About the Book
The electronic age is bringing sweeping changes to the world of entertainment, media and publishing. Formally Plunkett's Entertainment & Media Industry Almanac, this book covers these exciting developments and provides profiles of 400 leading global firms in film, radio, television, cable, digital content, new media and publishing. It contains thousands of contacts for business and industry leaders, industry associations, Internet sites and other resources. You'll get in-depth profiles of the world's top Entertainment & Media firms: our own unique list of companies that are the leaders in this field, from broadcasters to film production companies, casino operators to theme park companies, publishers of books and magazines to video game designers, and much more. Our corporate profiles include executive contacts, growth plans, financial records, addresses, phone and fax numbers and company descriptions. This innovative book offers unique information, all indexed and cross-indexed for each firm! Our industry analysis section provides an exceptional discussion of business and market trends. The book includes statistical tables covering revenues for several industry sectors. Purchasers will find a form in the book enabling them to register for 1-year, 1-seat online access to tools at Plunkett Research Online, including the ability to view the market research/industry trends section and industry statistics. You have access, at no additional charge, to the very latest data posted to Plunkett Research Online. Online tools enable you to search and view selected companies, and then export selected company contact data, including executive names. You'll find a complete overview, industry analysis and market research report in one superb, value-priced package.
Table of Contents:
Introduction 1
How to Use This Book 3
Chapter 1: Major Trends Affecting the Entertainment, Movie, Publishing & Media Industry 7
1) Introduction to the Entertainment, Movie, Publishing & Media Industry 7
2) Streaming Apps Take Over TVs, Leading to Cord Cutting/Subscription Losses for Cable and Satellite 9
3) Online (Cloud Gaming) & Mobile Games Compete with Consoles 12
4) DVR Market Evolves/Time-Shifting Hurts Advertisers 12
5) Pandora and Spotify Lead in Streaming Music Via Internet Radio but Face Challenge from Apple Music/SiriusXM Tops 33.97 Million Subscribers 13
6) New Video Game Console Technologies and Features Boost Sales 15
7) Telecom Companies, Including AT&T and Verizon, Compete Fiercely Against Cable in the TV, Internet and Telephone Market 17
8) Television Ads Evolve to Face New Challenges, Formats and Online Competitors 17
9) Movie Attendance Rebounds/Film Studios Release Quickly to Streaming Services 18
10) Global Internet Market Tops 5.40 Billion Users/Ultrafast Broadband Expands, both Fixed and Wireless 20
11) Entertainment-Based Retailing, including Power Towns 20
12) Newspapers and Magazines Rely on Digital Editions and Apps 21
13) Virtual Worlds Provide Revenue for Games Publishers 22
14) Virtual Reality/Augmented Reality and 3-D Games Create Opportunities in the Tech Industry/Immersion Games to Grow 22
15) The Metaverse Has Difficulties Gaining Steam 24
16) Global Mobile Apps Revenues Hit $171 Billion Yearly 24
17) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems 25
18) Digital Assistants Include Amazon's Echo and Google's Home/Alexa and Similar Software Power Third-Party Developers 27
19) Overview of the Electronic Games Industry 27
20) AI Profoundly Impacts the Entertainment Industry 28
21) The Future of Entertainment, Movie, Publishing & Media Industry: Disruption, Portability and Consumer Control 28
Chapter 2: Entertainment, Movie, Publishing & Media Industry Statistics 31
Entertainment & Media Industry Statistics and Market Size Overview 32
Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2017-?Q3 2022 33
Estimated U.S. Arts, Entertainment & Recreation Services Sector Revenues by NAICS Code: 2017-Q2 2022 34
Personal Consumption Expenditures for Recreation, U.S.: Selected Years, 2015-2022 35
Newspaper Publishers: Estimated Sources of Revenue & Expenses, U.S.: 2017-2022 36
Periodical Publishers: Estimated Sources of Revenue & Expenses, U.S.: 2017-2022 37
Book Publishers: Estimated Sources of Revenue, Inventories & Expenses, U.S.: 2017-2022 38
Motion Picture & Video Industries: Estimated Sources of Revenue, U.S.: 2017-2022 39
Sound Recording Industries: Estimated Sources of Revenue, U.S.: 2017-2022 40
Radio Networks & Radio Stations: Estimated Sources of Revenue & Expenses, U.S.: 2017-2022 41
Television Broadcasting: Estimated Sources of Revenue & Expenses, U.S.: 2017-2022 42
Cable & Other Subscription Programming: Estimated Sources of Revenue & Expenses, U.S.: 2017-2022 43
Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2017-2022 44
Number of Business & Residential High Speed Internet Lines, U.S.: 2019-2024 45
Employment & Earnings in Selected Entertainment & Media Occupations, U.S.: May 2022 46
Employment in Selected Information & Entertainment Industries, U.S.: 2018-September 2023 47
Chapter 3: Important Entertainment, Movie, Publishing & Media Industry Contacts 49
(Addresses, Phone Numbers and Internet Sites)
Chapter 4: THE ENTERTAINMENT 400:
Who They Are and How They Were Chosen 95
Index of Companies Within Industry Groups 96
Alphabetical Index 107
Index of Headquarters Location by U.S. State 110
Index of Non-U.S. Headquarters Location by Country 113
Individual Data Profiles on Each of THE ENTERTAINMENT 400 117
Additional Indexes
Index of Hot Spots for Advancement for Women/Minorities 504
Index by Subsidiaries, Brand Names and Selected Affiliations 506
A Short Entertainment, Movie, Publishing & Media Industry Glossary 523