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TwitterAs of October 2020, about 28 percent of businesses in the arts, entertainment and recreation sector in the United Kingdom had experienced a decrease in footfall in the last weeks due to the ongoing coronavirus pandemic. For approximately 1.8 percent of businesses in the industry, footfall had increased.
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TwitterAccording to the most recently available data, the global film industry has suffered a revenue loss of ******billion U.S. dollars as of the middle of March 2020 due to the coronavirus and its impact on industries around the world. With theaters closing, movie premieres being postponed, screenings canceled and box offices closed, the movie industry could also lose another ***billion dollars in revenue if the economic effects of the pandemic continue throughout April and May.
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TwitterFrom February 2020 to January 2021, the estimated economical loss in sales of live music event tickets due to COVID-19 amounted to approximately *** billion Japanese yen. In total, the live entertainment industry lost an estimated *** billion Japanese yen in sales.
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TwitterIn recent weeks, due to coronavirus outbreak, search advertising conversion rates in the United States related to entertainment has significantly grown. Between February 24 and March 25, 2020 search ad conversion rate for on demand media has increased by a whopping 102 percent.
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TwitterWhat is the COVID-19 Economic Vulnerability Index?The COVID-19 Vulnerability Index (CVI) is a measurement of the negative impact that the coronavirus (COVID-19) crisis can have on employment based upon a region's mix of industries. For example, accommodation and food services are projected to lose more jobs as a result of the coronavirus (in the neighborhood of 50%) compared with utilities and healthcare (with none or little expected job contraction).This updated dataset contains 116 jobs attributes including the 10 most likely jobs to be impacted for each county, the total employment and employment by sector. An attribute list is included below.An average Vulnerability Index score is 100, representing the average job loss expected in the United States. Higher scores indicate the degree to which job losses may be greater — an index score of 200, for example, means the rate of job loss can be twice as large as the national average. Conversely, an index score of 50 would mean a possible job loss of half the national average. Regions heavily dependent on tourism with relatively high concentrations of leisure and hospitality jobs, for example, are likely to have high index scores. The Vulnerability Index only measures the impact potential related to the mix of industry employment. The index does not take into account variation due to a region’s rate of virus infection, nor does it factor in local government's policies in reaction to the virus. For more detail, please see this description.MethodologyThe index is based on a model of potential job losses due to the COVID-19 outbreak in the United States. Expected employment losses at the subsector level are based upon inputs which include primary research on expert testimony; news reports for key industries such as hotels, restaurants, retail, and transportation; preliminary release of unemployment claims; and the latest job postings data from Chmura's RTI database. The forecast model, based on conditions as of March 23, 2020, assumes employment in industries in each county/region would change at a similar rate as employment in national industries. The projection estimates that the United States could lose 15.0 million jobs due to COVID-19, with over half of the jobs lost in hotels, food services, and entertainment industries. Contact Chmura for further details.Attribute ListFIPSCounty NameStateTotal JobsWhite Collar JobsBlue Collar JobsService JobsWhite Collar %Blue Collar %Service %Government JobsGovernment %Primarily Self-Employed JobsPrimarily Self-Employed %Job Change, Last Ten YearsIndustry 1 NameIndustry 1 EmplIndustry 1 %Industry 2 NameIndustry 2 EmplIndustry 2 %Industry 3 NameIndustry 3 EmplIndustry 3 %Industry 4 NameIndustry 4 EmplIndustry 4 %Industry 5 NameIndustry 5 EmplIndustry 5 %Industry 6 NameIndustry 6 EmplIndustry 6 %Industry 7 NameIndustry 7 EmplIndustry 7 %Industry 8 NameIndustry 8 EmplIndustry 8 %Industry 9 NameIndustry 9 EmplIndustry 9 %Industry 10 NameIndustry 10 EmplIndustry 10 %All Other IndustriesAll Other Industries EmplAll Other Industies %Agriculture, Food & Natural Resources EmplArchitecture and Construction EmplArts, A/V Technology & Communications EmplBusiness, Management & Administration EmplEducation & Training EmplFinance EmplGovernment & Public Administration EmplHealth Science EmplHospitality & Tourism EmplHuman Services EmplInformation Technology EmplLaw, Public Safety, Corrections & Security EmplManufacturing EmplMarketing, Sales & Service EmplScience, Technology, Engineering & Mathematics EmplTransportation, Distribution & Logistics EmplAgriculture, Food & Natural Resources %Architecture and Construction %Arts, A/V Technology & Communications %Business, Management & Administration %Education & Training %Finance %Government & Public Administration %Health Science %Hospitality & Tourism %Human Services %Information Technology %Law, Public Safety, Corrections & Security %Manufacturing %Marketing, Sales & Service %Science, Technology, Engineering & Mathematics %Transportation, Distribution & Logistics %COVID-19 Vulnerability IndexAverage Wages per WorkerAvg Wages Growth, Last Ten YearsUnemployment RateUnderemployment RatePrime-Age Labor Force Participation RateSkilled Career 1Skilled Career 1 EmplSkilled Career 1 Avg Ann WagesSkilled Career 2Skilled Career 2 EmplSkilled Career 2 Avg Ann WagesSkilled Career 3Skilled Career 3 EmplSkilled Career 3 Avg Ann WagesSkilled Career 4Skilled Career 4 EmplSkilled Career 4 Avg Ann WagesSkilled Career 5Skilled Career 5 EmplSkilled Career 5 Avg Ann WagesSkilled Career 6Skilled Career 6 EmplSkilled Career 6 Avg Ann WagesSkilled Career 7Skilled Career 7 EmplSkilled Career 7 Avg Ann WagesSkilled Career 8Skilled Career 8 EmplSkilled Career 8 Avg Ann WagesSkilled Career 9Skilled Career 9 EmplSkilled Career 9 Avg Ann WagesSkilled Career 10Skilled Career 10 EmplSkilled Career 10 Avg Ann Wages
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Abstract Created in Rio de Janeiro in 2010, Queremos! came up with an innovative proposal to bring fans and artists together through a crowdfunding structure, which made it possible to perform shows in locations that normally would not be covered in the original tours. After repositioning the business model in 2013, the company abandoned the crowdfunding model that made it famous and focused on the production of live events. This enabled an expansion to the USA between 2013 and 2016 and gave the brand a strong presence in the main Brazilian capitals in the following years. However, after its best year in 2019, the company was surprised by the COVID-19 pandemic, which drastically affected the entertainment and live events sector in Brazil and worldwide. The case puts the readers in the role of the company’s partners in order to reflect on the strategic and operational challenges that Queremos! had to face from the prohibitions on live events due to the pandemic. The case is recommended for undergraduate and graduate students of administration and cultural production courses concerned with discussing topics and concepts related to the area of planning in times of uncertainty, risk analysis, management of changes, business modeling, and innovation in startups.
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TwitterWhat is the COVID-19 Economic Vulnerability Index?The COVID-19 Vulnerability Index (CVI) is a measurement of the negative impact that the coronavirus (COVID-19) crisis can have on employment based upon a region's mix of industries. For example, accommodation and food services are projected to lose more jobs as a result of the coronavirus (in the neighborhood of 50%) compared with utilities and healthcare (with none or little expected job contraction).This updated dataset contains 116 jobs attributes including the 10 most likely jobs to be impacted for each county, the total employment and employment by sector. An attribute list is included below.An average Vulnerability Index score is 100, representing the average job loss expected in the United States. Higher scores indicate the degree to which job losses may be greater — an index score of 200, for example, means the rate of job loss can be twice as large as the national average. Conversely, an index score of 50 would mean a possible job loss of half the national average. Regions heavily dependent on tourism with relatively high concentrations of leisure and hospitality jobs, for example, are likely to have high index scores. The Vulnerability Index only measures the impact potential related to the mix of industry employment. The index does not take into account variation due to a region’s rate of virus infection, nor does it factor in local government's policies in reaction to the virus. For more detail, please see this description.MethodologyThe index is based on a model of potential job losses due to the COVID-19 outbreak in the United States. Expected employment losses at the subsector level are based upon inputs which include primary research on expert testimony; news reports for key industries such as hotels, restaurants, retail, and transportation; preliminary release of unemployment claims; and the latest job postings data from Chmura's RTI database. The forecast model, based on conditions as of March 23, 2020, assumes employment in industries in each county/region would change at a similar rate as employment in national industries. The projection estimates that the United States could lose 15.0 million jobs due to COVID-19, with over half of the jobs lost in hotels, food services, and entertainment industries. Contact Chmura for further details.Attribute ListFIPSCounty NameStateTotal JobsWhite Collar JobsBlue Collar JobsService JobsWhite Collar %Blue Collar %Service %Government JobsGovernment %Primarily Self-Employed JobsPrimarily Self-Employed %Job Change, Last Ten YearsIndustry 1 NameIndustry 1 EmplIndustry 1 %Industry 2 NameIndustry 2 EmplIndustry 2 %Industry 3 NameIndustry 3 EmplIndustry 3 %Industry 4 NameIndustry 4 EmplIndustry 4 %Industry 5 NameIndustry 5 EmplIndustry 5 %Industry 6 NameIndustry 6 EmplIndustry 6 %Industry 7 NameIndustry 7 EmplIndustry 7 %Industry 8 NameIndustry 8 EmplIndustry 8 %Industry 9 NameIndustry 9 EmplIndustry 9 %Industry 10 NameIndustry 10 EmplIndustry 10 %All Other IndustriesAll Other Industries EmplAll Other Industies %Agriculture, Food & Natural Resources EmplArchitecture and Construction EmplArts, A/V Technology & Communications EmplBusiness, Management & Administration EmplEducation & Training EmplFinance EmplGovernment & Public Administration EmplHealth Science EmplHospitality & Tourism EmplHuman Services EmplInformation Technology EmplLaw, Public Safety, Corrections & Security EmplManufacturing EmplMarketing, Sales & Service EmplScience, Technology, Engineering & Mathematics EmplTransportation, Distribution & Logistics EmplAgriculture, Food & Natural Resources %Architecture and Construction %Arts, A/V Technology & Communications %Business, Management & Administration %Education & Training %Finance %Government & Public Administration %Health Science %Hospitality & Tourism %Human Services %Information Technology %Law, Public Safety, Corrections & Security %Manufacturing %Marketing, Sales & Service %Science, Technology, Engineering & Mathematics %Transportation, Distribution & Logistics %COVID-19 Vulnerability IndexAverage Wages per WorkerAvg Wages Growth, Last Ten YearsUnemployment RateUnderemployment RatePrime-Age Labor Force Participation RateSkilled Career 1Skilled Career 1 EmplSkilled Career 1 Avg Ann WagesSkilled Career 2Skilled Career 2 EmplSkilled Career 2 Avg Ann WagesSkilled Career 3Skilled Career 3 EmplSkilled Career 3 Avg Ann WagesSkilled Career 4Skilled Career 4 EmplSkilled Career 4 Avg Ann WagesSkilled Career 5Skilled Career 5 EmplSkilled Career 5 Avg Ann WagesSkilled Career 6Skilled Career 6 EmplSkilled Career 6 Avg Ann WagesSkilled Career 7Skilled Career 7 EmplSkilled Career 7 Avg Ann WagesSkilled Career 8Skilled Career 8 EmplSkilled Career 8 Avg Ann WagesSkilled Career 9Skilled Career 9 EmplSkilled Career 9 Avg Ann WagesSkilled Career 10Skilled Career 10 EmplSkilled Career 10 Avg Ann Wages
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According to Cognitive Market Research, the global Electronic entertainment market size was USD 295845.2 million in 2024. It will expand at a compound annual growth rate (CAGR) of 15.50% from 2024 to 2031.
North America held the major market share for more than 40% of the global revenue with a market size of USD 118338.08 million in 2024 and will grow at a compound annual growth rate (CAGR) of 13.7% from 2024 to 2031.
Europe accounted for a market share of over 30% of the global revenue with a market size of USD 88753.56 million.
Asia Pacific held a market share of around 23% of the global revenue with a market size of USD 68044.40 million in 2024 and will grow at a compound annual growth rate (CAGR) of 17.5% from 2024 to 2031.
Latin America had a market share of more than 5% of the global revenue with a market size of USD 14792.26 million in 2024 and will grow at a compound annual growth rate (CAGR) of 14.9% from 2024 to 2031.
Middle East and Africa had a market share of around 2% of the global revenue and was estimated at a market size of USD 5916.90 million in 2024 and will grow at a compound annual growth rate (CAGR) of 15.2% from 2024 to 2031.
The games held the highest Electronic entertainment market revenue share in 2024.
Market Dynamics of Electronic entertainment Market
Key Drivers for Electronic entertainment Market
Expanding digital content libraries to increase the demand globally
Expanding digital content libraries significantly boosts global demand by offering a diverse array of entertainment options to cater to varied tastes and preferences. By continuously adding new movies, TV shows, games, and music, content providers keep audiences engaged and attract new subscribers. This extensive selection not only enhances user satisfaction but also drives higher subscription rates and longer engagement times. Moreover, a rich content library appeals to global audiences, breaking geographical and cultural barriers, and fostering international growth. As consumers increasingly seek personalized and on-demand experiences, a vast and varied content library becomes a crucial factor in meeting their evolving entertainment needs.
Increased internet penetration to propel market growth
Increased internet penetration is a key driver propelling market growth in the electronic entertainment sector. As high-speed internet becomes more accessible globally, it facilitates seamless streaming, gaming, and digital content consumption. This wider reach enables consumers in previously underserved regions to access online platforms and services, expanding the market's customer base. Enhanced connectivity supports richer, more immersive experiences, such as high-definition streaming and interactive gaming. Additionally, greater internet access encourages the development of new entertainment technologies and services, further stimulating market expansion. As connectivity improves, it unlocks new opportunities for growth, engagement, and revenue in the electronic entertainment industry.
Restraint Factor for the Electronic entertainment Market
Limited internet access in certain regions to limit the sales
Limited internet access in certain regions hampers the growth of the electronic entertainment market by restricting the availability and consumption of digital content. In areas with inadequate or unreliable internet infrastructure, users face challenges in streaming high-quality video, participating in online gaming, and accessing digital entertainment platforms. This lack of connectivity can lead to lower adoption rates of entertainment services and reduced market penetration. Consequently, content providers and technology developers may experience limited sales and revenue opportunities in these regions. Addressing these connectivity issues is crucial for unlocking market potential and achieving broader global reach in the electronic entertainment industry.
Impact of Covid-19 on the Electronic entertainment Market
The COVID-19 pandemic negatively impacted the electronic entertainment market by disrupting production schedules and delaying content releases. While there was a temporary surge in demand for streaming services and gaming as people sought indoor entertainment, the market faced significant challenges. Supply chain interruptions and remote work constraints hindered the development and distribution of new content and gaming hardware. Additionally, economic uncer...
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Re-open hospitality and entertainment industry: Arguments for, arguments against and conditions.
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TwitterThe coronavirus (COVID-19) pandemic hit the entertainment industry in Italy hard in 2020. At the beginning of March 2020, as the country adopted a national lockdown to limit the spread of the virus, cultural venues had to stay close to the public. As a result, just around ** thousand shows took place that month, while no events could be held in April. As the lockdown was eased at the end of May, the number of events rose during the summer. However, due to a rise in COVID-19 infections, new emergency restrictions came into action in October, causing another significant drop in the last two months of 2020.
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TwitterThe live music industry and other live entertainment events were significantly impacted by the coronavirus (COVID-19) outbreak in 2020. According to a survey of live music industry professionals, the majority believed that live shows will have increased sanitization when they return. Around 84 percent also believed that events would be cashless, incorporating touchless technology.
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The Location-Based Entertainment Market Report is Segmented by Type (Hardware and Software), Application (Arcades, Theme Parks, and Cinemas), and Geography. The Market Forecasts are Provided in Terms of Value (USD).
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The top 40 important keyword of game industry after COVID-19 outbreak in 2020.
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TwitterIn 2024, Live Nation's concert revenue amounted to 19.02 billion U.S. dollars, up from 18.76 billion generated in the previous year. Whilst the company's revenues had been growing steadily over the last decade, 2020 was a difficult year; In early March 2020, the coronavirus outbreak severely impacted the events industry as governments and companies were forced to close venues and cancel events in a bid to protect the public and prevent the further spread of the disease. Live Nation's share price was hit hard, but only time will tell how deeply affected the company will be as a result of the pandemic. Live Nation Entertainment's concert revenue Live Nation Entertainment draws revenue from the following segments of its activities: sponsorship and advertising, ticketing and concerts. The concert business involves operating music venues and promoting the live music events taking place. In 2022, after two years of weak results, Live Nation Entertainment managed to peak at its concert revenues, hopefully sparking a period of growth for the company. The live event promoter organized an increasing number of concerts and festivals around the world, helping to drive revenues. At its peak, the company promoted over 40 thousand events. However restrictions on events due to the coronavirus outbreak resulted in only around eight thousand events taking place in 2020.Live music is a popular and profitable form of entertainment. In 2024, the tour that brought in the highest revenue globally was Taylor Swift's Eras Tour, which generated over 1.04 billion U.S. dollars in revenue. Taylor Swift also dominated the North American market—her 2023 tour was the top earner for the year, bringing in over 905 million U.S. dollars.
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TwitterThis is an Experimental Official Statistics publication produced by HM Revenue and Customs (HMRC) using HMRC’s Coronavirus Job Retention Scheme claims data.
This publication covers all Coronavirus Job Retention Scheme claims submitted by employers from the start of the scheme up to 31 August 2021. It includes statistics on the claims themselves and the jobs supported.
Data from HMRC’s Real Time Information (RTI) system has been matched with Coronavirus Job Retention Scheme data to produce analysis of claims by:
For more information on Experimental Statistics and governance of statistics produced by public bodies please see the https://uksa.statisticsauthority.gov.uk/about-the-authority/uk-statistical-system/types-of-official-statistics">UK Statistics Authority website.
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TwitterThe entertainment industry in Italy showed strong signs of recovery in 2022, following the dramatic impact of the coronavirus (COVID-19) pandemic in the previous two years. Overall, the total number of events - including performing art shows, sporting, and other entertainment events - bounced back to nearly ***** million in 2022. While this figure denotes a significant annual increase, it remained around ** percent below pre-pandemic levels. As the number of events rose sharply but did not surpass pre-pandemic figures, total attendance followed the same trend, reaching *** million in 2022. That year, the total audience expenditure amounted to just above ***** billion euros.
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TwitterDue to the coronavirus (COVID-19) pandemic, the revenue of cinemas across Russia was expected to reach 34 billion Russian rubles in 2020 instead of 58 billion Russian rubles forecasted prior to the disease outbreak. Among various segments of the country's film industry, pay television and video services were estimated to lose the lowest share of the planned revenue.
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TwitterAccording to a study by the Office for National Statistics, around 90 percent of businesses within the arts, entertainment, and recreation industry in the United Kingdom were fully trading between February 21 and March 6, 2022. In the previous two years, the share of actively trading companies was generally much lower due to the impact of the coronavirus (COVID-19) pandemic. For instance, only around a quarter of surveyed businesses claimed to be fully trading between June 15 and 28, 2020.
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TwitterThe COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment and eSports during periods of self-isolation. During the peak of the crisis in **********, over ** million hours of the top 50 games on Twitch were watched on one day on ********.
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TwitterThe COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. During a March 2020 survey, video gamers in the United States reported that they spent ** percent more time playing video games amid the quarantine than in the previous week.
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TwitterAs of October 2020, about 28 percent of businesses in the arts, entertainment and recreation sector in the United Kingdom had experienced a decrease in footfall in the last weeks due to the ongoing coronavirus pandemic. For approximately 1.8 percent of businesses in the industry, footfall had increased.