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Perspectives from the Global Entertainment and Media Outlook 2017–2021 Curtain up! User experience takes center stage www.pwc.com/outlook
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Perspectives from the Global Entertainment and Media Outlook 2017–2021 Curtain up! User experience takes center stage
Global entertainment and media outlook country contacts Global Denmark Japan Deborah Bothun Leif Ulbaek Jensen Yoshihisa Chiyoda deborah.k.bothun@pwc.com leif.ulbaek.jensen@dk.pwc.com yoshihisa.chiyoda@jp.pwc.com Argentina Egypt Kenya Ariel Vidan Jayant Bhargava Anthony Murage ariel.vidan@ar.pwc.com jayant.bhargava@strategyand.ae.pwc.com anthony.murage@pwc.com Australia Finland Korea Megan Brownlow Harri Valkonen Bumtak Lee megan.brownlow@pwc.com KDUULYDONRQHQ#ğSZFFRP bumtak.lee@kr.pwc.com Austria France Malaysia Hannes Orthofer Richard Béjot Irvin Menezes hannes.orthofer@at.pwc.com richard.bejot@fr.pwc.com irvin.menezes@my.pwc.com Belgium Germany Mexico Kurt Cappoen Werner Ballhaus Luis Roberto Martinez kurt.cappoen@be.pwc.com werner.ballhaus@de.pwc.com luis.roberto.martinez@mx.pwc.com Brazil Greece Middle East/North Africa Estela Vieira Panagiotis Zisis Jayant Bhargava estela.vieira@br.pwc.com panagiotis.zisis@gr.pwc.com jayant.bhargava@strategyand.ae.pwc.com Canada Hungary Netherlands John Simcoe Peter Sere Ennèl van Eeden john.b.simcoe@pwc.com peter.sere@hu.pwc.com ennel.van.eeden@nl.pwc.com Chile India New Zealand Ariel Waltuch Frank D’Souza Keren Blakey ariel.waltuch@strategyand.cl.pwc.com frank.dsouza@in.pwc.com keren.j.blakey@nz.pwc.com China & Hong Kong Indonesia Nigeria Wilson Chow Mohammad Chowdhury Osere Alakhume wilson.wy.chow@cn.pwc.com mohammad.chowdhury@id.pwc.com osere.alakhume@ng.pwc.com Colombia Ireland Norway Jorge Mario Añez Amy Ball Eivind Nilsen jorge.anez@co.pwc.com amy.ball@ie.pwc.com eivind.nilsen@pwc.com Czech Republic Israel Pakistan Tomas Basta Amir Gleit Syed Shabbar Zaidi tomas.basta@cz.pwc.com amir.gleit@il.pwc.com s.m.shabbar.zaidi@pk.pwc.com Italy Peru Diogo Ferreira Bernardo Duce diogo.ferreira@it.pwc.com bernardo.duce@pe.pwc.com
Philippines Thailand Mary Jade Roxas Tina Hammond jade.roxas@ph.pwc.com tina.ann.hammond@th.pwc.com Poland Turkey Pawel Wesolowski Murat Colakoglu pawel.wesolowski@pl.pwc.com murat.colakoglu@tr.pwc.com Portugal UAE Goncalo Mendes Jayant Bhargava goncalo.saraiva.mendes@pt.pwc.com jayant.bhargava@strategyand.ae.pwc.com Romania United Kingdom Florin Deaconescu Phil Stokes ĠRULQGHDFRQHVFX#URSZFFRP phil.stokes@pwc.com Russia United States Yury Pukha Deborah Bothun yury.pukha@ru.pwc.com deborah.k.bothun@pwc.com Saudi Arabia Stefanie Kane Jayant Bhargava stefanie.kane@pwc.com jayant.bhargava@strategyand.ae.pwc.com Christopher Vollmer Singapore christopher.vollmer@pwc.com Charlotte Hsu Venezuela charlotte.hsu@sg.pwc.com Manuel Pereyra South Africa manuel.pereyra@ve.pwc.com Vicky Myburgh Vietnam vicky.myburgh@za.pwc.com Ong Tiong Hooi Spain tiong.hooi.ong@vn.pwc.com Jorge Planes Trillo jorge.planes.trillo@es.pwc.com Sweden Nicklas Kullberg nicklas.kullberg@se.pwc.com Switzerland Patrick Balkanyi patrick.balkanyi@ch.pwc.com Taiwan Damian Gilhawley damian.gilhawley@tw.pwc.com
About this report Each year we take a deep dive into the And these imperatives assume a larger ğQGLQJVRIRXU*OREDOHQWHUWDLQPHQW importance because, as we document, and media outlook. Whether you’re a the E&M industry is confronting several newcomer to the Outlook or a longtime challenges to continued top-line growth. subscriber to our data, you should regard 7ROHDUQPRUHDERXWKRZWKHğQGLQJVLQ this document as an annual report for this report can apply to your business, businesses that invest and operate in or how your company can subscribe to the entertainment and media (E&M) the full body of Outlook research, please industry and in related sectors, such connect directly with your local PwC as technology, communications, retail, team. Alternatively, you can reach out to and e-commerce. either of us, and we’ll put you in touch As you read through this report, we’re with our local leaders in your geography. Deborah Bothun FRQğGHQW\RXZLOOFRPHDZD\ZLWK We look forward to hearing from and actionable business insights based on working with you. the trends we’re identifying and charting DFURVVWKHGHğQHGVHJPHQWVDQG FRXQWULHVRXUUHVHDUFKFRYHUV7KH Best regards, authors of this report connect the dots Deborah Bothun between the business challenges our Global Entertainment & Media Leader clients face today, whether they are deborah.k.bothun@pwc.com coping with value-chain disruption or mapping an M&A strategy, and the highly Brad Silver detailed segment and country data that Global Technology, Media, and emerges from the research. Telecommunications Leader brad.silver@pwc.com The intensive debate, discussion, and Brad Silver analysis we engage in each year yields important insights. For 2017, we see an important set of takeaways that should inform and shape your strategy. Companies that wish to capture value amid shifting consumer preferences and business model disruptions must focus on an increasingly prominent source of competitive advantage: user experience. They must harness technology and data to attract, retain, and engage users — and convert them into devoted fans.
Contents 0HWKRGRORJ\DQGGHğQLWLRQV &RQWULEXWRUV &XUWDLQXS Outlook perspective %XVLQHVVPRGHOV As distribution splinters, adaptation is the name of the game 9DOXHFKDLQV Across E&M, companies chart a direct-to-consumer path 7HFKQRORJLFDOFKDQJH Driving incremental growth through innovation 32 Content strategy $GDSWLQJWRSHQHWUDWHWHFKQRORJLFDODQGFXOWXUDOğOWHUV 35 Deals Strong tailwinds 5HJXODWLRQ Market contrasts, net neutrality, and privacy Index
0HWKRGRORJ\DQGGHğQLWLRQV Historical data collection Forecasting methods 'HğQLWLRQV All forecasts have been built starting All forecasts are prepared as part of Do you want access to consumer with the collection of historical data a collaborative, integrated process and advertising spending data at from a variety of sources. A baseline of involving both quantitative and the click of a button? The Global accurate and comprehensive historical qualitative analysis. The forecasts are the entertainment and media outlook is GDWDLVFROOHFWHGLQWKHğUVWLQVWDQFH result of a rigorous process of scoping, a comprehensive source of global from publicly available information, market mapping, data collection, DQDO\VHVDQGğYH\HDUIRUHFDVWVRI including from trade association and statistical modeling, and validation. consumer and advertising spending government agencies. When this data DFURVVFRXQWULHVIRUVHJPHQWV Note: The only source of all consumer is used directly, these sources are cited and advertising spend data is the Global Books accordingly. In addition, interviews entertainment and media outlook; Business-to-business with relevant associations, regulators however, all the data, charts, and Cinema and leading players have been held graphs (unless stated otherwise) in this Data consumption to gather insights and estimates not publication are taken from the Global E-sports available in the public domain. When entertainment and media outlook. Internet access this information is collected, it is used Internet advertising as part of calculations, and the sources Internet video are proprietary. Magazines Music Newspaper Out-of-home advertising Radio Traditional TV and home video TV advertising Video games Virtual reality To access the full segment GHğQLWLRQVIRUWKH2XWORRNSOHDVH visit www.pwc.com/outlook 6 Global entertainment and media outlook 2017 –2021
Contributors Kristina Bennin Wilson Chow James DePonte Karel Garside Stefanie Kane Art Kleiner Matt Lieberman Pauline Orchard Sally Potts Emmanuelle Rivet Phil Stokes Many other professionals from the PwC entertainment and media practice, across 54 countries, reviewed and added local expertise to this publication. Contributors 7
Introduction 8 Global entertainment and media outlook 2017 –2021
Introduction 9
Curtain up! by Deborah Bothun and Christopher Vollmer Executive summary It’s a cliché to note that something fundamental has changed in the global entertainment and media (E&M) industry. But the reality is that something VLJQLğFDQWhas changed. E&M companies have been accustomed to competing and creating differentiation primarily based on two dimensions: content and distribution. Now they must focus more intensely on a third: user experience. To thrive in a marketplace that is increasingly competitive, slower-growing, and dependent on personal recommendations, companies must develop strategies that engage, grow, and monetize their most valuable customers — i.e., their fans. To do so, they must combine excellent content with breadth and depth of distribution, and then bring it all together in an innovative user experience, in which the content 1 is discoverable easily on an array of screens and at an attractive price. Simply capturing the natural growth in consumers and their uptake of services and content ZLWKH[LVWLQJDSSURDFKHVLVQRORQJHUVXIğFLHQW Across the industry, the resulting quest to create the most compelling, engaging, and intuitive user experiences is now the primary objective for growth and investment strategies — and technology and data lie at their center. Pursuing these strategies will help companies thrive in an era of complexity and slowing top-line growth from the traditional revenue streams that have nourished the E&M industry to date. 10 Global entertainment and media outlook 2017 –2021
A new focus on the user interests; and (2) capitalize on those themselves with audiences that are emerging technologies that delight more engaged, are more committed, Historically, the debate in the E&M users in new ways, deliver superior user and spend more per capita. Today’s industry has revolved around the experiences, and enhance productivity fans will also recruit tomorrow’s. And relative importance of content versus (see Exhibit 1). companies that “super-serve” fans distribution, and the strategic value via new and deeper experiences will of combining the two. We’ve seen this move faster to unlock opportunities play out in vertical integration, industry Fan-centric businesses for revenue expansion. Embracing a consolidation, and, to dust off a phrase In a Summer 2017 strategy+business fan-centric approach requires making from the recent past, digital convergence article, “How to Make Entertainment transformational changes throughout strategies. More always equaled better, and Media Businesses ‘Fan’-tastic,” the enterprise. Ultimately, the four most DQGVL]HLWVHOIEHFDPHWKHGHğQLQJ Christopher Vollmer described why E&M important priorities for business leaders competitive advantage. businesses built around fans command to consider are: Rapid changes in technology, user multiple strategic advantages in today’s ō Know who the fans are. Companies behavior, and business models, however, hypercompetitive landscape. The must be able to distinguish their fans have created a gap between how steady march of digital technology has from casual users, understand what consumers want to experience and pay ushered in a more direct-to-consumer drives fandom for their brands, and for entertainment and media and how environment characterized by greater analyze the relative value of different companies produce and distribute their choice and user control. With an ever- audience or user segments. This creates offerings. To bridge this gap, companies greater supply of media, there is simply an imperative to build deeper user should pursue two related strategies: (1) too much competition to allow E&M insights and better targeting focus their efforts on building businesses businesses to survive on experiences capabilities. To do this, E&M companies and brands anchored by active, higher- that disproportionately cater to casual must strengthen capabilities in data value communities of fans, who are “eyeballs,” infrequent users, and other analytics, measurement, and united by shared passions, values, and lower-value audiences. By contrast, management. They can then more EXVLQHVVHVWKDWDUHIDQFHQWULFZLOOğQG readily analyze what converts users into higher-value fans. These insights can help executives concentrate Exhibit 1: Move over, content. Move over, distribution. User experience resources on the initiatives that matter is king most for driving overall company JURZWKDQGSURğWDELOLW\ Examples: ō Increase business agility and Accessibility ĠH[LELOLW\Today’s fast-moving, tech- Affordability Artificial intelligence and experience-driven market is Authenticity Augmented reality compelling E&M companies to optimize En Convenience Blockchain their operations in new ways. t ablin Cool er wish lis Chatbots Organizations need to be wired so they Customization KDYHWKHĠH[LELOLW\WRUHVSRQGIDVWHUWR Digital assistants g technolog Discoverability User Face recognition new user preferences, new business Entertainment Fun, funny experience Machine learning models, and new technologies. Teams nsum Participation Robotics must be more multidisciplinary in their Sensors / IoT approaches — bringing together Personalization Co Virtual reality expertise across content, product, ies Privacy Voice interfaces Security technology, distribution, and sales more 4DX Simplicity smoothly than ever before. For many Spontaneity E&M businesses, this means transforming organization structure, teaming models, and company culture. Source: PwC Introduction 11
ō Monetize the total fan relationship. Exhibit 2: Companies are leveraging emerging technologies to enhance Fans want to do more with their favorite the user experience E&M brands than just watch. And fans DUHE\GHğQLWLRQIDQDWLFV7KH\DUHWKH users who cannot get enough of the Worldwide tech company developing A U.S.-based VR startup is planning to open a VR multiplex immersing brands they love. Following fan passions next mobile OS with AI-powered features AI/ consumers in a personalized to streamline consumer experience. automation AR/VR creates a natural pathway to identifying entertainment experience. new revenue opportunities. By super- Global telecom company Social networking serving fans and extending the brands invests in entertainment Cyber- company released operating system to deliver Cloud and franchises associated with a personalized entertain- security anti-harassment capabilities passionate fans into new areas, E&M ment experience across Technologies to enhance user safety. companies can create additional all devices. transforming revenue opportunities in core offerings E&M Multinational E&M The sharing economy across multiple business models, conglomerate has created 3D printing Access, not shifts consumer behavior ownership including advertising, subscriptions, a patent-pending from owning assets. and transactions. 3D printer. Big data/ Multinational tech company is ō Adopt a user-/fan-centric focus. E-commerce company is investing Internet of Things data providing real-time sports statistics in an IoT voice-led operating system to analytics Leading E&M companies will develop enable smart devices. and point-by-point analysis. the capabilities to compete and win in an increasingly direct-to-consumer Source: Business Insider, Forbes, Variety, International Data Corp., Tech News World, CNBC, landscape. This means moving from PwC playing solely in a wholesale world, where other players in the value chain often manage the end-user relationship, and retain them. That ultimately creates potential to improve user experience to operating in a more retail-like further opportunities for value creation. (see Exhibit 2). environment, where companies deliver In the U.S. and China, a few large A caveat is necessary in any discussion end-to-end experiences directly to FRPSDQLHVŌ1HWĠL[7HQFHQW%DLGXŌ of investments in technology and users, consumers, and fans. Capabilities have successfully embraced emerging data. It is increasingly challenging to in areas such as user interface design, technologies to achieve these goals. In measure with great precision the E&M customer acquisition and retention, their Summer 2017 strategy+business industry revenue and value generated personalization, customer service, and article, “AI Is Already Entertaining You,” by the collection, mining, and use of even billing will therefore become more 'HERUDK%RWKXQDQG'DYLG/DQFHğHOG data. If companies can deploy data to critical to E&M success moving forward. explored how technology, media, and sell more subscriptions, capabilities telecommunications companies are using in this area will show up in revenue DUWLğFLDOLQWHOOLJHQFH $, VROXWLRQVWR totals immediately. But, of course, there Improve user experience through increase productivity, enhance creativity, are ways to monetize data that aren’t emerging technologies and innovate in ways that address captured by traditional methods of E&M For E&M companies, a great user consumers’ desires and challenges. spend measurement — for instance, data experience (UX) and advances in data Although we’re still in the early days can be used to enhance e-commerce, and digital technology — along with of machine learning and autonomous build brand loyalty, and increase great content — provide the makings of systems, many of the executives Bothun engagement. These factors are implicitly a virtuous circle. Increasing engagement DQG/DQFHğHOGLQWHUYLHZHGUHFRJQL]H included in valuations of companies, but and attention can lead to the capture that AI is not just another IT investment not necessarily in the traditional revenue of more data and more understanding — it is becoming part of the technology measurement buckets. about what crucial customers want. And stack and touches all parts of the that understanding enables companies business. AI is a key component of seven WRIXUWKHUUHğQHWDUJHWDQGHQJDJH of the eight emerging technologies PwC their core audiences in ways that delight KDVLGHQWLğHGDVKDYLQJWKHELJJHVW 12 Global entertainment and media outlook 2017 –2021
A slowdown Barring a step change in technology, experiences, or platforms, the growth in global growth rate of the E&M industry will be below Across segments, and at any stage of the growth rate of global GDP. Simply the economic cycle, it is clear that put, based on the traditional revenue connecting with consumers as fans streams that have driven growth and focusing on the user experience historically, E&M is losing market share can be powerful levers for growth and in the global economy (see Exhibit 3). SURğWDELOLW\7KHVHFDSDELOLWLHVDVVXPH Why is this happening? This slowdown a particularly high importance when stems from a set of challenges that top-line growth begins to ebb in a DUHVSHFLğFWR( 0EXVLQHVVHVDVZHOO sector or industry. Which is precisely as larger factors that are affecting the challenge many participants in the many industries. E&M industry are facing. In our annual review of the Global entertainment and media outlook data, we look at Are consumers maxed out on DFRPSRVLWHRIDOOFRXQWULHVDQG media? 17 segments included in the study Because so many of our conversations Based on the to arrive at a global market forecast. with CEOs and board members traditional revenue Few businesses have global strategies currently start off with questions about that neatly match all of these markets. overarching geopolitical, regulatory, streams that have Still, we use this approach to take the temperature of how the overall industry and technological uncertainties, we’re powered growth to FRQğGHQWWKDWVRPHRIWKHSURMHFWHG is faring from year to year. Over the decline in growth stems from these date, E&M is losing QH[WğYH\HDUVZHłUHSURMHFWLQJWKDW annual growth in the E&M industry will risks. (See “A trio of macro challenges,” page 18.) However, even if we hold the market share in the DYHUDJHSHUFHQWGRZQIURPWKH macro risk steady, the E&M industry is global economy. SHUFHQW&$*5ZHIRUHFDVWODVW\HDU Exhibit 3: Global E&M revenue as a share of global GDP E&M revenue will fall as a share of global GDP over the next five years 2016 2017 2018 2.54% 2.53% 2.52% 2019 2.48% 2020 2.44% 2021 2.39% Source: Global entertainment and media outlook 2017−2021, PwC, Ovum Introduction 13
IDFLQJVLJQLğFDQWSUHVVXUHVRQJURZWK instead of mass-media purchases, their That’s because it appears we may have overall spending may not grow as rapidly arrived at a tipping point. In many of as in the past. the largest markets, and hence in the The same truism that holds for most industry as a whole, E&M businesses consumer markets holds true for the are approaching or have reached a form E&M industry: As markets mature, of saturation. It may be that there are they grow more slowly (see Exhibit 4). limits to the willingness and ability The most rapid growth rates will be of people to consume and pay for the seen in less-developed markets and expanding array of media products economies, where E&M spending on a and services. But it could also be that per capita basis is generally quite low as digital media markets mature, and (see Exhibit 5). as user experiences improve, consumer and advertising spending is becoming There are no real outliers or exceptions PRUHHIğFLHQW$VFRQVXPHUVSXUFKDVH WRWKLVUXOH$V([KLELW FDOOLWDVHHVDZ streaming subscriptions instead of chart) shows, the top left quadrant is buying music downloads, and as populated by mature markets in North advertisers make targeted online buys America and Europe, and wealthier Exhibit 4: A world of differences Scale vs. growth in global E&M markets Global E&M growth = 4.2% 730 U.S. China Japan Total E&M revenue 2021 (US$ billions) U.K. Germany France South Korea Canada India 45 Italy Brazil 40 Australia 35 Average market Spain size = $41 billion 30 25 Mexico Russia Netherlands Indonesia 20 Switzerland Sweden Turkey Thailand 15 Norway Belgium Malaysia 10 Denmark U.A.E. Philippines N.Z. 5 Finland Egypt Israel Peru Pakistan Nigeria 0 Romania 0% 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% CAGR 2016–21 Source: Global entertainment and media outlook 2017−2021, PwC, Ovum 14 Global entertainment and media outlook 2017 –2021
Exhibit 5: Markets with low per capita spending will grow most quickly E(*/);))2,8,68,9,4:9(*5;4:8? E#0@,5-);))2,8,68,9,4:9:5:(28,
total audience measurement, U.S. adults Exhibit 6: Internet video, Internet ads, gaming, and access are the now spend 10 hours and 39 minutes engines powering global E&M growth a day consuming media, including an CAGR minus GDP growth by segment, 2016–21 average of 4 hours and 31 minutes spent watching live television. Because the U.S. -10% 0 10% 20% is the largest revenue market for both E&M overall and per capita spending, Internet video 6.0% it is hard to see how its consumers will continue to boost their consumption and Internet advertising 4.3% spending at levels above GDP growth Four major unless there is a major change in “must 2.7% growth drivers Video games have” technologies and brands. One example of such a technology step Internet access 0.5% change could come with the adoption of autonomous vehicles — which would Cinema -1.2% VLJQLğFDQWO\DGGWRWKHQXPEHURI available screens and screen time for Out-of-home ads -1.7% consumers. Music -2.0% Emerging areas TV advertising -2.8% There’s another possible explanation for the apparent slowdown in growth. B2B -2.9% CAGR % The universe of what is considered E&M 4.2% E&M spending is clearly expanding, in Radio -3.4% GDP 5.6% an ever-proliferating range of venues, platforms, devices, arenas, and consumer Traditional TV & video -4.2% products. But many of these areas, which KDYHVLJQLğFDQWJURZWKSRWHQWLDODUH Books -4.5% not captured directly in the 17 segments that we follow. Many companies are Magazines -6.0% channeling portions of their advertising budgets to e-commerce sites, but those Newspapers -8.3% totals are not aggregated. The tallies RIFLQHPDER[RIğFHGRQRWLQFOXGHWKH -10% 0 10% 20% growing revenues movie theater owners realize from using their properties to GDP CAGR % stream sporting and music events. Live Note: E-sports and VR have been excluded from this chart because their very high growth events have great appeal. Live music, rates (from very low bases) would distort the scale. The data consumption segment is not included here because it is a usage-based metric. a $25.6 billion business, is projected Source: Global entertainment and media outlook 2017−2021, PwC, Ovum to grow at a 3 percent CAGR through 2021. And we haven’t traditionally broken out live theater, which is ERRPLQJ%URDGZD\ER[RIğFHVDOHV in 2016 alone were $1.4 billion. 16 Global entertainment and media outlook 2017 –2021
Pockets of divergence Exhibit 7: Global divergences Not all markets or segments are slowing or in decline. Pockets of divergence and potential market growth opportunities 109% growth in U.S. paid surfaced in several areas of our music subscriptions in 2016 10.1% India: the highest research (see Exhibit 7). E&M growth excluding access (2016–21 CAGR) Cinema. *OREDOER[RIğFHVSHQGLQJ may be under pressure. But we were struck by the varying amounts of ad-based revenue as a proportion of cinema revenue — from essentially QRWKLQJLQ-DSDQWRSHUFHQWLQ Cinema advertising % of total cinema South Africa. Cinema is a medium that commands consumers’ absolute South Africa 40% attention — in most cultures, engaging U.K. 13% with a second screen (e.g., checking U.S. 8% email or Facebook on a smartphone during a movie) is frowned upon. These Russia 2% factors make cinemas an especially Canada 2% good place for targeting younger Japan 0% demographics. Although there might be resistance in certain countries to viewing ads, we believe there is ample Music streaming revenue, 2016 growth room in many developed countries to Global 65% use the largest screens available as a vehicle for targeted campaigns. U.S. 99% Music in Japan. Thanks to enduring consumer preferences, Japan’s physical Music unit sales, 2016–21 CAGR music unit sales will withstand the -21% GLIğFXOWJOREDOFOLPDWHIDUEHWWHUWKDQ Japan -8% other countries. Indeed, with projected unit sales of 88 million in 2021, Japan -15% U.S. Digital will have the highest such sales in the -12% Physical world and be one of the few markets that see only single-digit declines. Japan is Source: Global entertainment and media outlook 2017−2021, PwC, Ovum the one remaining country in the world where Tower Records has a physical we cover. This paradox actually makes more of their rising incomes in non- presence. Total music revenue per capita sense. The low level of Internet access digital traditional print and broadcast LQ-DSDQZLOOEHLQQHDUO\ğYH in India means the country’s growing physical media, shielding segments times the global average of $9. number of middle-class consumers such as television from the digital E&M in India. E&M revenues will have comparatively limited access to competition they face in other markets. grow rapidly despite the fact that India digital content and experiences. As a LVWKHOHDVWGLJLWL]HGRIWKHPDUNHWV result, Indian consumers are investing Introduction 17
A trio of macro Exhibit 8: Global economic uncertainty is the top threat identified challenges by CEOs As E&M companies face a host of challenges particular to their own industries, they are also confronting big-picture forces that affect all companies operating in today’s global context. 72% Economic and geopolitical risks. According to the 2016 CEO Pulse 55% study from PwC’s Global Crisis Centre, 49% 47% 47% economic and geopolitical uncertainties are among the top two threats for companies today (see Exhibit 8). The growth forecasts for the E&M industry KDYHEHHQORZHUHGLQSDUWWRUHĠHFWWKH broad-based economic and political Global Increased Exchange- Geopolitical Speed of uncertainty that has stemmed from the economic regulation rate uncertainty technological U.K.’s Brexit plans and from national uncertainty volatility change elections in which populist and anti- Source: PwC CEO Pulse 2016 globalization themes have emerged — whether it is in the U.S., France, or the Netherlands. Despite its promise, Exhibit 9: Catalysts of change Latin America, and particularly Brazil, remains hampered by issues of governance. China’s growth remains Increased The competitive VWHDG\DOWKRXJKQRWZLWKRXWVLJQLğFDQW comfort with advantage of challenges: economic imbalances technology technology continue to grow, leadership has slowed market reforms, and economic trade- offs are becoming more acute. There’s always a base level of uncertainty inherent in the global economy. But the severity of issues such as slow growth, currency policy, civil unrest, and geopolitical tensions have LQWHQVLğHGFRQFHUQV Globalization Multiplier effect of technology of technology Cheaper access to technology Source: PwC 18 Global entertainment and media outlook 2017 –2021
Speed of technological change. Exhibit 10: Data protection regulations are evolving in the United States Technological advancements are and abroad appearing rapidly and simultaneously Data privacy and security are top of mind today for policymakers and across many industries (see Exhibit regulators in the U.S. and abroad: 9). The E&M industry is facing DVLJQLğFDQWOHYHORIXQFHUWDLQW\ concerning the speed of change in DUHDVVXFKDV$,*QHWZRUNV,3Y protocols, virtual reality (VR), and the E.U. Internet of Things (IoT). At the same time, uncertainty also surrounds the U.S. speed of monetization and the viability APEC of new business models enabled by these new technologies. The concerns Latin America FUHDWHGE\WKHFRQĠXHQFHRIWKHVH disruptions may have a chilling effect on investments. Alternatively, they could be largely offset by an increased FCC broadband Countries are General Data More countries level of spending on related consumer privacy rules repealed. developing data Protection becoming protection laws — Regulation goes into compliant with categories such as e-commerce, or FTC will be primary U.S. authority for but these vary from effect May 2018 — APEC’s by faster Internet speeds and more country to country. data usage differs cross-border data privacy for broadband; from U.S. regulations. privacy rules powerful devices that are fundamental enforcement actions Some laws, such as to improving the user experience. refocused on Argentina's on data E-privacy regulation (CBPR) system. consumer harm. protection, mirror in final negotiations Rules to better E.U. data protection for electronic enable trade as Regulatory risks. CEOs in all The Trump LQGXVWULHVLGHQWLğHGLQFUHDVHG administration is rules. communications, CBPR provides a committed to ISPs, OTTs, others. single data-transfer regulation as the second-most Significant consent framework for strengthening requirements. companies. common threat. And within the E&M cybersecurity. industry, regulatory challenges are evident in every major region. Beyond Stakeholder-generated codes of conduct/best practices and the need for the changes to be expected with a new interoperable global standards are emerging as key policy themes, as regulators administration in the U.S., around the do not want to stifle innovation in industries such as the IoT, autonomous vehicles, world we are seeing that issues of data commercial drones, artificial intelligence, and other emerging technologies. privacy and security are capturing the attention of policymakers and Source: PwC regulators. Stronger regulations in these areas could make it more GLIğFXOWWRWUDFNGDWDDERXWSHUVRQDO preferences, thereby making it harder to improve the user experience (see Exhibit 10). Introduction 19
Exhibit 11: Are you paying more today for video content than you were one year ago? Yes 42% No Traditional pay-TV subscribers: 58% òSkew 35+ (69%) òOldest group in survey òReport highest household income Pay-TV of all four groups subscribers Cord trimmers: òUnder 35 51% 49% òOver one-third are 18 to 34 years old òMany have adopted skinny bundles to lower cost Cord trimmers Cord cutters: òSkew younger than 35 32% òLower-than-average disposable income 68% Cord nevers: òYoungest group in survey ò68% are younger than 35 The baby boomers are Cord cutters òNever subscribed to pay-TV aging out of their prime 40% òPrefer to cherry-pick content òLowest household income consumption years, 60% and the generations Cord nevers that replace them may not exhibit the same 42% propensity to spend 58% on E&M. Total Yes No Source: “Videoquake 4.0: Binge, stream, repeat — How video is changing forever,” PwC Consumer Intelligence Series, 2016 Shifts in generational the past 10 years, PwC’s Consumer Intelligence Series has captured preferences the changing consumer behavior of There’s another long-term challenge to millennials (those born between 1981 top-line growth. The baby boomers are and 1998) and generation Z (born 1998 aging out of their prime consumption to now) across a number of topics. And years, and the generations that it’s clear that the impact of technology replace them may not exhibit the same and digital media has changed the way propensity to spend on E&M. Over younger generations experience and 20 Global entertainment and media outlook 2017 –2021
Generational Exhibit 12: U.S. household spending by generation (US$) spending habits $0 $20,000 $40,000 $60,000 Millennials, who are now the largest Housing cohort in the U.S. workforce, have Greatest generation (1928 or earlier) Eating out less money to spend than their elders. And they spend their scarce Entertainment money differently. Two out of three Silent generation Clothing (1929 to 1945) millennials rent their home. They have Food at home the fewest vehicles per household All other spending Baby boomers (1.5) of any generation, except those (1946 to 1964) born before 1929. Although they spend the largest share of their budget Generation X (more than 6 percent) eating out. And (1965 to 1980) PLOOHQQLDOVVSHQGVLJQLğFDQWO\OHVV on entertainment ($2,186 annually) Millennials than baby boomers ($3,286) and (1981 to now) Generation X ($3,231). $0 $20,000 $40,000 $60,000 If millennials stick to their current spending habits as they age and earn Source: U.S. Department of Labor, Nov. 2016 (based on analysis of generational data from the Bureau of Labor Statistics) PRUHLWZLOOKDYHDVLJQLğFDQWLPSDFW on these industries. purchase content. They stream songs Of course, millennials will probably Conclusion or watch videos on YouTube instead eventually marry, have children, and Thriving in a world of slower growth, of buying albums; they consume free purchase homes in greater numbers. But intense competition for attention, and news on Facebook or Snapchat instead it seems unlikely they will adopt their continual disruption will be challenging. of spending hundreds of dollars for elders’ habits when it comes to media But the opportunities inherent in this home delivery of newspapers. Rather consumption and spending. world are immense. Our data, analysis, than subscribing to expensive pay-TV and perspective offers compelling Barring a step change in “must bundles, they source their video through LQVLJKWVLQWRKRZ( 0FRPSDQLHVDUH have” technology (e.g., autonomous a combination of over-the-top services adapting, investing, experimenting, and YHKLFOHV SURğWDEOHJURZWKLQWKH( 0 (see Exhibit 11). According to a recent innovating. As we move forward, we industry will increasingly come from study, millennials account for 43 percent know the Outlook will continue to be a capturing market share, rather than of the U.S. cordless population — those valuable source of nuanced information from market expansion. who have never had cable, satellite, or and vital perspective on segments and ğEHURSWLFFDEOHVHUYLFHDQGWKRVHZKR geographic markets. Several of our have cut the cord. Thirty percent of U.S. PwC colleagues have explored the 2017 millennials are now cordless, compared 2XWORRNğQGLQJVZLWKLQWKHFRQWH[W with just 16 percent of baby boomers, of their specialization and geographic according to GfK MRI’s January 2017 markets. The chapters that follow “Survey of the American Consumer.” take you deeper into the analysis and their insights into industry trends and challenges across business models, value chains, technological change, content strategy, deals, and regulation. Introduction 21
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