Summary

This study focuses on how the five major content industries – music, video, books, video games and the press – are evolving in an age of dematerialisation of content consumption and distribution.

It analyses how consumption patterns are evolving and what impact they are having on the business models of these industries.

It measures revenue growth in these sectors, how revenue is distributed between the physical and dematerialised spheres, and revenue share from paid and free services. Market forecasts for 2022 are also provided.

The study examines the role of free, subscription and transactional services in the sector’s digital business models and compares the differences between industries.

It also looks at the positioning of GAFA in an environment that is now widely dematerialised.

Table of contents

1. Executive Summary
1.1. Key points
1.2. Recommendations

2. Methodology & definitions
2.1. General methodology of IDATE DigiWorld’s reports
2.2. Methodology specific to this report
2.3. Definitions

3. Uneven dematerialisation in consumption of content
3.1. Video games and music: consumption driven by the Internet
3.1.1. The video game market
3.1.2. Changing trends in recorded music consumption
3.1.3. Recorded music market revenues
3.2. Video and press: ongoing disruption
3.2.1. Video consumption
3.2.2. Video market revenues
3.2.3. The press market
3.3. Books: dematerialisation is affecting distribution channels, but not formats
3.3.1. Changing trends in book consumption
3.3.2. Publishing market revenues

4. Shifting consumption patterns leading to a change in financing
4.1. Migration from an ownership model to an access model
4.2. Migrating to digital causing a decrease in unit value
4.3. Piracy still widespread
4.4. Development of ad-supported free offerings to fend off piracy

5. Digital content business models
5.1. Music
5.2. Books
5.3. Video
5.4. Press
5.5. Games

6. Changing consumption patterns and funding is benefiting GAFA
6.1. OTT strategies within digital content markets
6.1.1. Two types of models: buying the rights or acting as a platform
6.2. Content industry up against GAFA
6.2.1. Growth industries
6.2.2. Industries losing speed
6.2.3. GAFA is investing in all types of content

7. Market forecasts for 2018-2022
7.1. The global content industry market
7.2. Video games
7.3. Music
7.4. Video
7.5. Press
7.6. Books

List of tables and figures

List of tables and figures

Figure 1 : Diagram showing the four distribution channels within content industries
Figure 2: Lists of indicators in the database and sources used
Figure 3: Global video game market revenues and industry dematerialisation rate in terms of value, 2010–2014
Figure 4: Breakdown of global video game market revenues by geographical region, 2017
Figure 5: Breakdown of global video game market revenues by segment, 2013-2017
Figure 6: Sales volume of albums and single tracks on physical media and in dematerialised form, worldwide, 2013-2017
Figure 7: Sales volume of albums and single tracks on physical media and in dematerialised form, Europe, 2013-2017
Figure 8: Sales volume of albums and single tracks on physical media and in dematerialised form, United States, 2013-2017
Figure 9: Sales volume of dematerialised albums and single tracks, Europe, 2013-2017
Figure 10: Sales volume of dematerialised albums and single tracks, United States, 2013-2017
Figure 11: Streaming audio subscribers in the United States, Europe and worldwide, 2013-2017
Figure 12: Global recorded music market revenues and industry dematerialisation rate in value, 2013-2017
Figure 13: Breakdown of the recorded music market by region, 2017
Figure 14: Global recorded music market revenues by segment, 2013-2017
Figure 15: Volume of video titles sold on physical media and in dematerialised form, United States, 2013-2017
Figure 16: Volume of video titles rented on physical media and in dematerialised form, United States, 2013-2017
Figure 17: Volume of video titles sold on physical media and in dematerialised form, Europe, 2013-2017
Figure 18: Volume of video titles rented on physical media and in dematerialised form, Europe, 2013-2017
Figure 19: SVOD subscribers in the United States, Europe and worldwide, 2013-2017
Figure 20: Global video market revenues and industry dematerialisation rate in value, 2013-2017
Figure 21: Breakdown of global video market revenues by geographical region, 2017
Figure 22: Global video market revenues by segment, 2013-2017
Figure 23: Global press market revenues by revenue source, 2013-2017
Figure 24: Global press market revenues and industry dematerialisation rate in value, 2013-2017
Figure 25: Breakdown of global press market revenues by geographical region, 2017
Figure 26: Sales of physical books and dematerialised books, worldwide, 2013-2017
Figure 27: Sales of physical books and dematerialised books, Asia/Pacific, 2013-2017
Figure 28: Sales of physical books and dematerialised books, Europe, 2013-2017
Figure 29: Subscription digital library subscribers, United States, Europe and worldwide, 2013-2017
Figure 30: Global publishing market revenues and industry dematerialisation rate in value, 2013-2017
Figure 31: Distribution of global publishing market revenues by geographical region, 2017
Figure 32: Revenues generated by subscription digital library services, worldwide, 2014-2018
Figure 33: Proportion of digital subscription in music and video revenues, 2013-2022
Figure 34: Average monthly spending on dematerialised cultural goods consumption
Figure 35: Revenue sources for pirate sites
Figure 36: Criteria for defining an ad-supported free offering
Figure 37 : Main business models and evolution for the five digital content markets
Figure 38 : Spotify Free and Premium Plans
Figure 39: Spotify’s revenues and operating losses, 2013-2017
Figure 40 : Global on-demand video revenues, TVOD vs SVOD
Figure 41 : Evolution of global newspaper digital revenues
Figure 42: Online advertising revenue market share by player, 2016
Figure 43: The digital advertising value chain of today
Figure 44 : Money flow across the digital advertising value chain
Figure 45 : Evolution of global adblock users 46
Figure 46 : Press response to ad blocking 47
Figure 47 : Summary of large OTT players’ positioning within the five digital content markets
Figure 48: Example of how artist payouts are calculated when their work is played on a subscription music streaming service
Figure 49: Estimate of artist payout for one listening on a streaming platform by type of platform
Figure 50: Price differences between physical and digital versions of a new release title
Figure 51: Amazon, Google and Apple: the new giants of dematerialised content?
Figure 52: Global content market revenues and dematerialisation rate in value, 2017-2022
Figure 53: Global content industry market revenues by sector, 2017-2022
Figure 54: Breakdown of global content industry revenues by geographical region, 2022
Figure 55: Global video game market revenues and dematerialisation rate in value, 2017-2022
Figure 56: Breakdown of global video game market revenues by geographical region, 2022
Figure 57: Global recorded music market revenues and dematerialisation rate in value, 2017-2022
Figure 58: Global recorded music market revenues by segment, 2017-2022
Figure 59: Subscription music service subscribers in the United States, Europe, Asia/Pacific and worldwide, 2017-2022
Figure 60: Breakdown of global recorded music market revenues by geographical region, 2022
Figure 61: Global video market revenues and dematerialisation rate in value, 2017-2022
Figure 62: Global video market revenues by segment, 2017-2022
Figure 63: Subscription video streaming service subscribers in the United States, Europe, Asia/Pacific and worldwide, 2017-2022
Figure 64: Breakdown of global video market revenues by geographical region, 2022
Figure 65: Global press market revenues and dematerialisation rate in value, 2017-2022
Figure 66: Global press market revenues by segment, 2017-2022
Figure 67: Breakdown of global press market revenues by geographical region, 2022
Figure 68: Global book market revenues and dematerialisation rate in value, 2017-2022
Figure 69: Online subscription book service revenues, 2017-2022
Figure 70: Distribution of global publishing market revenues by geographical region, 2022

DataSet Scope

Publishing
Revenues
• Total revenues
• Book sales revenues
• e-book sales revenues
• Subscription services revenues
• Dematerialisation rate of the market in value

Music
Revenues
• Total revenues
• Sales revenues from albums and singles on physical media
• Sales revenues from music files
• Subscription services revenues
• Ad revenues from music streaming and music video platforms
• Dematerialisation rate of the market in value

Video games
Revenues
• Total revenues
• Sales revenues from software on physical media
• Sales revenues from dematerialised software
• Subscription services revenues
• Dematerialisation rate of the market in value

Video
Revenues
• Total revenues
• Sales and rentals revenues from titles on physical media
• Sales and rentals revenues from dematerialised titles
• Subscription services revenues
• Ad revenues from online video services (except YouTube and equivalents)
• Dematerialisation rate of the market in value

Press
Revenues
• Total revenues
• Sales and rentals revenues from titles on physical media
• Sales and rentals revenues from dematerialised titles
• Subscription services revenues
• Dematerialisation rate of the market in value

Demographic indicators
• Number of households
• Growth rate

General Economy
• Number of households
• Exchange rate

Geographic area

Asia-Pacific
  • Japan
Europe
  • France
  • Germany
  • Italy
  • Spain
  • United Kingdom
Latin America Middle East & Africa North America
  • United States
World

Other details

  • Reference: M18220MRA
  • Delivery: on the DigiWorld Interactive platform
  • Languages available: French, English
  • Tags: books, content industry, dematerialisation, Digital Content, GAFA, music, press, publishing, Video, video games

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