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Global Entertainment & Media Outlook 2022-2026 - PwC Hong Kong

It’s not just actors and directors; the "business side" relies on data analysts, entertainment lawyers, marketing managers, and distribution specialists.

Video games, mobile apps, and augmented/virtual reality (AR/VR). Audio: Music, podcasts, and traditional radio.

Books, magazines, newspapers, and digital news sites. Live Events: Sports, concerts, theater, and theme parks. 🚀 Recent Industry Trends (2025-2026)

Tools are now being used to assist in everything from scriptwriting and animation to creating interactive, personalized content.

Companies are racing to secure rights to massive franchises (like Harry Potter or Marvel) that can span across movies, games, and merchandise.

The landscape is shifting rapidly toward personalization and tech integration: