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96
GAMING AND WAGERING
C
www.activate.com
Global spend of $74 Billion is likely to expand as video gaming
broadens to include advertising and gambling streams
Consumer Spend on Major Entertainment Segments, Global, 2014
Sources: IBISWorld, IFPI, McKinsey & Company, Morgan Stanley, NewZoo, PwC, SuperData Research, Activate analysis. Filmed
entertainment includes all ancillary revenue; apps comprise Apple and Google Play and include gaming apps
$ Billions
Gambling
Filmed
Entertainment
Music
(LIVE & RECORDED)
Apps
Video
Gaming
TV Subs
Consumer
Books
423
205
85
74
66
38
23

Published in: Technology, Business
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