This segment comprises consumer spending on basic and premium pay-TV subscriptions; consumer spending on public licence fees where applicable; on-demand video services via a TV subscription provider; and all TV advertising revenue, including broadcast and online. This revenue is digital and non-digital.
Consumer spending on basic and premium pay-TV subscriptions includes video on demand (VOD) and pay per view (PPV) accessed from cable operators, satellite providers, telephone companies and other multichannel distributors. It considers only the primary pay-TV subscription in each household so penetration will not exceed 100%. It captures all instances where a TV service can only be legitimately received by paying a subscription fee to an operator.
Cable TV households receive TV programming primarily via an operator which has historically delivered services via cable/MMDS technology.
Internet protocol TV (IPTV) households receive TV programming primarily via a telecoms operator wholly or partly using managed Internet protocol TV technology.
Satellite TV households receive TV programming primarily via an operator which has historically delivered services via DTH/SMATV satellite-TV technology.
Digital terrestrial TV (DTT) households receive TV programming primarily via an operator which has historically delivered services via DTT technology.
Electronic through-TV-subscriptions comprises revenue from both video on demand (VOD) and pay per view (PPV) services provided by a TV provider as part of a TV subscription package, or as an enhancement to that core package. This category excludes revenue from stand-alone operator OTT services that do not require a subscription, such as Sky's Now, but includes incremental revenue from "TV Everywhere" packages (such as Comcast’s Xfinity) that bundle OTT with conventional pay-TV services.
In the US only, total electronic home video revenue is split between sell-through and rentals revenue. Electronic home video – sell-through revenue is split between revenue from digital download-to-own videos delivered over the top of the networks by aggregators such as Amazon, and revenue from digital download-to-own videos delivered via multichannel video programming distributors (MVPDs) such as Comcast. Electronic home video – rentals revenue is split between SVOD revenue, such as Netflix, and TVOD revenue. TVOD revenue is further split between OTT revenue (from digital rentals delivered over the top of networks by companies such as iTunes), and MVPD revenue (from digital rentals delivered via MVPDs such as Comcast or Verizon).
The segment also includes consumer spending on public licence fees where these are required (in EMEA and APAC). Where the public licence fee also covers provision of radio services, a proportion of the total has also been included in the Radio segment, but 100% of the total fee is shown in the TV section, and figures for total revenue eliminate any double counting. This revenue is non-digital, and from consumer spending.
Broadcast television covers all advertising revenues generated by pay-TV operators (multichannel) and free-to-air networks (terrestrial).
Multichannel includes non-core network advertising revenue generated via pay-TV networks (cable, digital terrestrial television (DTT), Internet Protocol Television (IPTV) or satellite) including revenue from free-to-air spin-off digital channels launched by the core terrestrial networks. This revenue is considered non-digital.
Terrestrial covers advertising sold on traditional, core, over-the-air TV channels even if they are viewed via a subscription service or free digital TV. This revenue is considered non-digital.
For the US only, multichannel advertising is split between cable networks and multichannel systems, while terrestrial advertising is split between broadcast networks and television stations. Other territories do not make this distinction.
This segment includes revenues from TV viewed online, delivered by traditional broadcasters via their own websites and apps. Online TV advertising consists of in-stream adverts only, combining revenues from pre-roll, mid-roll and post-roll. Overlays (where advertisers use a video overlay layer to deliver an ad unit) are not included within this definition. This revenue is considered digital.
Total traditional TV revenue ($ mn)
This segment considers consumer spending on basic and premium pay-TV subscriptions, including video on demand (VOD) and pay per view (PPV) accessed from cable operators, satellite providers, telephone companies and other multichannel distributors. It captures all instances where a TV service can only be legitimately received by paying a subscription fee, but does not include services that are provided solely over the open Internet, such as Netflix. The segment also includes consumer spending on public licence fees where applicable. The segment also considers all TV advertising revenue, including broadcast and online. This revenue is both digital and non-digital, and from consumer spending.
TV subscription revenue ($ mn)
This is the revenue from consumer subscriptions to pay-TV services. It captures all instances where a TV service can only be legitimately received by paying a subscription fee, but does not include services that are provided solely over the open Internet, such as Netflix. It considers only the primary TV subscription in each household so penetration will not exceed 100%. This revenue is considered non-digital, and from consumer spending.
Public licence fee revenue ($ mn)
This is consumer spending on public TV licence fees and equivalent broadcasting taxes and charges where these are required (in EMEA and APAC). Taxes and charges not specifically related to broadcasting (e.g. income taxes) are excluded, even where they are used to fund TV broadcasts. Where the fee also covers provision of radio services, a proportion of the total has also been included in the Radio segment, but 100% of the total fee is shown in the TV segment, and figures for total licence fee revenue eliminate any double counting. This revenue is non-digital, and from consumer spending.
Subscription TV households (mn)
The number of households with a paid-for TV subscription service, i.e. a TV service that can only be legitimately received by paying a subscription fee. This definition does not include services that are provided solely over the open Internet, such as Netflix.
Subscription TV penetration (%)
The proportion of all TV households with a paid-for TV subscription service, i.e. a TV service that can only be legitimately received by paying a subscription fee. This definition does not include services that are provided solely over the open Internet, such as Netflix.
Cable TV households (mn)
The number of households with a paid-for cable TV service, i.e. TV households receiving TV programming primarily via an operator which has historically delivered services via cable/MMDS technology.
Cable TV penetration (%)
The proportion of TV households with a paid-for cable TV service, i.e. TV households receiving TV programming primarily via an operator which has historically delivered services via cable/MMDS technology.
IPTV households (mn)
The number of households with a paid-for Internet protocol TV service, i.e. TV households receiving TV programming primarily via a telecoms operator wholly or partly using managed Internet protocol TV technology.
IPTV penetration (%)
The proportion of all TV households with a paid-for Internet protocol TV service, i.e. TV households receiving TV programming primarily via a telecoms operator wholly or partly using managed Internet protocol TV technology.
Satellite TV households (mn)
The number of households with a paid-for satellite-delivered TV service, i.e. TV households receiving TV programming primarily via an operator which has historically delivered services via DTH/SMATV satellite TV technology.
Satellite TV penetration (%)
The proportion of all TV households with a paid-for satellite-delivered TV service, i.e. TV households receiving TV programming primarily via an operator which has historically delivered services via DTH/SMATV satellite TV technology.
Pay DTT households (mn)
The number of households with a paid-for digital terrestrial TV service, i.e. TV households receiving TV programming primarily via an operator which has historically delivered services via digital terrestrial TV (DTT) technology.
Pay DTT penetration (%)
The proportion of TV households with a paid-for digital terrestrial TV service, i.e. TV households receiving TV programming primarily via an operator which has historically delivered services via digital terrestrial TV (DTT) technology.
Electronic through-TV-subscription revenue ($ mn)
Revenue from both video on demand (VOD) and pay per view (PPV) services provided by a TV subscription provider as part of a TV subscription package, or as an enhancement to that core package. Note that this category excludes revenue from stand-alone operator OTT services, such as MTG's Viaplay or Sky's Now, but includes incremental revenue from 'TV Everywhere' packages (such as Sky's Go) that bundle OTT with conventional pay-TV services. This revenue is non-digital and from consumer spending.
Non-through-TV-subscription revenue ($ mn)
This is the revenue from consumer subscriptions to TV services excluding revenue from both video on demand (VOD) and pay per view (PPV) services provided by a TV subscription provider as part of a TV subscription package, or as an enhancement to that core package. This revenue is non-digital and from consumer spending.
Total TV advertising revenue ($ mn)
This comprises all TV advertising revenue, including broadcast and online. Broadcast television covers all advertising revenues generated by free-to-air networks (terrestrial) and pay-TV operators (multichannel). Online TV advertising consists of in-stream adverts and reflects revenues from pre-roll, mid-roll and post-roll ads around TV content distributed by broadcaster-owned websites and apps. This section includes revenues only from broadcast TV viewed online, and excludes advertising around video content on Internet-based sites such as YouTube (whose revenues appear under video Internet advertising). TV advertising revenue is net of agency commissions, production costs and discounts in all territories. This revenue is a combination of non-digital (TV) and digital (online), and from advertiser spending.
Total broadcast TV advertising revenue ($ mn)
Broadcast television covers all advertising revenues generated by pay-TV operators (multichannel) and free-to-air networks (terrestrial). This revenue is considered non-digital and is from advertising.
Total multichannel TV advertising revenue ($ mn)
Multichannel includes non-core network advertising revenue generated via pay-TV networks (cable, digital terrestrial television (DTT), Internet protocol television (IPTV) or satellite) including revenue from free-to-air spin-off digital channels launched by the core terrestrial networks. This revenue is considered non-digital, and from advertiser spending.
Cable networks advertising revenue (US only) ($ mn)
Advertising revenue from cable networks (US only – other territories do not make this split). This revenue is considered non-digital, and from advertiser spending.
Multichannel systems advertising revenue (US only) ($ mn)
Advertising revenue from multichannel systems (US only – other territories do not make this split). This revenue is considered non-digital, and from advertiser spending.
Total terrestrial TV advertising revenue ($ mn)
Terrestrial covers advertising sold on traditional, core, over-the-air TV channels even if they are viewed via a subscription service or free digital TV. This revenue is considered non-digital, and from advertiser spending.
Broadcast networks advertising revenue (US only) ($ mn)
Advertising revenue from broadcast networks (US only – other territories do not split terrestrial between broadcast networks and television stations). This revenue is considered non-digital, and from advertiser spending.
Television stations advertising revenue (US only) ($ mn)
Advertising revenue from television stations (US only – other territories do not split terrestrial between broadcast networks and televisions stations). This revenue is considered non-digital, and from advertiser spending.
Online TV advertising revenue ($ mn)
Online TV advertising consists of in-stream adverts only combining revenues from pre-roll, mid-roll and post-roll. Overlays (where advertisers use a video overlay layer to deliver an ad unit) are not included within this definition. This section includes revenues only from broadcast TV content viewed online on broadcaster-owned websites and apps, and excludes TV content viewed on sites not owned by broadcasters (such as YouTube, which is included under video Internet advertising). This revenue is considered digital, and from advertiser spending.
US ONLY – Electronic home video – sell-through revenue ($ mn)
Revenue from digital download-to-own videos delivered over the top of networks, and via multichannel video programming distributors (MVPDs). This revenue is digital and comes from consumer spending.
US ONLY – Electronic home video – sell-through OTT revenue ($ mn)
Revenue from digital download-to-own videos delivered over the top of networks by aggregators such as Amazon. This revenue is digital and comes from consumer spending.
US ONLY – Electronic home video – sell-through MVPD revenue ($ mn)
Revenue from digital download-to-own videos delivered via MVPDs such as Comcast. This revenue is digital and comes from consumer spending.
US ONLY – Electronic home video – rentals revenue ($ mn)
Revenue from electronic rental services delivered over the top of networks or via MVPDs. This revenue is digital and comes from consumer spending.
US ONLY – Electronic home video – rentals TVOD revenue ($ mn)
Rentals revenue from TVOD services, split between OTT and MVPD revenue. This revenue is digital and is from consumer spending.
US ONLY – Electronic home video – rentals TVOD OTT revenue ($ mn)
Rentals revenue from TVOD services delivered over the top of networks by companies such as iTunes. This revenue is digital and is from consumer spending.
US ONLY – Electronic home video – rentals TVOD MVPD revenue ($ mn)
TVOD revenue from digital rentals delivered via MVPDs such as Comcast or Verizon. This revenue is digital and is from consumer spending.
US ONLY – Electronic home video – rentals SVOD revenue ($ mn)
Rentals revenue from subscription video on demand services such as Netflix. This revenue is digital and from consumer spending.
This segment comprises consumer spending on video accessed via an over-the-top (OTT)/streaming service (such as Netflix), and advertiser spending on OTT services.
OTT video revenue comprises consumer and advertising revenue from stand-alone services (such as Netflix) whose filmed entertainment content is accessed via a broadband or wireless Internet connection and is viewable on a PC, TV, tablet, smartphone, or other device which bypasses TV subscription providers. These services are split between transactional video on demand (TVOD) and subscription video on demand (SVOD). TVOD services (such as iTunes) deliver filmed entertainment content via the open Internet and do not require a subscription. SVOD services (such as Netflix) are also delivered over the open Internet, but require a subscription. AVOD is revenue from advertising served on over-the-top services such as Netflix and Peacock. This revenue focuses on services primarily composed of premium, TV-like video content and excludes social video services such as YouTube.
Note that this category includes revenue from stand-alone operator OTT services, such as MTG's Viaplay or Sky's Now, that do not require a subscription to a core TV service, but excludes revenue from operator "TV Everywhere" packages (such as Sky's Go or Comcast’s Xfinity) that bundle OTT with conventional pay-TV services.
Total OTT video revenue ($ mn)
Revenue from stand-alone over-the-top (OTT)/streaming services (such as Netflix) whose filmed entertainment content is accessed via a broadband or wireless Internet connection and is viewable on a PC, TV, tablet, smartphone, or other device which bypasses TV subscription providers. Note that this category also includes revenue from stand-alone operator OTT services, such as MTG's Viaplay or Sky's Now, that do not require a subscription to a core TV service. This revenue is digital and from consumer spending.
Transactional VOD revenue ($ mn)
Revenue from transactional video on demand (TVOD) services (such as iTunes), that deliver filmed entertainment content via the open Internet and which do not require a subscription. This revenue is digital and is from consumer spending.
Subscription VOD revenue ($ mn)
Revenue from stand-alone subscription video on demand (SVOD) services delivered over the open Internet, such as Netflix. Note that this category includes revenue from stand-alone operator OTT services, such as MTG's Viaplay or Sky's Now, but excludes revenue from operator 'TV Everywhere' packages that bundle OTT with conventional pay-TV services. This revenue is digital and comes from consumer spending.
Advertising VOD revenue ($ mn)
Revenue from advertising served on over-the-top services such as Netflix and Peacock. This revenue focuses on services primarily composed of premium, TV-like video content and excludes social video services such as YouTube. This revenue is digital and comes from advertiser spending.
This segment considers spend and other metrics related to accessing the Internet. Consumer spend is split into two categories: mobile Internet and fixed broadband.
Fixed broadband includes both wired and wireless connections and is a subscription to residential or business Internet access services delivered to a home, office or other fixed location provided by cable, MMDS modem, xDSL, FTTx, WiMAX, proprietary wireless broadband, Ethernet, power line communications and satellite broadband technologies. Satellite services which rely on a fixed device mounted to a house are used in similar ways to, and so serve the same market need as, xDSL, FTTx, cable modem and other forms of fixed-line broadband, and are thus considered a form of fixed broadband. Fixed broadband households are further broken down into high-, medium- and low-speed connections.
Mobile Internet considers Internet access over the medium of cellular air interfaces generally via a 2.5G network or higher. This covers Internet access via mobile devices and for connected devices that use embedded modems, dongles and data cards.
Smartphones are defined as mobile handsets that offer advanced computing capabilities and the ability to multi-task enabled by an advanced operating system. A "smartphone connection" relates to an active SIM card with or without a data plan used through a smartphone device rather than a unique subscriber using a smartphone service.
Smart speakers refers specifically to devices, such as Amazon’s Echo, Google Home, or Apple HomePod, that are voice-controlled, feature a digital assistant, and can operate without a smartphone. They also have the ability to link to connected home products such as lighting or thermostats.
Telco capex spend is as reported "capex" from all communications service providers, excluding certain items, notably spectrum/licence costs.
Spectrum owners is a listing of cellular licence holders presented on a frequency-band level.
IoT devices are devices with some form of embedded connectivity that allows the device to be directly connected to the Internet (i.e., IP-addressable), or allows the device to connect (tether) to an IP-addressable device.
Data consumption by device considers the sum of IP traffic that crosses the Internet backbone. This represents cellular data traffic over 2G, 3G 4G and 5G networks, plus Wi-Fi and fixed broadband. This is split between devices (portable devices, mobile handsets, other devices) and by content categories (social video, OTT video, AVOD, games, music, virtual reality, social networking, communications and other digital content consumed).
Total Internet access revenue ($ mn)
Total subscription revenue from both fixed broadband and mobile Internet. Fixed broadband includes both wired and wireless connections and is a subscription to residential or business Internet access services delivered to a home, office or other fixed location provided by cable, MMDS modem, xDSL, FTTx, WiMAX, proprietary wireless broadband, Ethernet, power line communications and satellite broadband technologies. Satellite services which rely on a fixed device mounted to a house are used in similar ways to, and so serve the same market need as, xDSL, FTTx, cable modem and other forms of fixed-line broadband, and are thus considered a form of fixed broadband. Mobile Internet considers Internet access over the medium of cellular air interfaces generally via a 2.5G network or higher. This covers Internet access via mobile devices and for connected devices that use embedded modems, dongles and data cards. This revenue is digital, and from consumer spending.
Fixed broadband access revenue ($ mn)
Fixed broadband includes both wired and wireless connections and is a subscription to residential or business Internet access services delivered to a home, office or other fixed location provided by cable, MMDS modem, xDSL, FTTx, WiMAX, proprietary wireless broadband, Ethernet, power line communications and satellite broadband technologies. This revenue is digital, and from consumer spending.
Mobile Internet access revenue ($ mn)
Mobile Internet considers Internet access over the medium of cellular air interfaces generally via a 2.5G network or higher. This covers Internet access via mobile devices and for connected devices that use embedded modems, dongles and data cards. This revenue is digital, and from consumer spending.
Fixed broadband households (mn)
The number of households subscribing to fixed broadband services. Fixed broadband includes both wired and wireless connections and is a subscription to residential or business Internet access services delivered to a home, office or other fixed location provided by cable, MMDS modem, xDSL, FTTx, WiMAX, proprietary wireless broadband, Ethernet, power line communications and satellite broadband technologies.
DSL fixed broadband households (mn)
The number of households with broadband connections on all DSL variant networks where they are used in conjunction with fibre-to-the-node or fibre-to-the-curb/cabinet, but not fibre-to-the-building..
Cable modem fixed broadband households (mn)
The number of households with broadband connections on two-way cable broadband technology based on DOCSIS (or similar) standards.
Fibre fixed broadband households (mn)
The number of households with fibre-to-the-home and fibre-to-the-building broadband connections.
FWA fixed broadband households (mn)
The number of households with broadband connections using a mobile wireless technology such as LTE and 5G, WiMAX and proprietary technologies in unlicensed spectrum. The broadband service must be accessed via a fixed consumer premises equipment such as a gateway router. Mobile broadband dongles and MiFi type devices are excluded from the definition.
Other fixed broadband households (mn)
The number of households with other technologies used to access broadband services such as powerline and satellite.
Fixed broadband penetration (%)
The percentage of households subscribing to fixed broadband services. Fixed broadband includes both wired and wireless connections and is a subscription to residential or business Internet access services delivered to a home, office or other fixed location provided by cable, MMDS modem, xDSL, FTTx, WiMAX, proprietary wireless broadband, Ethernet, power line communications and satellite broadband technologies.
DSL fixed broadband penetration (%)
The percentage of households with broadband connections on two-way cable broadband technology based on DOCSIS (or similar) standards.
Cable modem fixed broadband penetration (%)
The percentage of households with broadband connections on two-way cable broadband technology based on DOCSIS (or similar) standards..
Fibre fixed broadband penetration (%)
The percentage of households with fibre-to-the-home and fibre-to-the-building broadband connections.
FWA fixed broadband penetration (%)
The percentage of households with broadband connections using a mobile wireless technology such as LTE and 5G, WiMAX and proprietary technologies in unlicensed spectrum. The broadband service must be accessed via a fixed consumer premises equipment such as a gateway router. Mobile broadband dongles and MiFi type devices are excluded from the definition.
Other fixed broadband penetration (%)
The percentage of households that use other technologies to access broadband services such as powerline and satellite.
Mobile Internet subscribers (mn)
The number of subscribers to mobile Internet services. Mobile Internet considers Internet access over the medium of cellular air interfaces generally via a 2.5G network or higher. This covers Internet access via mobile devices and for connected devices that use embedded modems, dongles and data cards.
Mobile Internet penetration (%)
The percentage of the population subscribing to mobile Internet services. Mobile Internet considers Internet access over the medium of cellular air interfaces generally via a 2.5G network or higher. This covers Internet access via mobile devices and for connected devices that use embedded modems, dongles and data cards. Note that this is distinct from high-, medium- and low-speed mobile Internet penetration, which is a percentage of mobile Internet connections.
Total smartphone connections (mn)
Smartphones are defined as mobile handsets that offer advanced computing capabilities and the ability to multi-task enabled by an advanced operating system. In this case, we track smartphone connections, relating to an active SIM card with or without a data plan used through a smartphone device, rather than a unique subscriber using a smartphone service.
3G and lower connections (mn)
This refers to the second and third generation of cellular technologies and includes subscriptions to GSM/GPRS, 1xRTT, iDEN, US TDMA, PHS, 1xEV-DO, W-CDMA, HSPA and TD-SCMA.
4G connections (mn)
This refers to the fourth generation of cellular technologies and includes subscriptions to LTE.
5G connections (mn)
This refers to the fifth generation of cellular technologies – a system based on and complying with 3GPP 5G standards, beginning with parts of 3GPP Release 15.
Smart speaker ownership (mn)
Smart speakers refers specifically to devices, such as Amazon’s Echo, Google Home, or Apple HomePod, that are voice-controlled, feature a digital assistant, and can operate without a smartphone. They also have the ability to link to connected home products such as lighting or thermostats.
Total telco capex spend ($mn)
As reported "capex" from all communications service providers, excluding certain items, notably spectrum/licence costs. Usually this is sourced from cash flow statements (as additions to property, plant and equipment, including capitalised software). Includes all expenses that are "capitalised” in an accounting sense, and can include purchases of hardware, software, services, real estate, motor vehicles, office equipment, and other items.
Fixed broadband capex spend ($mn)
As reported "capex" from companies, or business units within companies, engaged in the provision of telecommunications services delivered over a largely wire- or fibre-based network, including HFC/cable TV. Includes consumer, enterprise, and wholesale services delivered by these entities.
Mobile capex spend ($mn)
As reported "capex" from companies, or business units within companies, engaged in the provision of telecommunications services delivered over a largely wireless network, commonly known as “cellular” carriers in some regions. Includes consumer, enterprise, and wholesale services delivered by these entities. Mobile virtual network operators (MVNOs) are not included. Device/handset revenues are included as reported. Satellite is not included.
Spectrum owners
A listing of cellular licence holders presented on a frequency-band level.
Fixed broadband ARPU by household income ($)
Average revenue per fixed broadband household as measured against household income.
Fixed broadband ARPU by personal income ($)
Average revenue per fixed broadband household as measured against personal income.
Mobile Internet ARPU by household income ($)
Average revenue per mobile Internet subscriber as measured against household income.
Mobile Internet ARPU by personal income ($)
Average revenue per mobile Internet subscriber as measured against personal income.
Total IoT device installed base (‘000s)
Device with some form of embedded connectivity that allows the device to be directly connected to the Internet (i.e., IP-addressable), or allows the device to connect (tether) to an IP-addressable device.
Automotive and transportation IoT devices (‘000s)
IoT devices related to aerospace and military, and light-vehicle or commercial-transportation automotive, segments and applications.
Commercial and industrial electronics IoT devices (‘000s)
IoT devices related to commercial electronics, industrial automation, power and energy, security and building automation, and other commercial and industrial electronics segments and applications.
Communications IoT devices (‘000s)
IoT devices related to backbone, consumer customer premises equipment (CPE), enterprise CPE, licensed mobile radio and infrastructure, and mobile handsets and infrastructure segments and applications.
Computers IoT devices (‘000s)
IoT devices related to desktops, portable computers, and server segments and applications.
Consumer IoT devices (‘000s)
IoT devices related to home appliances, home automation, home consumer entertainment, PC peripherals and printers, sports, fitness and activity, and other consumer segments and applications.
Medical IoT devices (‘000s)
IoT devices related to clinical care device and consumer medical device segments and applications.
Total IoT device average selling price ($)
The average selling price of devices with some form of embedded connectivity that allows the device to be directly connected to the Internet (i.e., IP-addressable), or allows the device to connect (tether) to an IP-addressable device.
Automotive and transportation IoT device average selling price ($)
The average selling price of IoT devices related to aerospace and military, and light-vehicle or commercial-transportation automotive, segments and applications.
Commercial and industrial electronics IoT device average selling price ($)
The average selling price of IoT devices related to commercial electronics, industrial automation, power and energy, security and building automation, and other commercial and industrial electronics segments and applications.
Communications IoT device average selling price ($)
The average selling price of IoT devices related to backbone, consumer customer premises equipment (CPE), enterprise CPE, licensed mobile radio and infrastructure, and mobile handsets and infrastructure segments and applications.
Computers IoT device average selling price ($)
The average selling price of IoT devices related to desktops, portable computers, and server segments and applications.
Consumer IoT device average selling price ($)
The average selling price of IoT devices related to home appliances, home automation, home consumer entertainment, PC peripherals and printers, sports, fitness and activity, and other consumer segments and applications.
Medical IoT device average selling price ($)
The average selling price of IoT devices related to clinical care device and consumer medical device segments and applications.
Total IoT device revenue ($mn)
Revenue from devices with some form of embedded connectivity that allows the device to be directly connected to the Internet (i.e., IP-addressable), or allows the device to connect (tether) to an IP-addressable device.
Automotive and transportation IoT device revenue ($mn)
Revenue from IoT devices related to aerospace and military, and light-vehicle or commercial-transportation automotive, segments and applications.
Commercial and industrial electronics IoT device revenue ($mn)
Revenue from IoT devices related to commercial electronics, industrial automation, power and energy, security and building automation, and other commercial and industrial electronics segments and applications.
Communications IoT device revenue ($mn)
Revenue from IoT devices related to backbone, consumer customer premises equipment (CPE), enterprise CPE, licensed mobile radio and infrastructure, and mobile handsets and infrastructure segments and applications.
Computers IoT device revenue ($mn)
Revenue from IoT devices related to desktops, portable computers, and server segments and applications.
Consumer IoT device revenue ($mn)
Revenue from IoT devices related to home appliances, home automation, home consumer entertainment, PC peripherals and printers, sports, fitness and activity, and other consumer segments and applications.
Medical IoT device revenue ($mn)
Revenue from IoT devices related to clinical care device and consumer medical device segments and applications.
Cellular
All data traffic (excluding SMS) on 2G, 3G, 4G and 5G networks generated from mobile and portable devices for both consumer and business users. Access technology traffic is counted by the highest technology that a subscriber has access to. Therefore, the offloading of traffic between different network generations has not been specifically factored into these forecasts, for example, 4G traffic will include all 4G, 3G, and 2G traffic generated by a 4G-compatible device where a 4G network has been launched.
Wi-Fi
All consumer Internet traffic over a Wi-Fi network generated from wireless-capable devices.
Fixed
All consumer fixed-line internet traffic excluding traffic accessed via a Wi-Fi connection.
Portable devices
Portable devices include a range of different device form factors that are designed to be transported by the owner. They are further segmented into tablets and other portable devices. Tablets are defined as mobile computing devices with a screen size of between seven and 12 inches (17.8cm and 30.5cm) and using touchscreen as their primary input method. Other portable represents other devices to smartphones and tablets, including data cards, dongles, personal hotspots, routers and laptops.
Mobile handsets
Mobile devices whose original functionality was to make and receive voice calls over cellular networks, but have since developed into advanced mobile computing devices that can perform a vast array of functions across both WLAN and WWAN networks. They typically have a screen size smaller than 7 inches and are further segmented into smartphones and non-smartphones. Smartphones are defined as mobile handsets that offer advanced computing capabilities and the ability to multi-task enabled by an advanced operating system. Non-smartphones are defined as mobile handsets that do not offer advanced computing capabilities or the ability to multi-task enabled by an advanced operating system. In each case, we track smartphone and non-smartphone connections relating to an active SIM card, rather than a unique subscriber using a smartphone or non-smartphone service.
Other devices
Other devices include TVs and TV devices, games consoles, VR headsets and desktop computers.
Total data consumed (PB)
The sum of IP traffic that crosses the Internet backbone. This represents all wireless data traffic, including cellular data traffic over 2G, 3G and 4G networks, plus Wi-Fi and fixed broadband.
Total video (PB)
This includes all OTT/unmanaged video streaming and video download traffic. Video streaming is video content that is streamed or progressively downloaded over the Internet. It requires continuous network connectivity, although some content may be cached locally for short periods to allow for immediate replay. Examples include Netflix, Hulu and Youtube. Video downloads refers to downloads of both short- and long-form videos to a connected device. It does not include video files downloaded from peer-to-peer networks or cloud storage sites. Once downloaded on the device, the user can play the video without having to connect to the network. Examples include iTunes and Googleplay. Please note that this excludes “managed” video, thus we include TV and movie content where it is viewed on a service such as Netflix or Hulu, but not when it is delivered via a managed video service, for example by a broadcaster.
OTT video (PB)
Video content that is streamed or progressively downloaded over the internet. It requires continuous network connectivity, although some content may be cached locally for short periods to allow for immediate replay. This includes subscription-based video on demand services such as Netflix and linear OTT streaming.
Social video (PB)
Video content consumed on social media platforms such as Facebook.
AVOD (PB)
Video content consumed on free-to-use advertising-based video platforms such as Youtube.
Games (PB)
This refers to gaming on a device which requires continuous network connectivity for the duration of play. Examples of games requiring continuous network connectivity include Clash of Clans and World of Warcraft.
Virtual reality (PB)
Virtual reality video and gaming content delivered through a VR headset – either a portable or stationary VR device.
Music (PB)
This includes both music streaming services and music downloads. Music streaming services allow the user to listen to music on demand and in real time without having to download a complete file first. Some data may be cached for replay at a later date, but consecutive plays require retransmission over the Internet. Examples include Spotify, Deezer and Youtube. Music downloads refers to the download of full-track songs to a device using an Internet connection. Once downloaded on the device, the user can play and listen to the music without having to connect to the network. Examples include iTunes and Googleplay.
Social networking (PB)
Social networking includes services ranging from simple chat rooms to multimedia-rich environments and user-generated sharing communities which persist after the user logs off. Examples include Facebook, LinkedIn and Twitter.
Communications (PB)
This refers to applications, services and protocols that allow email, chat, voice and video communications. Examples include WhatsApp, Skype, Viber and iMessage.
Other digital content consumed (PB)
This includes a variety of other services such as application downloads, file sharing, Web browsing, online storage, MMS and software updates. Examples include Apple and Android App Store downloads, BitTorrent and Dropbox.
This segment comprises revenue from both circulation (consumer spend) and advertising in newspapers and consumer magazines; and revenue generated from the sale of consumer books (i.e. bought by consumers for personal use), including both print and electronic editions. It includes all daily newspapers, including weekend editions and free dailies. Weekly newspapers are included in markets where data is available. For books, revenues are assigned to the format of the book sold, rather than the means of distribution, i.e. print editions bought from online retailers contribute to print revenues. Hard-copy audio books (i.e on CD or other physical medium) are included within the print category. This revenue is both digital and non-digital, and is from both consumer and advertising spending.
Newspaper circulation revenue comprises consumer spend on newspapers, including print (newsstand purchases and subscriptions to the print edition) and digital (digital subscriptions and payments for newspapers delivered direct to connected devices such as a PC, tablet or smartphone, including fees to access online content).
Circulation revenue for consumer magazines comprises spending by readers on either single sales from retail outlets or via subscriptions in print, and via downloads of individual copies or subscriptions delivered digitally direct to a connected device such as a PC, tablet or smartphone.
Advertising revenue considers advertising spend on both print editions of newspapers and digital newspapers, which includes all advertising on newspaper websites, tablet apps and smartphone apps. It also considers advertising spend for consumer magazines in both traditional print and through digital online magazines – either direct through a magazine website, or magazines distributed directly to a connected device such as a PC, tablet or smartphone. Licensing of merchandise, live events and e-commerce are not included in the segment.
In the US and Canada only, print newspaper advertising revenue is split between classified advertising revenue, national advertising revenue and retail advertising revenue in printed newspapers. Other markets do not make this split. This revenue is non-digital and from advertising.
Total newspaper, consumer magazine and books revenue ($ mn)
Revenue from consumer spend on newspapers, consumer magazines and consumer books (both physical and digital); and advertising in newspapers and consumer magazines (physical and digital). Magazine advertising can be either direct through a magazine website, or through magazines distributed directly to a connected device such as a PC, tablet or smartphone. Magazines published under contract (customer magazines/contract or custom publishing) are included within this advertising section. Magazine circulation revenue comprises spending by readers on physical print magazines direct from retail outlets or via subscriptions in print, and via downloads of individual digital copies or subscriptions delivered digitally direct to a connected device such as a PC, tablet or smartphone. This segment considers all daily newspapers, including weekend editions and free dailies. Weekly newspapers are included in markets where data is available. For books, revenues are assigned to the format of the book sold, rather than the means of distribution, i.e. print editions bought from online retailers contribute to print revenues. Hard-copy audio books (i.e on CD or other physical medium) are included within the print category.This revenue is both digital and non-digital, and is from both consumer and advertising spending.
Total newspaper revenue ($ mn)
Revenue from both consumer spend on newspapers (both physical and digital), and advertising on newspapers (physical and digital). This segment considers all daily newspapers, including weekend editions and free dailies. Weekly newspapers are included in markets where data is available. This revenue is both digital and non-digital, and is from both consumer and advertising spending.
Total newspaper circulation revenue ($ mn)
Consumer spend on newspapers, comprising print (newsstand purchases and subscriptions to the print edition) and digital (digital subscriptions and payments for newspapers delivered direct to connected devices such as a PC, tablet or smartphone, including fees to access online content). This sub-component considers all daily newspapers, including weekend editions and free dailies. Weekly newspapers are included in markets where data is available. This revenue is both digital and non-digital, and is from consumer spending.
Print newspaper circulation revenue ($ mn)
Consumer spend on print newspapers, including newsstand purchases and subscriptions to the print edition. This sub-component considers all daily newspapers, including weekend editions. Weekly newspapers are included in markets where data is available. This revenue is non-digital, and is from consumer spending.
Digital newspaper circulation revenue ($ mn)
Consumer spend on digital editions of newspapers, including digital subscriptions and payments for newspapers delivered direct to connected devices such as a PC, tablet or smartphone, and including fees to access online content. This segment considers all daily newspapers, including weekend editions and free dailies. Weekly newspapers are included in markets where data is available. This revenue is digital, and is from consumer spending.
Total newspaper advertising revenue ($ mn)
Revenue from advertising spend on both print and digital newspapers, which includes all advertising on newspaper websites, tablet apps and smartphone apps. This segment considers all daily newspapers, including weekend editions and free dailies. Weekly newspapers are included in markets where data is available. This revenue is both digital and non-digital, and is from advertising spending.
Print newspaper advertising revenue ($ mn)
Revenue from advertising spend in printed newspapers. This segment considers all daily newspapers, including weekend editions and free dailies. Weekly newspapers are included in markets where data is available. This revenue is non-digital, and is from advertising spending.
Print classified newspaper advertising revenue (US & Canada only) ($ mn)
In the US and Canada only, this sub-segment comprises revenue from classified advertising spend in printed newspapers. Other markets do not make this split. This revenue is non-digital and from advertising.
Print national newspaper advertising revenue (US & Canada only) ($ mn)
In the US and Canada only, this sub-segment comprises revenue from national advertising spend in printed newspapers. Other markets do not make this split. This revenue is non-digital and from advertising.
Print retail newspaper advertising revenue (US & Canada only) ($ mn)
In the US and Canada only, this sub-segment comprises revenue from retail advertising spend in printed newspapers. Other markets do not make this split. This revenue is non-digital and from advertising.
Digital newspaper advertising revenue ($ mn)
Revenue from advertising spend in digital newspapers, including all advertising on newspaper websites, tablet apps and smartphone apps. This segment considers all daily newspapers, including weekend editions and free dailies. Weekly newspapers are included in markets where data is available. This revenue is digital, and is from advertising spending.
Total consumer magazine revenue ($ mn)
Revenue from consumer-focussed magazines, from both advertising and circulation. This segment considers advertising spend in both traditional print and through digital online magazines – either direct through a magazine website, or magazines distributed directly to a connected device such as a PC, tablet or smartphone. Magazines published under contract (customer magazines/contract or custom publishing) are included within this advertising section. Circulation revenue comprises spending by readers on physical print magazines direct from retail outlets or via subscriptions in print and via downloads of individual digital copies or subscriptions delivered digitally direct to a connected device such as a PC, tablet or smartphone. This revenue is both digital and non-digital, and is from both consumer and advertising spending.
Total consumer magazine circulation revenue ($ mn)
Revenue from the sales of consumer-focussed magazines, from spending by readers on physical print magazines direct from retail outlets or via subscriptions, and via downloads of individual digital copies or subscriptions delivered digitally direct to a connected device such as a PC, tablet or smartphone. This revenue is both digital and non-digital, and is from consumer spending.
Print consumer magazine circulation revenue ($ mn)
Revenue from the sales of physical consumer-focussed magazines, including single sales direct from retail outlets and subscriptions. This revenue is non-digital, and is from consumer spending.
Digital consumer magazine circulation revenue ($ mn)
Revenue from the sales of digital editions of consumer magazines, via downloads of individual digital copies or subscriptions delivered digitally direct to a connected device, such as a PC, tablet or smartphone. This revenue is digital, and is from consumer spending.
Total consumer magazine advertising revenue ($ mn)
This sub-component considers advertising spend in both traditional print and through digital online magazines – either direct through a magazine website, or magazines distributed directly to a connected device such as a PC, tablet or smartphone. Magazines published under contract (customer magazines/contract or custom publishing) are included within this advertising section. This revenue is both digital and non-digital, and is from advertising spending.
Print consumer magazine advertising revenue ($ mn)
Revenue from print advertising in consumer-focussed magazines. Magazines published under contract (customer magazines/contract or custom publishing) are included within this section. This revenue is non-digital, and is from advertising spending.
Digital consumer magazine advertising revenue ($ mn)
Revenue from advertising in digital editions of consumer magazines, i.e. versions accessible only on a connected device such as a PC, tablet or smartphone. Magazines published under contract (customer magazines/contract or custom publishing) are included within this section. This revenue is digital, and is from advertising spending.
Average daily unit circulation total (000)
The average number of purchased newspapers, either printed or digital editions, including via a paywalled section of a newspaper website or purchased digital edition of a newspaper.
Average daily unit circulation print (000)
The average number of purchased daily copies of printed newspapers.
Average daily unit circulation digital (000)
The average number of purchased digital newspapers, including via a paywalled section of a newspaper website or purchased digital edition of a newspaper.
Total consumer books revenue ($ mn)
Revenue from the sale of consumer books, i.e. books bought by consumers for personal use. This revenue is both digital and non-digital, and is from consumer spending.
Consumer books electronic revenue ($ mn)
Revenue from the sale of electronic consumer books, i.e. books bought by consumers for personal use. This includes payments for digital audiobooks services, either subscription or single-copy. This revenue is digital, and is from consumer spending.
Consumer books print revenue ($ mn)
Revenue from the sale of print and physical audio consumer books, i.e. books bought by consumers for personal use. This revenue is non-digital, and is from consumer spending.
The out-of-home (OOH) advertising market consists of advertiser spending on out-of-home media in public and semi-public spaces.
OOH comprises total advertiser spending on all formats of out-of-home media, and is split between physical and digital. Advertising spend is tracked as net of agency commissions, production costs and discounts.
Traditional physical out-of-home media includes billboards, street furniture (bus shelters, kiosks) transit displays (bus sides, taxi toppers), sports arena displays, and captive ad networks (in such venues as elevators).
Digital OOH includes any out-of-home advertising media that is Internet-connected (e.g. smart billboards).
Total OOH advertising revenue ($ mn)
Total advertiser spending on all formats of out-of-home media, including billboards, street furniture (bus shelters, kiosks), transit displays (bus sides, taxi toppers), sports arena displays, and captive ad networks (in such venues as elevators). Advertising spend is tracked as net of agency commissions, production costs and discounts. This is both digital and non-digital, and is from advertising spending.
Physical OOH advertising revenue ($ mn)
Revenue from advertising on traditional physical out-of-home media, including billboards, street furniture (bus shelters, kiosks, etc.), transit displays (bus sides, taxi toppers), sports arena displays, and captive ad networks (in such venues as elevators). Advertising spend is tracked as net of agency commissions, production costs and discounts. This is non-digital, and is from advertising spending.
Digital OOH advertising revenue ($ mn)
Revenue from any out-of-home advertising media that is Internet-connected (e.g. smart billboards). Advertising spend is tracked as net of agency commissions, production costs and discounts. This is digital, and is from advertising spending.
This segment covers business-to-business media, comprising business information, trade magazines and trade shows.
Business information includes spending on business-focussed data and intelligence such as financial, including securities and economic credit data; marketing, including sales and survey research, mailing lists and demographic databases; and industry, including data and content covering market share information and competitor intelligence. This revenue is both digital and non-digital, and is considered consumer spending.
Trade magazines comprises both advertising and circulation revenue from magazines aimed at a professional audience. This segment considers advertising spend in both traditional print and through digital online magazines – either direct through a magazine website, or discrete digital editions of magazines distributed directly to a connected device such as a PC, tablet or smartphone. Circulation revenue comprises spending by readers on printed trade magazines including single copies direct from retail outlets or via subscriptions, as well as spending on downloads of individual digital copies or subscriptions delivered digitally direct to a connected device such as a PC, tablet or smartphone. This revenue is both digital and non-digital, and is from both consumer and advertising spending.
Trade shows considers revenue from spending by businesses on exhibition at trade shows. It does not include sponsorship of events. This revenue is non-digital, and is considered advertising spending.
Total business-to-business revenue ($ mn)
Total revenue from business-to-business media, comprising business information, trade magazines, professional books and trade shows. This revenue is both digital and non-digital, and is from both consumer and advertising spending.
Business information revenue ($ mn)
Business information includes spending on business-focussed data and intelligence such as financial, including securities and economic credit data; marketing, including sales and survey research, mailing lists and demographic databases; and industry, including data and content covering market share information and competitor intelligence. This revenue is both digital (i.e. information delivered via an Internet connection) and non-digital (i.e. information delivered in physical formats), and is considered consumer spending.
Total trade magazine revenue ($ mn)
This comprises revenue from trade magazines (i.e. magazines aimed at a professional audience), from both advertising and circulation. This sub-component considers advertising spend in both traditional print and through digital online magazines – either direct through a magazine website, or discrete digital editions of magazines distributed directly to a connected device such as a PC, tablet or smartphone. Circulation revenue comprises spending by readers direct from retail outlets or via subscriptions in print and via downloads of individual copies or subscriptions delivered digitally direct to a connected device such as a PC, tablet or smartphone. This revenue is both digital and non-digital, and is from both consumer and advertising spending.
Total trade magazine circulation revenue ($ mn)
Revenue from the sales of trade magazines (i.e. aimed at a professional audience), including single copies and subscriptions, and both physical and digital editions. This revenue is both digital and non-digital, and is from consumer spending.
Trade magazine print circulation revenue ($ mn)
Revenue from the sales of printed trade magazines (i.e. those aimed at a professional audience), including single copies direct from retail outlets and subscriptions. This revenue is non-digital, and is from consumer spending.
Trade magazine digital circulation revenue ($ mn)
Revenue from the sales of digital trade magazines (i.e. those aimed at a professional audience), via downloads of individual digital copies or subscriptions delivered digitally direct to a connected device such as a PC, tablet or smartphone. This revenue is digital, and is from consumer spending.
Total trade magazine advertising revenue ($ mn)
Advertising revenue from both print and digital trade magazines (i.e. those aimed at a professional audience). This segment considers advertising spend in both traditional print and digital online magazines – either through a magazine website, or on digital editions of magazines distributed directly to a connected device such as a PC, tablet or smartphone. This revenue is both digital and non-digital, and is from advertising spending.
Trade magazine print advertising revenue ($ mn)
Revenue from print advertising in trade magazines (i.e. those aimed at a professional audience). This revenue is non-digital, and is from advertising spending.
Trade magazine digital advertising revenue ($ mn)
Revenue from advertising in digital editions of trade magazines (i.e. those aimed at a professional audience). This segment considers advertising spend on digital online magazines – either through a magazine website, or on digital editions of magazines distributed directly to a connected device such as a PC, tablet or smartphone. This revenue is digital, and is from advertising spending.
Trade shows revenue ($ mn)
Revenue from spending by businesses on exhibition at trade shows. It does not include sponsorship of events. This revenue is non-digital, and is considered advertising spending.
This segment comprises consumer spending on video games software and services (not hardware or devices) across both traditional and social/casual gaming, as well as revenue from advertising via video games. It also includes revenue from consumer and advertiser spend on esports.
Traditional gaming comprises revenues associated with playing games on PCs and games consoles (both TV-connected and portable). This includes physical (disc-based) game sales at retail (both bricks-and-mortar and online retailers), digital game sales (including Steam, Good Old Games and Origin for PCs, and the PlayStation Store, Xbox Games Store and Nintendo eShop for consoles), and additional downloadable content (DLC) and subscription services. Online/microtransaction revenue also includes spending associated with free-to-play Massively Multiplayer Online games (MMOs), but does not include spending on social and casual browser-based games, which are included in the social/casual gaming component.
Social/casual gaming revenues includes consumer spending on and in app-based games on tablets and smartphones, revenue generated from the publishing of advertisements within games apps, and browser games aimed at a casual audience (e.g. King’s Candy Crush Saga). This includes revenues associated with the purchase of social and casual game apps, subscription services for social and casual games, and the purchase of virtual items within social and casual games. This also includes revenues associated with “hardcore” mobile games (e.g. PUBG Mobile).
Two types of video games advertising are included in this segment. In-app advertising covers revenue generated from the publishing of advertisements within games apps. This equates to the full value paid by advertisers to place those ads. Integrated video games advertising revenue includes only static advertising in video games. It does not include dynamic advertising inserted into or displayed alongside the game in an app or browser during play.
Esports comprises consumer and advertiser spending on esports, defined as organised video games competitions, both online and offline, from one-off events to organised leagues.
Streaming advertising is advertising revenue spent on esports events being streamed on websites (such as Twitch). This is distinct from advertising revenue associated with general video games streaming from such platforms (such as Minecraft videos), which is not covered.
Sponsorship revenue is the revenue from sponsorship of organised esports competitions, such as Kia’s sponsorship of the League of Legends EMEA championship, and of individual teams. This revenue is included within advertising revenue.
Consumer ticket sales is revenue from consumer spend on tickets to physically attend esports events.
Consumer contribution is revenue from consumer spend on battle passes for virtually attending esports events, such as The International Battle Pass. The spending must count towards an organised esports event, and is therefore distinct from regular spending on games such as League Of Legends.
Media rights revenue is revenue from spend by broadcasters and streaming companies for the rights to show esports events. This revenue is included within advertising revenue.
Excluded from the definition are the sale of merchandise at events, and esports betting revenue.
Total video games and esports revenue ($ mn)
This segment comprises combined revenue from video games and esports. Video games covers consumer spending on video games software and services (not hardware or devices), as well as revenue from advertising via video games. Esports covers consumer spending on organised esports events; revenue from advertising on website streams of the events; revenue from sponsorship of such events; and revenue from media rights for esports. The revenue is both digital and non-digital, and from both consumer and advertising spending.
Total video games revenue ($ mn)
Consumer spending on video games software and services (not hardware or devices) as well as revenue from advertising via video games. Note that all sub-categories are exclusive of each other. The revenue is both digital and non-digital, and from both consumer and advertising spending.
Total video games consumer revenue ($ mn)
Total revenue from the sale of physical and digital video games across all platforms, including console, PC, online and mobile. This revenue is both digital and non-digital, and from consumer spending
Traditional gaming revenue ($ mn)
Traditional gaming comprises revenues associated with playing games on PCs and games consoles (both TV-connected and portable). This includes physical (disc-based) game sales at retail (both bricks-and-mortar and online retailers), digital game sales (including Steam, Good Old Games and Origin for PCs, and the PlayStation Store, Xbox Games Store and Nintendo eShop for consoles), and additional downloadable content (DLC) and subscription services. This revenue is both digital and non-digital, and from consumer spending.
Total games console revenue ($ mn)
All revenue associated with playing games of any type on a games console (both in-home and handheld) including game sales at retail, digital game sales, additional downloadable content (DLC) and subscription services. This revenue is both digital and non-digital, and is from consumer spending.
Physical console games sell-through revenue ($ mn)
Revenue from the sale of physical console games. This is non-digital and from consumer spending.
Digital console games sell-through revenue ($ mn)
Revenue from the sale of digital console games. This is digital and from consumer spending.
Online/microtransaction console games revenue ($ mn)
Revenue from additional downloadable content and subscription services for console games. This is digital and from consumer spending.
Total PC games revenue ($ mn)
Revenues associated with PC games sales, including sales revenues from retail stores and digital download stores (such as Steam and Origin) and additional downloadable content. This revenue is both digital and non-digital, and is from consumer spending.
Physical PC games sell-through revenue ($ mn)
Revenue from the sales of physical PC games. This is non-digital and from consumer spending.
Digital PC games sell-through revenue ($ mn)
Revenue from the sales of digital PC games. This is digital and from consumer spending.
Online/microtransaction PC games revenue ($ mn)
Revenue from additional downloadable content and subscription services for PC games, and spending associated with free-to-play Massively Multiplayer Online games (MMOs). This is digital and from consumer spending.
Social/casual gaming revenue ($ mn)
Social/casual gaming revenues includes consumer spending on and in app-based games on tablets and smartphones, browser games aimed at a casual audience (e.g. King’s Candy Crush Saga), and revenue generated from the publishing of advertisements within games apps. This includes revenues associated with the purchase of social and casual game apps, subscription services for social and casual games, and the purchase of virtual items within social and casual games. This also includes revenues associated with "hardcore" mobile games (e.g. PUBG Mobile). This revenue is digital and from consumer and advertising spending.
App-based social/casual gaming revenue ($ mn)
Consumer spending on and in app-based games on tablets and smartphones. This includes revenues associated with the purchase of social and casual game apps, subscription services for social and casual games, and the purchase of virtual items within social and casual games. This revenue is digital and from consumer spending.
In-app games advertising revenue ($ mn)
Revenue generated from the publishing of advertisements within games apps. This equates to the full value paid by advertisers to place those ads.
Browser-based social/casual gaming revenue ($ mn)
Consumer spending on browser games aimed at a casual audience. This includes subscription services for social and casual games, and the purchase of virtual items within social and casual games. This revenue is digital and from consumer spending.
Integrated video games advertising revenue ($ mn)
Integrated video games advertising comprises revenues from advertising built into games on any platform and access type including in-game advertising. It does not include advertising delivered dynamically via the Internet. This revenue is non-digital and from advertising spending.
Total esports revenue ($ mn)
Consumer spending on organised esports events; revenue from advertising on website streams of the events; revenue from sponsorship of such events; and revenue from media rights for esports. The revenue is both digital and non-digital, and from both consumer and advertising spending.
Esports streaming advertising revenue ($ mn)
Advertising revenue spent on esports events being streamed on websites (such as Twitch), and from advertising dynamically inserted into games for esports viewers. This revenue is digital, and from advertiser spending.
Esports sponsorship revenue ($ mn)
Revenue from sponsorship of organised esports competitions, and of esports teams. This revenue is non-digital, and from advertiser spending.
Esports consumer ticket sales revenue ($ mn)
Revenue from consumer spend on tickets to physically attend esports events. This revenue is non-digital, and is from consumer spending.
Esports consumer contribution revenue ($ mn)
Revenue from consumer spend on battle passes for virtually attending esports events. This is digital and from consumer spending.
Esports media rights revenue ($ mn)
Revenue from spend by broadcasters and streaming companies for the rights to show esports events. For the purposes of this report, this revenue is non-digital and from advertiser spending.
Virtual reality (VR) refers to a head-mounted system that immerses a wearer in a stereoscopic, wholly virtual environment or scene where they can look around, and optionally move and interact. This segment comprises consumer spending on VR video and VR games.
VR video revenue comprises revenue from subscription top-ups, streaming fees, electronic sell-through (EST) and physical purchases.
VR gaming comprises revenue from free-to-play/microtransactions, subscription top-ups, digital transactions and physical purchases.
Augmented reality (AR) refers to a technology that superimposes a digital image on a user's view of the world. Mobile AR apps are those that make use of the AR capabilities of mobile devices, either as a core factor of their functionality or simply as a feature.
Total VR and mobile AR revenue ($ mn)
Total revenue from VR video and VR games, plus revenues generated directly from end users from paid downloads and in-app purchases relating to mobile AR apps, and from the publishing of advertisements within mobile AR apps. This revenue is digital, and from both consumer and advertising spending.
Total VR revenue ($ mn)
Total revenue from VR video and VR games. This revenue is digital, and is from consumer spending.
VR video revenue ($ mn)
VR video content includes both 360-degree video and VR video made primarily for consumption on VR headsets. VR video revenue comprises revenue from subscription top-ups, streaming fees, electronic sell-through (EST) and physical purchases. This revenue is digital, and from consumer spending.
VR gaming revenue ($ mn)
VR gaming content includes both video games and "interactive experiences" primarily created to be consumed on VR headsets. VR gaming comprises revenue from free-to-play/microtransactions, subscription top-ups, digital transactions and physical purchases. This revenue is digital, and from consumer spending.
Total mobile AR revenue ($ mn)
Revenues generated directly from end users from paid downloads and in-app purchases relating to mobile AR apps, and from the publishing of advertisements within mobile AR apps. This revenue is digital, and from both consumer and advertising spending.
Mobile AR consumer revenue ($ mn)
Revenues generated directly from end users from paid downloads and in-app purchases relating to mobile AR apps. This revenue is digital, and from consumer spending.
Mobile AR advertising revenue ($ mn)
Revenues generated from the publishing of advertisements within mobile AR apps. This equates to the full value paid by advertisers to place those ads. This revenue is digital, and from advertiser spending.
Total VR units
The total active installed base of standalone and tethered VR units.
Standalone VR units
The active installed base of standalone VR units. This refers to headsets designed exclusively for VR, containing all the visual and audio systems, sensing/tracking, and processing capabilities to render VR experiences. The headset will usually be complemented by controllers, most of which also have movement detection and haptic feedback. Examples include Meta Quest and HTC Vive Focus.
Tethered VR units
The active installed base of tethered VR units. Tethered VR headsets require an external unit (such as a powerful PC or games console) to render the VR environment. These systems typically have supporting technology (controller, cameras, movement and positional sensors) attached to the external unit too, rather than directly to the headset. Examples include PlayStation VR and HTC Vive.
This segment comprises cinema revenue (including box office and advertising). This revenue is non-digital, and includes both consumer and advertising spending.
Cinema revenue comprises consumer spend at the box office for theatrical motion pictures and advertising spend at the cinema including on-screen adverts prior to the movie. It does not include revenue from merchandise or concessions. This revenue is non-digital, and from both consumer and advertising spending.
Total cinema revenue ($ mn)
Cinema revenue comprises consumer spend at the box office for theatrical motion pictures and advertising spend at the cinema including on-screen adverts prior to the movie. It does not include revenue from merchandise or concessions. This revenue is non-digital, and from both consumer and advertising spending.
Box office revenue ($ mn)
Consumer spend at the box office for theatrical motion pictures, calculated by multiplying average admission price by the number of admissions in the year referenced. This revenue is non-digital, and from consumer spending.
Average admission price ($)
The average price of a cinema ticket in the year referenced.
Admissions (mn)
The number of tickets sold in the year referenced.
Cinema advertising revenue ($ mn)
Advertising revenue from the cinema, i.e. on-screen adverts prior to the movie. It does not include revenue from merchandise or concessions. This revenue is non-digital, and from advertising spending.
Total digital screens
The total number of screens showing films to a paying audience using digital technology. These can be 2D or 3D screens.
Digital 2D screens
The number of digital screens showing films to a paying audience without utilising 3D technology.
Digital 3D screens
The number of digital screens showing films to a paying audience that do utilise 3D technology.
This segment comprises consumer spend on music, including both physical and digital recorded music and live music played at concerts, as well as revenue from sponsorship of live music, but does not include revenue from merchandise or concessions at live music events. It also includes revenue from consumer spend on radio licence fees (where applicable) and all advertising spend on radio stations and radio networks. Finally, it includes revenue from podcast advertising, podcasts being defined as a piece of principally spoken-word recorded audio content delivered over the internet, excluding audiobooks, that can be either downloaded or streamed. This segment includes both digital and non-digital revenue, and revenue from both consumer and advertising spending.
The recorded music component comprises physical and digital. All consumer spend is measured at retail level which can be substantially higher than the wholesale or trade value revenues sometimes reported. This segment includes both digital and non-digital revenue, and is revenue from consumer spending.
Physical recorded music covers any retail or online purchase of official physical albums (i.e. CDs), single sound recordings or music videos. Digital recorded music considers the sale of any licensed music distributed digitally to connected devices (including PCs, tablets, smartphones and dedicated music players), and is split between streaming and downloads.
Streaming comprises revenue from subscription and advertiser-supported streaming services (such as Spotify).
Downloads includes revenues from any licensed recorded music downloaded via app stores or licensed services (such as iTunes).
Performance rights revenue is generated for record companies and performers by the use of recorded music by broadcasters and in public venues.
Synchronisation rights revenue represents earnings from the use of music in advertising, film, games and television programmes.
For live music, consumer spend on tickets is included along with sponsorship revenues. This segment is non-digital and represents revenue from consumer and advertising spending.
In radio, public radio licence fees are included for applicable markets in EMEA and APAC. Where a mandatory fee covers both TV and radio, we have estimated radio's share of that total (note the TV subscriptions segment includes the whole fee; radio's share is removed when calculating total revenue to avoid double counting).
Revenue from radio advertising on radio stations and radio networks is tracked as net of agency commissions, production costs and discounts. In the US and Canada only, revenue from advertising spend on terrestrial broadcast radio is considered separately from online advertising revenue.
In the US and Canada only, revenues from subscriptions to satellite radio services (such as SiriusXM) are also considered, as is advertising spend on satellite radio.
Podcasts advertising considers all revenue generated from advertising carried within podcasts, whether directly embedded in the audio file or dynamically inserted. Revenue from advertising not contained in the podcast itself (e.g. banner ads surrounding a Web player) is not included. Advertising revenue is assigned to the country where the revenue accrues (generally the country where it is produced), regardless of where the listening actually occurs.
Total music, radio and podcasts revenue ($ mn)
This segment comprises consumer spend on music, including both physical and digital recorded music and live music played at concerts, as well as revenue from sponsorship of live music, but does not include revenue from merchandise or concessions at live music events. It includes revenue from consumer spend on radio licence fees (where applicable) and all advertising spend on radio stations and radio networks. In the US and Canada, advertising spend in both Internet radio and satellite radio is also considered, as well as revenues from subscriptions to satellite radio services (such as SiriusXM). Finally, it includes all revenue generated from advertising carried within podcasts, whether directly embedded in the audio file or dynamically inserted.
Total music revenue ($ mn)
Total music revenue comprises consumer spend on music, including both physical and digital recorded music and live music played at concerts, as well as revenue from sponsorship of live music, but does not include revenue from merchandise or concessions at live music events. This segment includes both digital and non-digital revenue, and revenue from both consumer and advertising spending.
Total recorded music revenue ($ mn)
The recorded music component comprises physical and digital. All consumer spend is measured at retail level which can be substantially higher than the wholesale or trade value revenues sometimes reported. This segment includes both digital and non-digital revenue, and is revenue from consumer spending.
Physical recorded music revenue ($ mn)
Physical recorded music covers any retail or online purchase of official physical albums (i.e. CDs), single sound recordings or music videos. This segment is non-digital and covers revenue from consumer spending.
Total digital recorded music revenue ($ mn)
Digital recorded music considers the sale of any licensed music distributed digitally to connected devices (including PCs, tablets, smartphones and dedicated music players), and is split between downloads and streaming. This segment is digital and represents revenue from consumer spending (as well as an element of digital streaming revenue from advertiser spending).
Digital music streaming revenue ($ mn)
Streaming comprises revenue from subscription and advertiser-supported streaming services. This sub-component is digital and represents revenue from both consumer and advertising spending.
Digital music streaming consumer revenue ($ mn)
Consumer spending on premium audio subscription services plus bundled subscriptions. This sub-component is digital and represents consumer spending.
Digital music streaming advertising revenue ($ mn)
Trade income from ad-supported free tiers of premium subscription services plus services funded by advertising. This sub-component is digital and represents advertiser spending.
Digital music downloading revenue ($ mn)
Downloads includes revenues from any licensed recorded music downloaded via app stores or licensed services (such as iTunes). This sub-component is digital and represents consumer spending.
Music performance rights revenue ($ mn)
Performance rights revenue is generated for record companies and performers by the use of recorded music by broadcasters and in public venues. For the purposes of this report, this sub-component is classified as non-digital consumer spending.
Music synchronisation revenue ($ mn)
Synchronisation revenue represents earnings from the use of music in advertising, film, games and television programmes. For the purposes of this report, this sub-component is classified as non-digital consumer spending.
Total live music revenue ($ mn)
For live music, consumer spend on tickets is included along with sponsorship revenue. Included in this category are ticket sales to all types of music events, from small clubs to arenas and festivals, and all music genres, ranging from popular music to classical. We do not include revenue from merchandise or concessions at live music events. This sub-component is non-digital and represents revenue from consumer and advertising spending.
Live music ticket sales revenue ($ mn)
Revenue from consumer spend on tickets to live music events. Included in this category are ticket sales to all types of music events, from small clubs to arenas and festivals, and all music genres, ranging from popular music to classical. This does not include revenue from merchandise or concessions at live music events. This sub-component is non-digital and represents revenue from consumer spending.
Live music sponsorship revenue ($ mn)
Revenue from sponsorship of live music events. Included in this category are all types of music events, from small clubs to arenas and festivals, and all music genres, ranging from popular music to classical. This does not include revenue from merchandise or concessions at live music events. This sub-component is non-digital and represents revenue from advertising spending.
Total radio revenue ($ mn)
Revenue from consumer spend on radio licence fees (where applicable) and all advertising spend on radio stations and radio networks. In the US and Canada, advertising spend in both Internet radio and satellite radio is also considered, as well as revenues from subscriptions to satellite radio services (such as SiriusXM). This revenue is both digital and non-digital, and is from both consumer and advertising spending.
Public radio licence fees ($ mn)
Public radio licence fees are included for applicable markets in EMEA and APAC. This is consumer spending on public radio licence fees and equivalent broadcasting taxes and charges. Taxes and charges not specifically related to broadcasting (e.g. income taxes) are excluded, even where they are used to fund radio broadcasts. Where these charges cover both TV and radio, we have estimated radio's share of that total (note the traditional TV and video segment includes the whole fee; radio's share is removed when calculating total revenue to avoid double counting). This revenue is non-digital and is from consumer spending.
Radio advertising revenue ($ mn)
Revenue from traditional radio advertising, as well as revenue in the US and Canada only for both online radio advertising and satellite radio advertising. Advertising spend is tracked as net of agency commissions, production costs and discounts. This revenue is both digital (US and Canada only) and non-digital, and is from advertising spending.
Traditional radio advertising revenue ($ mn)
Revenue from advertising on terrestrial radio stations and networks. This is for every country except the US and Canada, which track the market differently. This revenue is non-digital and is from advertising spending.
Terrestrial broadcast advertising revenue (US + Canada only) ($ mn)
In the US and Canada only, revenue from advertising spend on terrestrial broadcast radio (separate from online advertising revenue). This is non-digital, and from advertising spending.
Terrestrial online advertising revenue (US + Canada only) ($ mn)
In the US and Canada only, revenue from advertising spend on online radio. (This is also included within Internet advertising but figures for total advertising eliminate any double counting.) This revenue is digital, and is from advertising spending.
Total satellite revenue (US + Canada only) ($ mn)
In the US and Canada only, total revenue from satellite-delivered radio services (such as SiriusXM) including both subscription and advertising. This is considered non-digital and is from both consumer and advertising spending.
Satellite radio subscription revenue (US + Canada only) ($ mn)
In the US and Canada only, consumer spend on subscriptions to satellite-delivered radio services (such as SiriusXM). This is non-digital and is from consumer spending.
Satellite radio advertising revenue (US + Canada only) ($ mn) (also included in Radio advertising revenue)
In the US and Canada only, advertising revenue from satellite-delivered radio services (such as SiriusXM). This is also included within Radio advertising revenue. This is considered non-digital, and is from advertising spending.
Podcasts advertising revenue ($ mn)
All revenue generated from advertising carried within podcasts, whether directly embedded in the audio file or dynamically inserted. Revenue from advertising not contained in the podcast itself (e.g. banner ads surrounding a Web player) is not included. Advertising revenue is assigned to the country where the revenue accrues (generally the country where it is produced), regardless of where the listening actually occurs. This revenue is digital, and is from advertising spending.
Podcast monthly listeners (mn)
The number of people who have listened to at least one podcast in the last month. The data is year-end so each datapoint effectively indicates listener numbers in that market for December of the given year.
This segment comprises spending by advertisers either through a wired Internet connection or via mobile devices. The types of advertising (wired or mobile) are classified primarily by format rather than transport mechanism or device. This revenue is digital, and from advertiser spending.
Total Internet advertising comprises online television, digital music streaming, podcast, esports streaming, newspaper, consumer magazine, trade magazine advertising, advertising VOD, mobile AR advertising, in-app games advertising, and online radio (for North America only), which are also all included in their respective segments. The wired sub-segments consider paid search, display and classified formats. Display is broken out further between video and other display.
“Social” advertising occurs across a range of wired and wireless sub-segments but is not broken out separately. Figures for total advertising eliminate any double counting.
Search Internet advertising involves placing ads on web pages that show results of search engine queries (e.g. Google AdWords).
Display Internet advertising comprises revenues from traditional ads placed on web pages in many forms, including banner ads and branded content/native advertising. Other Internet advertising formats (affiliates, rich media, email) are also included under this category. Ads sold through programmatic advertising are included here, but we do not break out revenue by method of selling.
Broken out from display Internet advertising revenue is video Internet advertising revenue, which comprises revenue from in-stream video advertising (pre-rolls, mid-rolls, post-rolls) and out-of-stream video advertising. It includes revenue from both traditional broadcasters and Internet-based websites, including YouTube.
Classified Internet advertising is advertising posted online in a categorical listing of products or services. A fee is paid by an advertiser to display an ad or listing around a specific vertical such as automotive, recruiting or real estate.
Mobile Internet advertising comprises all advertising delivered to mobile devices via formats designed for the specific device. It is split out into the sub-segments of mobile paid search Internet advertising revenue and mobile display Internet advertising revenue. Mobile display Internet advertising revenue is broken down further into mobile video Internet advertising revenue and mobile other display Internet advertising revenue.
In-stream video advertising comprises revenue generated through the sale of preroll, midroll, postroll, and in-player overlay video advertising. It is split out into the sub-segments of mobile, wired and connected TV (CTV) in-stream video advertising. Connected TV is further split into broadcaster and other video in-stream advertising revenue.
Out-stream video advertising comprises revenue generated through video ads that are not served before, during, or after video content in a video player. It is split out into the sub-segments of mobile and wired out-stream video advertising.
Total Internet advertising revenue ($ mn)
This segment comprises spending by advertisers on platforms accessed either through a wired Internet connection or via mobile devices. The types of advertising (wired or mobile) are classified primarily by format rather than transport mechanism or device. The total Internet advertising segment comprises online television, digital music streaming, podcast, esports streaming, newspaper, consumer magazine, trade magazine advertising, advertising VOD, mobile AR advertising, in-app games advertising, and online radio (for North America only) which are also all included in their respective segments. “Social” advertising occurs across a range of wired and wireless sub-segments but is not broken out separately. Figures for total advertising eliminate any double counting. This revenue is digital, and from advertiser spending.
Mobile Internet advertising revenue ($ mn)
Mobile Internet advertising comprises all advertising delivered to mobile devices via formats designed for the specific device. This revenue is digital, and from advertiser spending.
Mobile paid search Internet advertising revenue ($ mn)
Mobile paid search Internet advertising involves placing ads that show results of search engine queries (e.g. Google AdWords) and that are delivered to mobile devices via formats designed for the specific device. This revenue is digital, and from advertiser spending.
Mobile display Internet advertising revenue ($ mn)
Mobile display Internet advertising comprises revenues from traditional ads in many forms, including banner ads and branded content/native advertising, and delivered to mobile devices via formats designed for the specific device. Other Internet advertising formats (affiliates, rich media, email) are also included under this category. Ads sold through programmatic advertising are included here, but we do not break out revenue by method of selling. This revenue is digital, and from advertiser spending.
Mobile video Internet advertising revenue ($ mn)
Mobile video Internet advertising comprises revenue from in-stream video advertising (pre-rolls, mid-rolls, post-rolls) and out-of-stream video advertising delivered to mobile devices via formats designed for the specific device. It includes revenue from both traditional broadcasters and Internet-based websites, including YouTube. This revenue is digital, and from advertiser spending.
Mobile other display Internet advertising revenue ($ mn)
Mobile other display Internet advertising revenue comprises all non-video forms of display Internet advertising revenue delivered to mobile devices via formats designed for the specific device. This revenue is digital, and from advertiser spending.
Total wired Internet advertising revenue ($ mn)
This segment comprises spending by advertisers on platforms accessed through a wired connection. The wired Internet advertising segment considers online television, newspaper, consumer magazine, trade magazine and online radio (for North America only) advertising, which are also all included in their respective segments. Figures for total advertising eliminate any double counting. The wired Internet advertising sub-segments consider paid search, display, classified and video formats. This revenue is digital, and from advertiser spending.
Display Internet advertising revenue ($ mn)
Display Internet advertising comprises revenues from traditional ads placed on webpages in many forms, including banner ads and branded content/native advertising. Other Internet advertising formats (affiliates, rich media, email) are also included under this category. Ads sold through programmatic advertising are included here, but we do not break out revenue by method of selling. This is broken further out between video Internet advertising revenue and other display Internet advertising revenue. This revenue is digital, and from advertiser spending.
Video Internet advertising revenue ($ mn)
Video Internet advertising comprises revenue from in-stream video advertising (pre-rolls, mid-rolls, post-rolls) and out-of-stream video advertising. It includes revenue from both traditional broadcasters and Internet-based websites, including YouTube. This revenue is digital, and from advertiser spending.
Other display Internet advertising revenue ($ mn)
Other display Internet advertising revenue comprises all non-video forms of display Internet advertising revenue. This revenue is digital, and from advertiser spending.
Paid search Internet advertising revenue ($ mn)
Search Internet advertising involves placing ads on webpages that show results of search engine queries (e.g. Google AdWords). This revenue is digital, and from advertiser spending.
Classified Internet advertising revenue ($ mn)
Classified Internet advertising is advertising posted online in a categorised listing of products or services. A fee is paid by an advertiser to display an ad or listing around a specific vertical such as automotive, recruiting or real estate. This revenue is digital, and from advertiser spending.
Total in-stream and out-stream video Internet advertising revenue ($ mn)
Comprises revenue generated through the sale of both in-stream video advertising (preroll, midroll, postroll, and in-player overlays) and out-stream advertising (video ads that are not served before, during, or after video content in a video player). This revenue is digital, and from advertiser spending.
Total in-stream video Internet advertising revenue ($ mn)
Comprises revenue generated through the sale of in-stream video advertising (preroll, midroll, postroll, and in-player overlays) delivered over the Internet. This excludes out-of-stream video advertising (video ads that play independently of video content, such as in-read and in-feed social video ad formats). This revenue is digital, and from advertiser spending.
Mobile in-stream video Internet advertising revenue ($ mn)
Comprises revenue generated through the sale of in-stream video advertising (preroll, midroll, postroll, and in-player overlays) delivered over the Internet and formatted for, and viewed on, mobile devices. This excludes out-of-stream video advertising (video ads that play independently of video content, such as in-read and in-feed social video ad formats). This revenue is digital, and from advertiser spending.
Wired in-stream video Internet advertising revenue ($ mn)
Comprises revenue generated through the sale of in-stream video advertising (preroll, midroll, postroll, and in-player overlays) delivered over the Internet on a desktop version of a website or app. This excludes out-of-stream video advertising (video ads that play independently of video content, such as in-read and in-feed social video ad formats). This revenue is digital, and from advertiser spending.
Total connected TV in-stream video Internet advertising revenue ($ mn)
Comprises revenue from in-stream video advertising (prerolls, midrolls, postrolls) delivered over the Internet to smart TVs, media streamers, games consoles, and connected set-top boxes. It includes revenue from both traditional broadcasters and Internet-based websites, including YouTube. This revenue is digital, and from advertiser spending.
Connected TV in-stream broadcaster video Internet advertising revenue ($ mn)
Comprises revenue generated through the sale of in-stream video advertising (i.e., preroll, midroll, postroll, and in-player overlays) delivered over the Internet to smart TVs, media streamers, games consoles, and connected set-top boxes on broadcasters’ online video properties, including websites and apps. This revenue is digital, and from advertiser spending.
Connected TV in-stream other video Internet advertising revenue ($ mn)
Comprises revenue generated through the sale of in-stream video advertising (i.e., preroll, midroll, postroll, and in-player overlays) delivered over the Internet to smart TVs, media streamers, games consoles, and connected set-top boxes on other online video properties, including Youtube, other ad-supported video platforms, and any digital property that employs in-stream video advertising. This revenue is digital, and from advertiser spending.
Total out-stream video Internet advertising revenue ($ mn)
Comprises revenue generated through the delivery of out-of-stream advertising (video ads that are not served before, during, or after video content in a video player). This includes in-feed video advertising on all social networks, out-of-stream video advertising placed on digital publishers' sites, and interstitial video advertising delivered within mobile apps. This revenue is digital, and from advertiser spending.
Mobile out-stream video Internet advertising revenue ($ mn)
Comprises revenue generated through the delivery of out-of-stream advertising (video ads that are not served before, during, or after video content in a video player) formatted for, and viewed on, mobile devices. This includes in-feed video advertising on all social networks, out-of-stream video advertising placed on digital publishers' sites, and interstitial video advertising delivered within mobile apps. This revenue is digital, and from advertiser spending.
Wired out-stream video Internet advertising revenue ($ mn)
Comprises revenue generated through the delivery of out-of-stream advertising (video ads that are not served before, during, or after video content in a video player) on a desktop version of a website or app. This includes in-feed video advertising on all social networks, and out-of-stream video advertising placed on digital publishers' sites. This revenue is digital, and from advertiser spending.