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Entertainment, Movie, Publishing & Media Industry Almanac 2022: Market Research, Statistics, Trends and Leading Companies

  • ID: 5237848
  • Book
  • January 2021
  • 556 Pages
  • Plunkett Research Ltd

FEATURED COMPANIES

  • Activision Blizzard Inc
  • Codere SA
  • Genting Singapore PLC
  • Mediaset SpA
  • Reading International Inc
  • Television Francaise 1 SA

Key Findings:



  • This almanac lists the top 500 companies in Entertainment & Media Industry and names top trends changing the industry for the mid-term.

Key Features:



  • Industry trends analysis, market data and competitive intelligence
  • Market forecasts and Industry Statistics
  • Industry Associations and Professional Societies List
  • In-Depth Profiles of hundreds of leading companies
  • Industry Glossary
  • Link to the publisher's 5-minute video overview of this industry

Pages: 556


Statistical Tables Provided: 17


Companies Profiled: 408


Geographic Focus: Global


A complete market research report, including forecasts and market estimates, technologies analysis and developments at innovative firms.  You will gain vital insights that can help you shape your own strategy for business development, product development and investments. 


Key Questions Addressed:



  • How is the industry evolving?
  • How is the industry being shaped by new technologies?
  • How is demand growing in emerging markets and mature economies?
  • What is the size of the market now and in the future?
  • What are the financial results of the leading companies?
  • What are the names and titles of top executives?
  • What are the top companies and what are their revenues?

Contents, Statistics, Forecasts and Analysis Include:


Major Trends Affecting the Entertainment, Movie, Publishing & Media Industry



  1. Introduction to the Entertainment, Movie, Publishing & Media Industry
  2. Streaming Apps Take Over TVs
  3. Online & Mobile Games Compete with Consoles
  4. DVR Market Evolves/Time-Shifting Hurts Advertisers
  5. Apple’s iTunes Set the Standard in Digital Music Downloads, but Digital Sales Slow
  6. Pandora and Spotify Lead in Streaming Music Via Internet Radio but Face Challenge from Apple Music/SiriusXM Tops 34.3 Million Subscribers
  7. New Video Game Console Technologies and Features Boost Sales
  8. Cable and Satellite TV Struggle with Cord-Cutting
  9. Streaming Apps Services Dominate
  10. Telecom Companies, Including AT&T and Verizon, Compete Fiercely Against Cable in the TV, Internet and Telephone Market
  11. Television Ads Evolve to Face New Challenges, Formats and Online Competitors
  12. Movie Attendance Plummeted/Film Studios Release Directly to Streaming Services
  13. Global Internet Market Tops 5.2 Billion Users/Ultrafast Broadband Expands, both Fixed and Wireless
  14. Entertainment-Based Retailing, including Power Towns
  15. Newspapers and Magazines Rely on Digital Editions and Apps
  16. Virtual Worlds Provide Revenue for Games Publishers
  17. Virtual Reality/Augmented Reality and 3-D Games Create Opportunities in the Tech Industry/Immersion Games to Grow
  18. Global Mobile Apps Revenues Hit $170 Billion Yearly
  19. Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems
  20. Digital Assistants Include Amazon’s Echo and Google’s Home/Alexa and Similar Software Power Third-Party Developers
  21. Overview of the Electronic Games Industry
  22. The Future of Entertainment, Movie, Publishing & Media Industry: Disruption, Portability and Consumer Control

Entertainment, Movie, Publishing & Media Industry Statistics



  1. Entertainment & Media Industry Statistics and Market Size Overview
  2. Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2016-2021
  3. Estimated U.S. Arts, Entertainment & Recreation Services Sector Revenues by NAICS Code: 2016-2021
  4. Personal Consumption Expenditures for Recreation, U.S.: Selected Years, 2013-2020
  5. Newspaper Publishers: Estimated Sources of Revenue & Expenses, U.S.: 2016-2021
  6. Periodical Publishers: Estimated Sources of Revenue & Expenses, U.S.: 2016-2021
  7. Book Publishers: Estimated Sources of Revenue, Inventories & Expenses, U.S.: 2016-2021
  8. Motion Picture & Video Industries: Estimated Sources of Revenue, U.S.: 2016-2021
  9. Sound Recording Industries: Estimated Sources of Revenue, U.S.: 2016-2021
  10. Radio Networks & Radio Stations: Estimated Sources of Revenue & Expenses, U.S.: 2016-2021
  11. Television Broadcasting: Estimated Sources of Revenue & Expenses, U.S.: 2016-2021
  12. Cable & Other Subscription Programming: Estimated Sources of Revenue & Expenses, U.S.: 2016-2021
  13. Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2016-2021
  14. Number of Business & Residential High Speed Internet Lines, U.S.: 2016-2021
  15. Employment & Earnings in Selected Entertainment & Media Occupations, U.S.: May 2020
  16. Employment in Selected Information & Entertainment Industries, U.S.: 2016-September 2021
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • Activision Blizzard Inc
  • Codere SA
  • Genting Singapore PLC
  • Mediaset SpA
  • Reading International Inc
  • Television Francaise 1 SA

Introduction


How to Use This Book


Chapter 1: Major Trends Affecting the Entertainment, Movie, Publishing & Media Industry
1) Introduction to the Entertainment, Movie, Publishing & Media Industry
2) Streaming Apps Take Over TVs
3) Online & Mobile Games Compete with Consoles
4) DVR Market Evolves/Time-Shifting Hurts Advertisers
5) Apple’s iTunes Set the Standard in Digital Music Downloads, but Digital Sales Slow
6) Pandora and Spotify Lead in Streaming Music Via Internet Radio but Face Challenge from Apple Music/SiriusXM Tops 34.3 Million Subscribers
7) New Video Game Console Technologies and Features Boost Sales
8) Cable and Satellite TV Struggle with Cord-Cutting
9) Streaming Apps Services Dominate
10) Telecom Companies, Including AT&T and Verizon, Compete Fiercely Against Cable in the TV, Internet and Telephone Market
11) Television Ads Evolve to Face New Challenges, Formats and Online Competitors
12) Movie Attendance Plummeted/Film Studios Release Directly to Streaming Services
13) Global Internet Market Tops 5.2 Billion Users/Ultrafast Broadband Expands, both Fixed and Wireless
14) Entertainment-Based Retailing, including Power Towns
15) Newspapers and Magazines Rely on Digital Editions and Apps
16) Virtual Worlds Provide Revenue for Games Publishers
17) Virtual Reality/Augmented Reality and 3-D Games Create Opportunities in the Tech Industry/Immersion Games to Grow
18) Global Mobile Apps Revenues Hit $170 Billion Yearly
19) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems
20) Digital Assistants Include Amazon’s Echo and Google’s Home/Alexa and Similar Software Power Third-Party Developers
21) Overview of the Electronic Games Industry
22) The Future of Entertainment, Movie, Publishing & Media Industry: Disruption, Portability and Consumer Control


Chapter 2: Entertainment, Movie, Publishing & Media Industry Statistics



  • Entertainment & Media Industry Statistics and Market Size Overview
  • Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2016-2021
  • Estimated U.S. Arts, Entertainment & Recreation Services Sector Revenues by NAICS Code: 2016-2021
  • Personal Consumption Expenditures for Recreation, U.S.: Selected Years, 2013-2020
  • Newspaper Publishers: Estimated Sources of Revenue & Expenses, U.S.: 2016-2021
  • Periodical Publishers: Estimated Sources of Revenue & Expenses, U.S.: 2016-2021
  • Book Publishers: Estimated Sources of Revenue, Inventories & Expenses, U.S.: 2016-2021
  • Motion Picture & Video Industries: Estimated Sources of Revenue, U.S.: 2016-2021
  • Sound Recording Industries: Estimated Sources of Revenue, U.S.: 2016-2021
  • Radio Networks & Radio Stations: Estimated Sources of Revenue & Expenses, U.S.: 2016-2021
  • Television Broadcasting: Estimated Sources of Revenue & Expenses, U.S.: 2016-2021
  • Cable & Other Subscription Programming: Estimated Sources of Revenue & Expenses, U.S.: 2016-2021
  • Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2016-2021
  • Number of Business & Residential High Speed Internet Lines, U.S.: 2016-2021
  • Employment & Earnings in Selected Entertainment & Media Occupations, U.S.: May 2020
  • Employment in Selected Information & Entertainment Industries, U.S.: 2016-September 2021

Chapter 3: Important Entertainment, Movie, Publishing & Media Industry Contacts
(Addresses, Phone Numbers and Internet Sites)


Chapter 4: THE ENTERTAINMENT 400:



  • Who They Are and How They Were Chosen
  • Index of Companies Within Industry Groups
  • Alphabetical Index
  • Index of Headquarters Location by U.S. State
  • Index of Non-U.S. Headquarters Location by Country
  • Individual Data Profiles on Each of THE ENTERTAINMENT 400

Additional Indexes



  • Index of Hot Spots for Advancement for Women/Minorities
  • Index by Subsidiaries, Brand Names and Selected Affiliations
  • A Short Entertainment, Movie, Publishing & Media Industry Glossary
Note: Product cover images may vary from those shown

  • Activision Blizzard Inc
  • Alphabet Inc (Google)
  • Altice USA Inc
  • Amazon.com Inc
  • AMC Networks Inc
  • American Express Company
  • Apple Inc
  • Aristocrat Leisure Limited
  • AT&T Inc
  • Audacy Inc
  • Avid Technology Inc
  • Beasley Broadcast Group Inc
  • Beat Holdings Limited
  • Berkshire Hathaway Inc (Holding Co)
  • Bertelsmann SE & Co KGaA
  • Best Buy Co Inc
  • Boyd Gaming Corporation
  • Brightcove Inc
  • Canterbury Park Holding Corporation
  • Cedar Fair LP
  • Century Casinos Inc
  • Charter Communications Inc
  • Churchill Downs Incorporated
  • Cinemark Holdings Inc
  • Cineplex Inc
  • Clear Channel Outdoor Holdings Inc
  • Codere SA
  • Cogeco Communications Inc
  • Cogeco Inc
  • Comcast Corporation
  • Corus Entertainment Inc
  • Cumulus Media Inc
  • Daily Journal Corporation
  • Discovery Inc
  • DISH Network Corporation
  • Dolby Laboratories Inc
  • Drive Shack Inc
  • E W Scripps Company (The)
  • EchoStar Corporation
  • Educational Development Corporation
  • Electronic Arts Inc (EA)
  • Emmis Communications Corporation
  • Entravision Communications Corporation
  • EPR Properties
  • Evergreen Gaming Corporation
  • Full House Resorts Inc
  • Future PLC
  • Galaxy Entertainment Group Limited
  • GameStop Corp
  • Gannett Co Inc
  • Genting Singapore PLC
  • GigaMedia Limited
  • GMM Grammy PCL
  • Golden Entertainment Inc
  • Graham Holdings Company
  • Gray Television Inc
  • Great Canadian Gaming Corporation
  • Greek Organisation of Football Prognostics SA (OPAP)
  • Grupo Radio Centro SAB de CV
  • Grupo Televisa SAB
  • Harte Hanks Inc
  • Hershey Company (The)
  • IAC/InterActiveCorp
  • i-Cable Communications Limited
  • IMAX Corporation
  • iMedia Brands Inc
  • International Game Technology PLC
  • ITV plc
  • John Wiley & Sons Inc
  • Kangwon Land Inc
  • Kaspien Holdings Inc
  • Lamar Advertising Company
  • Las Vegas Sands Corp (The Venetian)
  • Lee Enterprises Incorporated
  • Liberty Global plc
  • Liberty Media Corporation
  • Lions Gate Entertainment Corp
  • Live Nation Entertainment Inc
  • Mediaset SpA
  • Melco International Development Limited
  • Meta Platforms Inc (Facebook)
  • MGM Resorts International
  • Microsoft Corporation
  • Modern Times Group MTG AB
  • Naspers Limited
  • Ncsoft Corporation
  • Netflix Inc
  • New York Times Company (The)
  • News Corporation
  • Nexstar Media Group Inc
  • Nielsen Holdings plc
  • Nintendo Co Ltd
  • Oriental Land Co Ltd
  • Panasonic Corporation
  • Pearson PLC
  • Penn National Gaming Inc
  • Pioneer Corporation
  • Promotora de Informaciones SA
  • ProSiebenSat.1 Media SE
  • Qurate Retail Inc
  • Rank Group plc (The)
  • Reading International Inc
  • RealNetworks Inc
  • RELX PLC
  • Rogers Communications Inc
  • RTL Group SA
  • Ryman Hospitality Properties Inc
  • Saga Communications Inc
  • Salem Media Group Inc
  • Samsung Electronics Co Ltd
  • Sands China Ltd
  • Sanoma Oyj
  • Schibsted ASA
  • Scholastic Corporation
  • Scientific Games Corporation
  • Sega Sammy Holdings Inc
  • Seven Group Holdings Limited
  • Seven West Media Limited
  • Sharp Corporation
  • Shaw Communications Inc
  • Shun Tak Holdings Limited
  • Sinclair Broadcast Group Inc
  • Singapore Press Holdings Limited
  • Sirius XM Holdings Inc
  • Six Flags Entertainment Corporation
  • SKY Network Television Limited
  • Sony Group Corporation
  • Southern Cross Media Group Limited
  • Spanish Broadcasting System Inc
  • Tabcorp Holdings Limited
  • Television Francaise 1 SA
  • Thomson Reuters Corporation
  • Thryv Holdings Inc
  • Torstar Corporation
  • Trans-Lux Corporation
  • TV Azteca SAB de CV
  • TV Tokyo Holdings Corporation
  • TVA Group Inc
  • Urban One Inc
  • Vail Resorts Inc
  • Value Line Inc
  • Vecima Networks Inc
  • Verizon Communications Inc
  • ViacomCBS Inc
  • Vivendi SA
  • Walt Disney Company (The)
  • Webzen Inc
  • William Hill plc
  • World Wrestling Entertainment Inc
  • Wynn Resorts Limited
  • Xperi Holding Corporation
  • Yellow Pages Limited
  • Zynga Inc
Note: Product cover images may vary from those shown
The data development evolved from research methods originally established by the founder of the company.

Through the years, a research methodology evolved based on strict guidelines used to build and maintain the content of six proprietary business and industry databases:

  • An industry trends database
  • An industry statistics database
  • Industry Analytics (deep financial data for hundreds of Industry codes)
  • A leading companies database
  • A business and industry glossary database
  • An industry associations and professional societies database
  • Analysts are trained to follow research formulas and methodology. They use company-approved sources in their work and post their findings daily to proprietary databases. All research results go through multi-step editing processes. And, all results are date-stamped.
Primary sources include:
  • Internal research, analysis, fact-checking and data gathering by the Research staff.
  • Over 3,500 industry associations, professional societies and government agencies worldwide with which the publisher maintains relationships and/or from which they obtain industry-specific/country-specific data.
  • Financial analysts, industry executives and industry experts with whom the publisher maintains communications.
  • Corporate disclosure documents and financial statements.
  • Industry conference proceedings.
  • Analysis of white papers, reports, periodicals and publications.
  • Multiple proprietaries, government, industry and financial databases developed by the publisher.

 

 

 

 

 

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