The income of the global entertainment industry in the next five years will continue to grow primarily due to the development of virtual reality technology, eSports, and Internet advertising. In Russia, the growth of these segments will be even higher than the average.
The global market for the entertainment industry in 2018 was $2.1 trillion, of which $21.7 billion occurred in Russia, analysts conclude PwC in its report, “Review of entertainment and media Outlook: 2019-2023 for years.”
The largest segments in the Russian industry PwC at the end of last year called Internet advertising ($3.1 billion, or 203 billion at the average exchange rate of 65.6 RUB for $1), television (almost $3 billion, or 194,3 bn) and video games ($1.9 billion, or 123.5 billion RUB). By 2023, the market may grow to $30.5 billion.
Virtual reality
The volume of the segment in the world in 2018: $2.2 billion
Annual growth rate by 2023: 22,2%
The volume of the segment in Russia by the end of 2018: $26 million (1.7 billion rubles.)
The most promising segment of VR develops primarily due to the related industry of video games, to the report PwC. It gamers are still the most active consumers of VR-technologies, providing more than 50% of the revenue of the segment “Virtual reality” at the global level.
The remaining portion of the income is based on augmented reality (extended reality, or XR). It combines virtual reality technology and augmented reality (AR). If this XR-solutions are used not only for entertainment, but for learning.
In Russia, according to the report, nearly half of all revenues from VR industry associated with video games, about 40% of revenues provides video content that the user is looking with the help of VR devices, and the remaining 10% are other mobile applications that are not identifitseerida like games or video content (often these are tools that help in viewing video and gaming).
As an example of interest in VR technology major Russian companies, analysts PwC lead to the launch in late 2018, Sberbank, in cooperation with VR Studio Impulse Machine Russia’s first cinema chain virtual reality ImpulseVR. On the website of the network indicated that Moscow now operates ten of these institutions in Saint Petersburg- four, in Blagoveshchensk — two, etc. the Audience is invited to see the film “the Kessler Effect” — Russia’s first interactive VR film.
A pioneer in the introduction of XR solutions in Russia, PwC analysts call “Gazprom Neft” using virtual reality technology to train their employees. One of the units of oil company invested 20 million rubles, with HTC Modum LAB to create an educational program through which employees can work out the sequence of actions in certain situations, and explore production facilities.
In a press-service of “Gazprom oil”, said that the company is developing VR and AR technology in various segments of the business. For example, the construction of new large applied digital design — all the solutions are first digitized and loaded into the virtual model. In the next five to seven years, “Gazprom Neft” plans to expand VR technology building control 80% of new objects, including early design stages.
The next three years will be awarded the games in VR, predicts Alexei Morozov, Director of marketing for Wargaming, publisher of World of Tanks. “For example, at Gamescom this year will see the premiere of the popular game Angry Birds in VR. Last year we saw the rise of such famous games from publisher Ubisoft. Another example is Disney driven VR startup The Void that runs locations in key malls of the United States” — lists the frost. In his words, virtual reality is at the crossroads of big money and technology and can bring more vivid products that users will be able to enjoy both at home and outside it. “In the next few years in this area we will see the bright premieres that will carry the wow-effect to the masses” — expects frost.
However, on the one hand, the audience of VR gaming is and it is solvent, the game sold, and on the other — the audience is growing slowly, and the game company ran into quite a low ceiling revenues in the segment, recognizes Gevorg Hakobyan, head of communications of Russia and the CIS Riot Games (manufacturer eSports League of Legends). “In this regard, I doubt that the new generation of consoles we’ll see a bet on VR from major publishers. While it is not mass market, “concludes the expert.
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