549   146,268     17,635    68,115    4,901            2,871       59,698
(USD m)

Segment revenue, 2022
                         10,846   196,862     20,110    92,470   10,852            4,708       69,753
(USD m)

CAGR (%)                 10.6%      6.1%        2.7%     6.3%    17.2%             10.4%        3.2%

                                                                                               PwC     48
CONTACTS

You are welcome to discuss the results of the survey with us.

PwC partners
Yury Pukha
Partner, Advisory
Leader, Telecommunications, Utilities, Communication and Entertainment
(TUCE)
Email: yury.pukha@pwc.com
Evgeny Klimenko
Partner, Assurance
Technology, Media and Telecommunications
evgeny.klimenko@ru.pwc.com

Natalia Vozianova
Partner, TLS
Technology, Media and Telecommunications
natalia.vozianova@ru.pwc.com

Authors

                                    Grigory Sidorov
                                    Director, Technology, Media and Telecommunications
                                    grigory.sidorov@pwc.com

                                    Vladimir Lapin
                                    Senior Manager, Technology, Media and Telecommunications
                                    vladimir.lapin@pwc.com

                                    Claudia Chistova
                                    Business Development Manager
                                    claudia.chistova@pwc.com

                                    Viktoria Nosachenko
                                    Senior Marketing Specialist
                                    viktoria.nosachenko@pwc.com
Contributors:
Global Entertainment
and Media Outlook
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