Media & Entertainment

Market Landscape
Value Chain
Business Model
Industry Analysis

"In the whirlwind of lights, camera, and captivating stories, the digital media and entertainment industry pulsate with the rhythm of human experience. It's a kaleidoscope of sights and sounds, where dreams take flight on silver screens and captivating narratives take hold of hearts across the globe. "

Market Landscape

Key Facts about the Media and Entertainment IndustryMarket Share of Key Players in the Media and Entertainment IndustryThe Media and Entertainment Market in BangladeshGrowth of OTT platforms in Bangladesh
  • Global Digital Media and Entertainment Industry market size was $2.32 trillion in 2022 (Global entertainment and media market size, Statistica). The digital media and entertainment market growth is expected to slow, reaching $2.78 trillion by 2027. However, it is estimated that it will be worth $5,644.3 billion by 2031.
  • Between 2022 and 2027, consumer expenditure on the Digital Media and Entertainment Industry is projected to increase at a 2.4% CAGR, reaching a total of US$903.2 billion. But, it is anticipated that the Digital Entertainment and Media Industry's growth rate will progressively slow down every year. The main cause of this slowdown is the decline in spendable consumer income.
  • The global advertising market size was US$763.7 billion in 2022 with an estimated CAGR of 4.5% reaching a commendable market size of  US$952.6 billion in 2027. Advertising might become the first of the three primary Digital Media and Entertainment categories (Streaming services, Social media platforms & Digital music platforms) to cross $1 trillion in yearly revenue on this trajectory. Spending on digital advertisements will be the largest category by 2025; online advertising spendings, which rose by 8.1% in 2022, is a significant growth driver.
  • Global digital entertainment and media markets are determined by consumer spending. Major entertainment markets worldwide include:
    • North Americans spent the most on media and entertainment at $2.2 thousand per consumer. 
    • Globally, the US media market is largest. 
    • China is a major entertainment and media market for digital media.
    • Japan is a global entertainment powerhouse in gaming, animation, and music.
  • In Bangladesh's media and entertainment industry, approximately 120 billion taka has been invested. The home entertainment market size of Bangladesh is estimated to be $48.4 million by 2024. Furthermore, The Dhaka Tribune published that OTT platforms are a key part of the online streaming sector of the digital media industry, worth Tk300 crore in 2012 and are expected to reach Tk1,000 crore by 2030.
  • The Bangladeshi digital media and entertainment industry has grown rapidly in recent decades. With a diverse range of formats for media contents, it serves an audience of roughly 160 million individuals. Bangladesh's largest entertainment companies include:
    • Gazi Television: Popular TV network.
    • Impress Telefilm Limited: Movie maker. 
    • Asiatic Experiential Marketing Limited: Provides fun and thought-provoking activities. 
    • BongoBD: Offers live TV and on-demand video online and on mobile devices. 
    • The Akaliko Company: Curates a platform for artists in many genres and productions.
     

Value Chain

Steps of the Value Chain of the Entertainment and Media Industry
Step 1 of the Entertainment and Media Value Chain - Content Concept Development
Step 2 of the Entertainment and Media Value Chain - Content Creation
Step 3 of the Entertainment and Media Value Chain - Production of the Content
Step 4 of the Entertainment and Media Value Chain - Distribution of produced content
Step 5 of the Entertainment and Media Value Chain - Role of Advertising
Step 6 of the Entertainment and Media Value Chain - Broadcasting and Streaming
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Business Model

Flowchart describing how the Entertainment Industry works in general

The business model emphasizes the interconnectedness of the various stakeholders in the advertising industry and highlights the flow of value and services among them. It showcases the intricate relationships that enable businesses to effectively reach their target audience through a network of media-related entities.

At the core of this model are businesses seeking to market their products. These businesses engage advertisers or advertising companies to create compelling marketing campaigns. The advertisers, in turn, collaborate with media buying agencies to strategically purchase advertising time or space from media owners. Media owners, such as television networks, radio stations, or digital platforms, are responsible for broadcasting content and advertisements to the end consumers. 

Consumers are at the heart of this model, as they are the target audience for the advertisements. They consume the content provided by media owners, which is interspersed with advertising. In exchange for this content, consumers may pay subscription fees or provide their attention to the advertisements, which is of value to the advertisers or the advertising companies. 

Production companies are also a critical component of this ecosystem. They are tasked with creating the digital content that media owners broadcast. This digital content needs to be engaging to ensure that consumers remain attentive, thereby providing a suitable platform for advertisers to showcase their products.

Industry Analysis

Key Revenue Factors

The revenue drivers of the Entertainment and Media industry in Bangladesh is influenced by the following factors:

1. Market Growth: The overall media market in Bangladesh is expected to grow significantly, with projected revenue reaching US$3.11 billion in 2024. The largest segment within the market is Games, contributing a substantial portion of the revenue.

2. Digital Media: The projected revenue in the digital media market in Bangladesh is expected to reach US$1,117.00 million in 2024, with Video Games dominating the market segments.

3. Consumer Preferences: A young and rapidly growing population that is increasingly tech-savvy and connected, with a high demand for digital media content.

4. Mobile Internet Access: Approximately 65 million people in Bangladesh have mobile internet access and increasing connection speeds are driving the demand for all types of digital media.

5. Government Initiatives: Government initiatives encouraging foreign investments in the media and entertainment industry contribute to market growth

Key Cost Factors:

Recent cost driving factors of the Entertainment and Media industry in Bangladesh include:

1. Political Control and Censorship: Political control over media ownership and licensing, along with a high level of self-censorship, can lead to increased operational costs.

2. Predatory Corporatization: A culture of predatory corporatization has led to a loss of credibility of news media in general, impacting revenue and increasing costs.

3. Digital Transformation: The shift towards online and digital media platforms requires investment in digital infrastructure, which can be a significant cost factor.

4. Content Creation: High-quality engaging content creation, utilization of AI and blockchain, collaboration, and content targeting future-ready citizens are essential but can be costly.

5. Market Competition: The growing popularity of digital media, particularly among younger demographics, has increased competition and the need for innovation, driving up costs. 

Porter's Five Forces Analysis

The Porter’s Five Forces analysis for the Entertainment and Media industry in Bangladesh are outlined below. These factors impact how businesses compete and conduct business in Bangladesh's E&M sector, hence defining the sector's strategic landscape.

1. Threat of New Entrants:  The entertainment and media industry has relatively high entry barriers due to the need for substantial capital investment, content creation costs, and established distribution networks. However, digital platforms have lowered some barriers, allowing new players to enter the market. Overall, the threat of new entrants is moderate.

2. Bargaining Power of Suppliers: The bargaining power of suppliers is high, especially for unique content creators. Suppliers in this industry include content creators (writers, actors, musicians), production studios, and technology providers. Whereas, established studios and artists may have more negotiating power, while smaller suppliers may be more dependent on industry players.

3. Bargaining Power of Buyers:  Consumers have high power due to abundant content choices and easy access through streaming services, social media, and digital platforms. They can switch between providers, demand personalized content, and influence pricing. 

4. Threat of Substitutes:The threat of substitutes is high due to the availability of various alternative entertainment sources, including free-to-air TV, online streaming platforms, and other digital media services.

5. Industry Rivalry: Bangladesh's digital Entertainment business is highly competitive, with numerous domestic and foreign companies vying for market dominance. The quick speed of technology advancement and the low switching costs for customers increase this competition.

Future Outlook

According to PwC’s Global Entertainment & Media Outlook 2023–2027, the total global digital entertainment and media revenue rose 5.4% in 2022, to US$2.32 trillion. However, the Entertainment and Media industry anticipates a gradual decline in growth rates, with revenue projected to increase by only 2.8% annually by 2027, necessitating a resetting of expectations and a focus on recharging growth strategies. Concurrently, consumer spending faces challenges stemming from inflation, pandemic fatigue, and geopolitical uncertainties, prompting a pullback in expenditures. Meanwhile, the industry is witnessing a significant shift towards digital transformation, with the proliferation of content and intensified competition among digital content providers reshaping its trajectory. Notably, the rise of over-the-top (OTT) platforms is propelled by factors such as widespread mobile internet access, escalating connection speeds, and the proliferation of online streaming devices, contributing to the burgeoning demand for digital media consumption.

The Digital Media market in Bangladesh is projected to grow by 10.77% from 2024 to 2027, resulting in a market size of US$1,518m in 2027. In 2024, the projected revenue in the Digital Media market in Bangladesh is expected to reach US$1,117m. Among the various market segments, Video Games is expected to dominate. Bangladesh is experiencing rapid growth in the digital media market, with a surge in online news platforms and social media usage.

Sub-Industry

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