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Entertainment tech market to exceed $80 billion

15 August, 2008


According to a new technical market research report, "Global Markets for Entertainment Technologies" from BCC Research, the global market for entertainment technology was worth $57.3 billion in 2006. This is expected to increase to $66.9 billion in 2008, and by 2013 the market should be worth $83.3 billion, a compound annual growth rate (CAGR) of 4.5 percent. The market is divided into entertainment technology devices and programmed entertainment technology. Entertainment technology devices include technology toys and gadgets, home theater systems, multifunctional personal devices, consumer imaging technology, in-vehicle entertainment systems and out-of-home entertainment technology. Programmed entertainment technology includes television and online entertainment and fixed media entertainment.

The entertainment technology devices segment has the larger market share, generating $43.5 billion in 2006 and an estimated $50.9 billion in 2008. This should increase at a CAGR of 4.8 percent to reach $64.5 billion in 2013. Entertainment technology devices comprised approximately 76.1 percent of the overall entertainment technology market in 2008, forecast to rise to approximately 77.4 percent of the overall market in 2013. Programmed entertainment technology is the second largest segment, worth $13.8 billion in 2006. This is expected to increase to $16.0 billion in 2008 and $18.8 billion in 2013, for a CAGR of 3.3 percent. Programmed entertainment technology comprised approximately 23.9 percent of the overall entertainment technology revenues in 2008, forecast to decrease to approximately 22.6 percent in 2013. Entertainment technology is a consumer-driven market in which advertising and marketing are very important, since entertainment technology purchases or services are generally optional ones, made with disposable income. Entertainment technology ranges from single-purchase novelty items to extensive systems of products that create and promote an ongoing entertainment choice and also a lifestyle.














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