- The Indian Media & Entertainment (M&E) Industry, estimated to be worth approximately INR. 587 billion (USD 12.32 billion) in 2009, is growing at a compound annual growth rate (CAGR) of 13 percent to reach the size of INR.1091 billion (USD 22.91 billion) by 2014.
- The growth is attributed to favorable demographics, expected recovery in the GDP growth rate, strong long-term fundamentals of the Indian economy, expected rise in advertising-to-GDP ratio (compared to developed economies) and increasing media penetration.
- Sectors impacted during the previous fiscal were: OOH, Films and Radio. These are, however, expected to recover in 2010. Contrarily, sectors such as Music, Internet, Gaming and Animation showed double-digit growths.
- Advertising growth was flat in 2009 despite a robust 10 percent y-o-y growth three years prior to this period. Moving forward, this sector is expected to exhibit a CAGR of 14 percent by 2014.
- IPL, with advertising revenue estimated at INR 4.5 billion (USD .09 billion) and 80 percent growth rate in 2009, was the highest ad revenue reaper.
- Media companies are increasingly concentrating on cost optimization, strengthening of existing operations and processes, talent and human capital management, innovation and assessment of options for growth through consolidation. Factors like digitisation, regionalisation, convergence of new media, etc. are some of the trends in the industry which are expected to drive growth going forward.
- The television industry is projected to grow at a rate of 15 percent over 2010-14 to reach a size of INR 521 billion (USD 10.42 billion) in 2014. This growth will be driven by a rise in subscription and advertisement revenues for the industry.
- Filmed Entertainment is projected to grow at a CAGR of 9 percent and reach the size of INR 137 billion (USD 2.74 billion) by 2014. Growth drivers for the sector would include expansion of multiplex screens resulting in better realizations, increase in number of digital screens facilitating wider releases, higher revenues, improving collections from the overseas markets and ancillary revenue streams like DTH, digital downloads, etc. which are expected to emerge in the future.
- Print Media is projected to grow at a CAGR of 9 percent over the next five years to reach around INR 269 billion (USD 5.38 billion) in size by 2014. Growth in this industry is achievable through sustained growth in advertisement revenues due to increased advertising spends from emerging sectors such as Education, Organized Retail and Telecom, improving literacy levels in the country, optimization of cover prices leading to improved penetration and growth in sales volume, increasing importance of regional print etc.
- The Radio Industry is expected to grow at a CAGR of 16 percent over 2010-14 to reach a size of INR 16.4 billion (USD .32 billion) by 2014. Growth indicators for this sector are increase in the number of radio stations in Phase 3, expected regulatory reforms that are likely to improve profitability and stimulate foreign investments, enhancement of current measurement systems and growth in locally targeted advertising.
- The Music Industry is expected to grow at a CAGR of 16 percent over 2010-14 to reach INR 17.2 billion (USD 0.344 billion).
- The Out of Home (OOH) Industry is projected to grow at a compounded rate of 12 percent over the next five years to reach a size of around INR 24.1 billion (USD .02 billion) by 2014.
- The animation industry is expected to grow at a CAGR of 18.7 percent in the coming years to reach INR 46.6 billion (USD 0.93 billion) by 2014. This growth will be triggered by the increased consumption of animated content, focus on IP creation and growth of 3D formats.
- The Gaming sector is expected to grow at a CAGR of 32 percent over the next five years to reach INR 32 billion (USD 0.64 billion) by 2014. Console gaming currently constitutes the largest share of the gaming pie; however, going forward mobile gaming platform is expected to eventually surpass levels of console games. The growth in this sector will be backed by increase in the number of casual and active games, arrival of 3G, availability of localized content, growth in ad-funded gaming platforms and greater awareness of products and services.
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