
The business of media in 2021
While 2020 was undoubtedly an extremely difficult year for the world, it was a mixed one for large parts of the media and entertainment industry.
Stefan Brambilla Hall is Project Lead, Media, Entertainment and Culture at the World Economic Forum. He is responsible for projects relating to the creative economy, and leads research into the impact of digital technologies on this sector.
Stefan has contributed to several of the World Economic Forum’s flagship reports, including The Global Risks Report, The Inclusive Growth and Development Report and the Outlook on the Global Agenda. He holds degrees from the University of York and the London School of Economics, the latter of which published his thesis on political bias in British newspapers.
While 2020 was undoubtedly an extremely difficult year for the world, it was a mixed one for large parts of the media and entertainment industry.
Last month, the Indian government issued a notification bringing digital news content, as well as films and audiovisual programmes made available by online content providers under the amb...
Coronavirus has dramatically impacted professional sports this year, with most experiencing an enforced pause in activity. The industry showed amazing leadership in responding to the logi...
The year 2020 was supposed to be a big one for the creative economy, with the Summer Olympics in Tokyo and a new James Bond movie among the highlights in a packed cultural calendar.
In 2019, media and entertainment companies spent more than $120 billion on original content. Astonishingly, this amount is not even fully representative of total global expenditure on con...
中国是世界上游戏产业最发达的国家之一。Newzoo的数据显示,按游戏市场收入计算,中国目前是全球最大的游戏市场;亚太地区游戏市场今年预计增长9.3%,中国是主要推动力。随着游戏产业的不断发展,我们必须了解中国游戏产业未来发展的四大必知事实。
Movies are a massive value creator. Global box office revenues totalled $42 billion last year – an all-time high – contributing almost one-third of the estimated $136 billion in the value...
There’s a rule of thumb in the advertising industry that ad spend follows any rise or fall in GDP. Over the last decade, as global GDP has risen 3-6% each year, the ad market has grown wi...
The global music industry is worth over $50 billion, with two major income streams. The first, live music, makes up over 50% of total revenues and is derived mainly from sales of tickets ...
尽管新冠疫情对经济造成了广泛破坏,但全球电子游戏产业仍在蓬勃发展。随着“保持社交距离”禁令使消费和商业活动降低到最低限度,游戏为那些居家隔离期间寻求社交互动的人们提供了一种引人入胜的消遣方式,初步数据显示,自封城开始以来,人们玩游戏的时间以及游戏销售额都有了巨大增长。
The global video game industry is thriving, despite the widespread economic disruption caused by the coronavirus. With the practice of social distancing reducing consumer and business act...
The coronavirus pandemic has sent shockwaves around the world, leading to a public health emergency that has killed thousands and plunged the global economy into what the International Mo...
新冠肺炎疫情正在影响各行各业。对于媒体行业而言,冠状病毒既创造了机遇,也带来了挑战。
The COVID-19 pandemic is disrupting every industry. For the media sector, coronavirus creates both opportunities and challenges.
随着市场暴跌、各个国家采取紧急应对行动,新冠病毒大流行的全球经济影响已经成型。