
The business of media in 2021
The scale of innovation and content creation make it an exciting time for media and entertainment consumers, but what will be the unintended consequences?
Stefan Brambilla Hall is Project Lead, Media, Entertainment and Culture at the World Economic Forum. He is responsible for projects relating to the creative economy, and leads research into the impact of digital technologies on this sector.
Stefan has contributed to several of the World Economic Forum’s flagship reports, including The Global Risks Report, The Inclusive Growth and Development Report and the Outlook on the Global Agenda. He holds degrees from the University of York and the London School of Economics, the latter of which published his thesis on political bias in British newspapers.
The scale of innovation and content creation make it an exciting time for media and entertainment consumers, but what will be the unintended consequences?
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A new report from the World Economic Forum and Accenture presents a framework for understanding the transformation of the media and entertainment sector.
中国是世界上游戏产业最发达的国家之一。Newzoo的数据显示,按游戏市场收入计算,中国目前是全球最大的游戏市场;亚太地区游戏市场今年预计增长9.3%,中国是主要推动力。随着游戏产业的不断发展,我们必须了解中国游戏产业未来发展的四大必知事实。
Closed cinemas aren't Hollywood's only challenge. COVID-19 is accelerating the ongoing transformation in movie production, distribution and consumption.
Pre-coronavirus, the advertising market was forecast to grow to $865 billion by 2024. Not surprisingly, the pandemic has forced a rethink.
The music industry has been hit hard by coronavirus. But it is finding ways to hit back - One World Together at Home and a rap concert on Fortnite have engaged millions.
尽管新冠疫情对经济造成了广泛破坏,但全球电子游戏产业仍在蓬勃发展。随着“保持社交距离”禁令使消费和商业活动降低到最低限度,游戏为那些居家隔离期间寻求社交互动的人们提供了一种引人入胜的消遣方式,初步数据显示,自封城开始以来,人们玩游戏的时间以及游戏销售额都有了巨大增长。
The COVID-19 lockdown has boosted revenues for gaming companies, streaming platforms and esports - and this indicates future transformations for the sector.
Social distancing measures, brought in to limit the spread of coronavirus, have had a significant effect on sporting fixtures. Even the biggest events, such as the Olympic Games, have had...
新冠肺炎疫情正在影响各行各业。对于媒体行业而言,冠状病毒既创造了机遇,也带来了挑战。
New World Economic Forum research shows between 80% and 90% of people consume news and entertainment for an average of 24 hours during a typical week.
随着市场暴跌、各个国家采取紧急应对行动,新冠病毒大流行的全球经济影响已经成型。 全球各地的习惯都发生了改变,以适应病毒爆发的新常态,消费者的开销也呈现出了下降的趋势,而这会对媒体、体育以及娱乐行业造成深远的影响。