MEDIA AND ENTERTAINMENT INVESTMENT SECTOR REPORT

Media and Entertainment is not a new sector in the UK, but the changes to it in the last few years have been huge; in 2015, well over half of all revenues across music, video and games were generated by retailers and services that didn’t exist 10 years ago1 . Technology has exploded, our connectedness has never been so heightened and fast-adapting consumers now expect delivery of entertainment across a myriad of formats, platforms and devices, when it suits them.

Spotlight

SMG | Worldwide Entertainment

Founded in 1977, SMG provides management services to more than 220 public assembly facilities including convention and exhibition centers, arenas, stadiums, theatres, performing arts centers, equestrian facilities, science centers and a variety of other venues.

OTHER WHITEPAPERS
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NVIDIA STUDIO EDUCATION PARTNER PROGRAM

whitePaper | March 10, 2020

NVIDIA GPUs are used by the world’s top creative professionals to create stunning content and visual effects. GPUs with NVIDIA RTX™ technology help artists work seamlessly and produce works that practically cannot be done on any other platform. From film and television to animation, interactive media, and game design, the industry relies on NVIDIA GPUs.

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Media nations: UK 2022

whitePaper | August 17, 2022

This is Ofcom’s fifth annual Media Nations report, a research report for industry, policymakers, academics and consumers. The main objectives of the report are to review key trends in the media sector and set out how audiences are served in the UK. We adopt a cross-platform perspective, including broadcast TV and radio, as well as digital delivery including online video and audio streaming. As in previous years, this report is accompanied by an interactive report containing an extensive range of data. We also publish separate reports for Northern Ireland, Scotland and Wales covering specific themes and issues relevant to those nations.

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sensorium whitepaper

whitePaper | March 19, 2021

Virtual reality is a product of technology and content synergy that is set to bring the identity of perception of the virtual and real worlds, known as Singularity Effect, for the Entertainment Industry customers. The industry, betting on the technological component of VR, could not provide users with the necessary format and quality of VR content in a timely manner.

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Deep dive into the virtureal world of Metaverse

whitePaper | December 15, 2022

The Web 3.0 is the concept of next generation internet. It brings decentralization to content, application, and infra layers. The users will be able to create, own and carry their assets, avatars, collectibles from one platform to another for various purposes, including trading, integration of their new business, and gaming. On the other hand platforms can provide services/APIs/storage that can be used across dierent metaverse platforms to provide seamless experience e.g. avatars as a service, crypto wallet service

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Mobile eSports Gaming Fanatics

whitePaper | June 19, 2022

By now you’ve surely heard about the impact that blockchainrelated innovation, cryptocurrency and non-fungible tokens (NFTs) are having on the global economy. People around the world are turning to alternative currencies for safe haven, growth and exploration. Play- to-earn gaming is emerging as a large proponent of this growingtrend in alternative entertainment and income.

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INTERNET & DIGITAL MEDIA SECTOR REPORT

whitePaper | November 6, 2019

The average adult spends 6+ hours a day engaging with digital media, over half of which is via smartphone « Given massive consumption of media and increasingly crowded media landscape, content providers must figure out ways to differentiate their offering « Brand identity is more important than ever as companies compete for eyeballs and wallet share. 86% of consumers say authenticity is important when deciding what brands they like and support.

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Spotlight

SMG | Worldwide Entertainment

Founded in 1977, SMG provides management services to more than 220 public assembly facilities including convention and exhibition centers, arenas, stadiums, theatres, performing arts centers, equestrian facilities, science centers and a variety of other venues.

Events