Media, Entertainment, and 5G: Hype and reality

May 03, 2019  | Subscribers Only

Jack Kent Jack Kent Director, Media and Advertising
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As 5G networks move from hype to reality, this report analyses the potential impacts for the Media and Entertainment industry. Including overall 5G subscriber and device forecasts and analysis across Video, Music, Social, Games, AR and VR.

Highlights:

  • Why 5G needs media and entertainment more than media needs 5G?
  • What does the overall 5G market look like?
  • How can operators take advantage of 5G media and entertainment?
  • What is the outlook for games, music, video, social, VR and AR

In this report:

  • 5G outlook
  • Operator opportunities in 5G and media
  • Games market outlook
  • Music
  • Social
  • VR and AR
  • Video

List of tables and charts:

  • Share of global mobile subscriptions by network generation (%)
  • 5G upgrade drivers (%)
  • 5G launches
  • Global digital entertainment and advertising revenue
  • Global cloud gaming market forecast
  • Historical and forecast adoption rates for 3G-5G handsets/smartphones
  • Media and Entertainment: 5G Use Case Matrix

Number of pages: 11

Number of tables and charts: 7
 

Jack Kent

Director, Media and Advertising

Jack Kent leads IHS Markit’s Media and Advertising research, heading up a team of analysts covering Games, Cinema, TV Channels & Programming, Home Entertainment and Advertising research.

Research by Market
Media & Advertising
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