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从全球到中国,娱乐及媒体行业展望(2025-2029)
Sou Hu Cai Jing· 2025-09-10 09:27
01概述 1.1 全球摘要和宏观趋势 根据我们对54个国家/地区的12个娱乐及媒体细分市场信息的追踪调研,以及对消费者/终端用户与广告商的历史和5年预测的消费数据与分析,预计2029 年的全球娱乐及媒体行业的总收入约为3.51万亿美元,2029年的中国娱乐及媒体行业的总收入约为5,610亿美元,占全球16%。 | | 900 TS L K / Catt / 1 /1 // 2 // 1 / | | | --- | --- | --- | | . | B2B | OTT视频 | | | 电影 | 户外媒体 | | . | 互联网广告 | . 传统电视 | | | 混合实境 | 电子游戏及电子竞技 | | . | 音乐、广播及播客 | . 人工智能 | | | 书籍,报纸及杂志 | 互联网数据使用 | | . | 中国内地 | 德国 | | --- | --- | --- | | . | 香港 | 法国 | | . | 美国 | 印度 | | . | 日本 | 巴西 | | . | 英国 | 等等 …… . | | 全球 | 中国 | | --- | --- | | 2024-2029 | 2024-2029 | ...
普华永道:中国娱乐及媒体行业市场预计五年复合年增长率高于全球
Core Insights - The global entertainment and media industry is projected to see significant growth, with China's total revenue expected to reach approximately $561 billion by 2029, accounting for 16% of the global market [1] Group 1: Market Growth Projections - China's entertainment and media industry is anticipated to have a compound annual growth rate (CAGR) of 4.5% from 2024 to 2029, surpassing the global CAGR of 3.7% [4] - The mixed reality market (VR & AR, Metaverse) is expected to grow at a CAGR of 13.1%, reaching $22.8 billion by 2029, with a growth rate of 25.2% in 2024 [4] - The mobile AR market in China is projected to generate $11.9 billion in revenue in 2024, with a year-on-year growth of 27.9% [4] Group 2: Internet Advertising and Film Industry - China's internet advertising market is the second largest globally, with total revenue expected to reach $143.8 billion in 2024 and $220.4 billion by 2029 [4] - The film industry in China is expected to grow at a CAGR of 5.25% from 2024 to 2029, driven by the international success of films like "Ne Zha" [6] - The domestic box office still accounts for 97% of the revenue for "Ne Zha," indicating a need for improved distribution channels for international markets [6] Group 3: Gaming Industry Developments - China's gaming industry is projected to grow at a CAGR of 5.73%, reaching $82.7 billion by 2029, with increasing global influence [7] - The game "Black Myth: Wukong" achieved over 10 million sales within three days of its release, showcasing the potential for Chinese games in international markets [7] - The focus on high-quality narratives and immersive experiences is seen as crucial for overcoming growth bottlenecks in the gaming sector [7]
中国娱乐及媒体行业趋势向好
Guo Ji Jin Rong Bao· 2025-08-13 12:05
Group 1: Global Entertainment and Media Industry Outlook - By 2029, the global entertainment and media industry is expected to generate approximately $3.51 trillion, with China's share projected at $561 billion, accounting for 16% of the global total [1] - The compound annual growth rate (CAGR) for China's entertainment and media sector from 2024 to 2029 is forecasted at 4.5%, surpassing the global average of 3.7% [1] - The mixed reality market in China is anticipated to grow at a rate of 25.2% in 2024, with total revenue expected to reach $22.8 billion by 2029, reflecting a CAGR of 13.1% [1] Group 2: Internet Advertising Market - Internet advertising remains the largest segment within the advertising market, with China's total revenue projected to reach $143.8 billion in 2024 and $220.4 billion by 2029 [2] - The rise of content creators and short video platforms is expected to enhance the revenue share of internet advertising, driven by more precise ad targeting through data analytics [2] - The application of AI and generative AI technologies in advertising is becoming widespread, with major internet advertising agencies launching related tools [2] Group 3: Film Industry Insights - The Chinese film industry is experiencing a sustained recovery, with a projected CAGR of 5.25% for film revenue from 2024 to 2029 [2] - By 2029, China's share of global film revenue is expected to reach 22%, maintaining its position as one of the two largest film markets alongside the United States [2] - The domestic market continues to dominate box office revenues, with an increasing share of domestic films contributing to overall growth [2] Group 4: Video Game and E-sports Market - China is the largest market for video games and e-sports, with total revenue expected to grow at a CAGR of 5.73% to reach $82.7 billion by 2029 [3] - The share of social/casual games in China's total video game revenue is projected to increase from 85% in 2024 to 87% by 2029 [3] - The evolution of technologies like AIGC is driving growth in the OTT video sector, with China's smart TV market expected to lead globally [3] Group 5: Smart TV Market Dynamics - The number of smart TV households in China is projected to grow from 304 million to 324 million, nearly three times the size of the second-largest market, the United States [3] - By 2029, the smart TV penetration rate in China is expected to approach 57%, significantly higher than the global average of approximately 48% [3] - Despite a slower overall growth rate in the OTT market, China's large user base presents substantial revenue growth potential [3]
普华永道:中国娱乐及媒体行业五年复合年增长率4.5% 高于全球增速
Group 1 - The core viewpoint of the report is that China's entertainment and media industry is projected to generate approximately $561 billion by 2029, accounting for 16% of the global market, with a compound annual growth rate (CAGR) of 4.5% from 2024 to 2029, surpassing the global CAGR of 3.7% [1] - The mixed reality segment, particularly augmented reality (AR), is expected to be the fastest-growing area, with a projected growth rate of 25.2% in 2024 and an anticipated CAGR of 13.1%, reaching $22.8 billion by 2029 [1] - The domestic film market is recovering steadily, with significant performances such as the animated film "Nezha 2" surpassing $2 billion in box office revenue, making it the highest-grossing Chinese film globally [1] Group 2 - China is the largest video game and esports market globally, with total revenue expected to grow at a CAGR of 5.73% to reach $82.7 billion by 2029 [2] - The smart TV market in China is projected to continue leading globally, with the number of smart TV households increasing from 304 million to 324 million, nearly three times the size of the second-largest market, the United States [2] - The report highlights the importance of adapting to changing consumer habits across different age groups, which is creating new value chains and challenges for the entertainment and media industry to maintain growth [2]