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  • Spotify’s freemium model gains traction
    Spotify’s freemium model gains traction
    May 17, 2018

    Wall St Shuffle: Spotify’s non-IPO

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    Spotify is now the world’s first publicly listed on-demand music streaming service. Its global footprint generated €4 billion in 2017 from over 70 million paying subscribers and 90 million ad-funded users across 65 countries. As it expands, the service is steadily but surely moving ever closer to profitability, with a 2019 operating profit a very real prospect. So far and for the near future, Spotify’s global pre-eminence versus competition from Apple, Amazon and Google proves remarkably resilient. Plans to build upon its differentiating features will become ever more decisive as the tech titans will continue to wield their resources and ecosystems against the comparatively undiversified company.      
  • September 15, 2017

    Global recorded music forecasts 2017-21

    For the second consecutive year, the global recorded music industry body IFPI reported rising trade revenues, growing 5.9% to reach $15.6 billion in 2016. Our forecasts supplement IFPI’s trade revenue data with richer national-level consumer expenditure data from local bodies in core markets, and project CAGR of 2.3% to 2021, tapering off as streaming approaches maturity. This fairly modest topline growth for global recorded music streaming trade revenues is the product of our judgement that the marketplace remains awash with free music. Streaming trade revenue growth could be higher still if the industry finds a solution to piracy through technological or regulatory means, obviating the need for the ad-funded compromise.
  • June 29, 2017

    The map is now the territory

    We are in the midst of a rapid change in how maps are made and used, from a world of cartographers making records of physical features to sell to consumers and businesses, to one where information about the world is automatically tracked and measured, and built into every service we use. A whole host of industries traditionally unconcerned with geography are being and will be transformed by maps and location, from retail and advertising to finance and insurance. Every business needs to know what maps can offer them. A variety of maps suppliers are jostling for position in serving this growing need: local or international, free or commercial, seeing mapping as a core or side-business. Different suppliers suit different requirements.

  • June 23, 2017

    How to sell games: borrowing ideas from Netflix and Apple

    A Netflix-like subscription model for console based video gaming is a big step closer with Microsoft launching a clear and easy Xbox subscription game solution, and it may even work. Sony’s strategy for premium online services across all its businesses remains muddled and complicated, but could be fixed quickly: dropping game streaming is the first step, providing a lower cost subscription service is the second. Google’s admission that more curation in its games app store will be needed finally indicates a better understanding of the games industry, in parallel with the company’s efforts to win over other creative industries

  • June 22, 2017

    US music publishing royalties for 2018-22

    The “fair return” to US music publishers and songwriters for rights used by interactive streaming services will be decided in 2017 by the Copyright Royalty Board (CRB). Rights owners want to switch to a fixed per-stream or per-user rate on all tiers, arguing music has an inherent value. Apple is asking for a much lower per-stream rate. Amazon, Google, Spotify and Pandora warn of disruption to free and ad-supported tiers if the revenue-share tariff is not rolled over, and the CRB could side with them

  • June 8, 2017

    Nintendo Switching to a new console era

    The successful launch of the Nintendo Switch creates a new console model, and demonstrates the staying power and long term value of great franchises. Microsoft reveals the specification for Scorpio, but it won’t be enough to catch up to Sony. New franchises, and probably new leadership, will be the key to stopping Xbox sliding into irrelevance outside North America. Sony’s PlayStation 4 now exceeds 60m units worldwide, allowing Sony more freedom to publish a wide range of challenging creative console games, while VR games continue to gain momentum.

  • Virtual worlds become a reality
    Virtual worlds become a reality
    April 27, 2017

    Virtual worlds become a reality

    Today, we see the foundational layers of new Virtual Reality platforms. How is this landscape going to evolve, and how quickly will we get there? Building on today’s technology, we expect to see targeted experiences, distributed computing driving down hardware costs, and a convergence of current standards.

  • March 29, 2017

    SXSW Conference: Deep Machine Learning takes centre stage

    Deep Machine Learning was awarded the Breakout Trend at the 2017 SXSW Conference. We take a deeper look into what this could mean for the future of digital, whilst exploring the other technology on offer at the event.
  • March 22, 2017

    360 and Virtual Reality: a new angle for video entertainment

    The temporary cool-off in hype around VR following a very buzzy 2016 is not reducing the flow of investment and talent into the industry, notably in video production utilising 360Video technology; setting the stage for the development of a truly new entertainment medium. Fully immersive interactive worlds will continue to be the mainstay of the video games industry, while video entertainment will exist in a multi-track environment, with some genres (news, documentaries , natural history) making 360Video mainstream well before long-form narrative-driven entertainment. 2017 will still be a challenging year for consumer device VR roll-out and mass market adoption; Oculus, Google, and Sony continue to seed the market, providing large scale funding and equipment directly to developers and content producers.

  • March 20, 2017

    The World of Wearables – Disruption is Underway

    Australians are willing to adopt wearable technology though high price points and perceived value are limiting purchases. To date, uptake of wearables has been predominantly by early adopters and spurred by niche uses in the health and fitness industry. Industries are yet to capitalise on the full potential of wearables. Some industries have begun to adopt basic functions, such as the finance industry, using it to personalise products and increase payment efficiency. The next growth phase of wearables will be fuelled by artificial intelligence, the Internet of Things and virtual and augmented reality. Significant disruption is expected as use-cases are identified across new and major industries.

  • November 17, 2016

    The studio model: stay tuned!

    US entertainment groups have not been disrupted by the rise of digital media. Long running franchises drive growth across diverse sectors, starting with pay-TV and SVOD. US television advertising is rising in line with GDP, while the online video ad market is flourishing, with much appearing alongside the majors’ scripted content. Studios’ cable channels are their most profitable assets, but M&As with distribution platforms, including Comcast’s acquisition of NBC Universal, have usually failed to deliver synergies. The Donald Trump presidency could leverage hostile public opinion towards mergers to undermine the AT&T bid for Time Warner; but it could also stimulate M&As if it granted tech companies a tax break to repatriate profits. A more protectionist administration could also bring about a less benevolent attitude towards majors’ foreign operations.

  • September 1, 2016

    Digital video retail market in the UK

    The UK retail market for digital movies has shown steady growth, but has not offset the decline in physical sales. While iTunes remains the UK market leader, Sky is clearly driving the growth with its Buy & Keep offering, backed up with the reassurance of physical product. However, a move away from the collector mentality alongside the growth of a subscription mentality will affect long term prospects. This is not helped by the consumer proposition for digital retail, which remains disjointed, lacks inter-device operability and a clear consumer benefit. Without co-ordinated efforts and investment from the studios, content owners and retailers to resolve these issues, we believe the opportunity for digital video retail in the UK is limited. Even with that, the EST market may never be as profitable as the DVD home video market.

  • June 28, 2016

    Global music publishing 2016

    Music publishing revenues are trending up in a broad sustainable manner across the US, Europe and Japan, underpinned by longstanding music rights regimes.

  • April 22, 2016

    Brexit risks for the creative industries

    A post-Brexit recession will cause a hyper-cyclical decline in the advertising revenues of broadcasters and publishers. The Vote Leave idea of the UK joining a free trade area for goods with the EU would sever UK access to the Single Market for services, damaging the export-reliant audiovisual group, among many other sectors of strength. Made-in-the-UK IT, software and computer consultancy services will lose eligibility for government procurement tenders once the UK is an outsider to the EU.
  • April 12, 2016

    Media & Telecoms – 2016 & Beyond

    Enders Analysis co-hosted its annual conference in conjunction with Deloitte, Moelis & Company, Linklaters and LionTree, in London on 8 March 2016. The event featured talks from 22 of the most influential figures in media and telecoms, and was chaired by Sir Peter Bazalgette. This report provides edited transcripts of the talks, and you will find accompanying slides for some of the presentations here.

  • Virtual Reality in 2016: Launch Year Challenges
    Virtual Reality in 2016: Launch Year Challenges
    March 14, 2016

    Virtual Reality in 2016: Launch Year Challenges

    Virtual Reality (VR) is hitting the high street as the first premium headsets with mass-market appeal become available for developers and consumers. Core gamers are the initial focus of content developers for the new VR platforms served on top-end PCs and Sony’s PS4 console. The VR ecosystems of Facebook and Google are focused on user-generated 360 degree video content, whereas professional creation tools, workflows, and delivery infrastructure will likely take several years of experiments to mature.
  • May 13, 2015

    Video games: buoyant year ahead

    The Game Developers Conference (GDC) and Mobile World Congress (MWC) saw major announcements in virtual reality and new generation streaming game consoles, as well as further opening up of access to game engine software. Latest earnings reports show that major publishers and developers are currently in buoyant form as growth in the PlayStation 4 and Xbox One install base boosts revenue and consumers migrate to digital sales. Results for developers dependent on the mobile or online ecosystem are more mixed: King (producer of Candy Crush) continues to grow, but Zynga is struggling, although recent performance hints at a possible halt in its decline

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  • March 25, 2013

    PS4 and next-gen Xbox: the last console cycle?

    Next-generation consoles from Sony and Microsoft, expected late this year/early next, will kick off a new cycle for the games industry, but enter a much more competitive market. Smartphones and tablets offer an alternative gaming model, with more variety, lower cost, greater convenience and, crucially, rapidly increasing sophistication. These new platforms are expanding gaming to a much larger audience, but also increasingly competing with consoles for the time and attention of core gamers. This could be the last recognisable console cycle.