Total US mobile and social media revenues—including business and consumer content, access, and advertising and marketing—reached $45.38 billion in 2011, up 30.2% from a year earlier, according to new data from PQ Media. Show
Among three broad categories of mobile and social media revenues—mobile advertising and marketing, mobile content and access, and online social media—mobile advertising and marketing was fastest-growing sector in 2011, expanding 53.7% year over year to $3.39 billion with the ad segment soaring 60.9% and the marketing segment expanding 46.2% during the year. The fastest-growing mobile ad revenue streams were in-game, search, and video advertising. However, the mobile marketing segment is now forecast to grow faster than advertising from 2012 to 2016, fueled by location-based coupons and marketing apps revenue streams. Other findings from PQ Media's US Mobile and Social Media Forecast, 2012 to 2016:
Mobile, Social Market Share Together, mobile and social media accounted for 4.1% of the overall communications industry revenues in 2011, up from only 1.3% in 2006. Among the 44 mobile and social media revenue streams studied, 11 exceeded $1 billion in 2011, and 23 are expected to do so by the end of 2016, according to PQ Media. 2012 Forecast Total US mobile and social media revenues—including consumer and business access, content, advertising and marketing—is expected to grow 30.8% year over year in 2012 on higher business and consumer demand. "The mobile media sector alone reached the $1 billion revenue mark faster than any communications industry in history in 2008, taking only five years compared with 16 for the Internet," said Patrick Quinn, CEO of PQ Media. "Mobile will also reach the $100 billion mark in 2015 faster than any other communications industry, driven by several key growth drivers, including strong growth in overall mobile device penetration, the transition to smartphones and tablets, the torrent of new mobile content launches, and the continued growth of consumer and business time spent with mobile media." About the data: Findings are from the PQ Media's US Mobile and Social Media Forecast, 2012 to 2016, issued in January 2012 Kalvis Gavars PwC head of marketing and communications The global entertainment & media (E&M) industry’s revenue strongly outpaced overall global economic growth last year. Following a pandemic-related 2.3% decline in 2020, E&M revenue rose a strong 10.4% in 2021, from US$2.12trn to 2.34trn. With the industry becoming more digital, more mobile and more youth-oriented, virtual reality (VR), gaming and digital advertising are the main growth drivers. These are findings from PwC’s Global Entertainment & Media Outlook 2022–2026, the 23rd annual analysis and forecast of E&M spending by consumers and advertisers across 52 countries and territories. Key findings:
The choices that billions of consumers make about investing their time, attention and money are fuelling the industry’s transformation and driving the trends. The pandemic accelerated changes in consumer behaviour and in the development of digital solutions, which will forever be affecting future growth paths. Some of the industries that saw a significant leap in development during the pandemic will be unable to keep up this growth, while others – formerly known as niche industries – will continue to develop. The emerging consumer base is younger, more digital and more into streaming and gaming than the current consumer population. This is shaping the industry’s future. I&M’s impressive growth and potential are also bringing various challenges that might create a significant gap in how businesses develop and adapt, as well as increasing polarisation in society. We are seeing the emergence of new behaviour models and interaction principles that will inevitably affect service providers and consumers. For businesses, intense competition and continual disruption will remain the order of the day, so every business in E&M stands to be disrupted. In the not-too-distant future the metaverse could become a stunningly realistic world where individuals access immersive virtual experiences through a VR headset or other connecting device. Many more technology businesses around the world are coming up with offerings that promise new experiences in this cyberspace of the future where VR meets the physical world. The metaverse is an evolution that may profoundly change how businesses and consumers interact with products, services and each other, with its potential financial and economic value going far beyond VR. In time, much of the revenues associated with video games, music performances, advertising and even e-commerce could migrate into the metaverse. How big is the E&M opportunity in the metaverse? The fast-growing market for VR is a starting point to consider. It is currently one of the smaller segments tracked, but the 36% rise in global spending over the past year hints at its long-term potential. By changing the way we experience and interact with the world, technological advances certainly make our daily lives easier, save time, and present new opportunities. It has never been more important for businesses to understand the challenges presented by their consumers and markets in order to end up on the right side of disruption. The PwC Global Entertainment & Media Outlook, with the accompanying publication, “Fault Lines and Fractures: Innovation and Growth in a New Competitive Landscape,” provides in-depth analysis of global E&M consumer and advertising spending. The Outlook includes five-year historical and five-year forecast data and commentary for 16 industry segments across 52 territories. More information here. Which of the following is the fastest growing form of media?According to MyersBizNet's 29th Annual Marketing & Advertising Data and Spending Forecast, the fastest growing media category is television!
Which of the following is the fastest growing media format quizlet?Online newspapers and magazines are the largest and fastest growing forms of online entertainment.
Which of the following was the first form of mass media quizlet?With the coming of the printing press, the printed newspaper became the first mass-marketed product in history. Gutenberg's invention of movable type allowed the book to become the first mass-marketed communication product in history.
Which of the following is the most common model for online newspaper access for US newspapers with circulations over 50000?These findings illustrate that 78% of newspapers with circulations over 50,000 use some kind of digital subscription model. The most common digital subscription strategy is the meter model.
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