Media and entertainment
Stratum 5 · Information and capital
Stratum 5 · Information and capitalMedia and entertainment
Media and entertainment creates and distributes film, television, music, news, games and live events, paid for by consumers and by advertisers. Global revenue edged towards US$ 3 trillion in 2024 and PwC forecasts US$ 3.5 trillion by 2029, with advertising the fastest-growing stream and digital formats already 72% of ad revenue. Video games alone earned about US$ 224 billion in 2024 and cinema box office about US$ 33 billion (PwC).1
India. India's media and entertainment sector grew 9% to ₹2.78 trillion in 2025, with digital media the largest segment, above ₹1 trillion for the first time, and digital advertising up 26% to ₹947 billion, about 63% of all ad revenue2. FICCI-EY forecasts ₹3.3 trillion by 2028, and PwC expects India to grow at more than 7.5% a year to 2029, among the fastest of large markets1,2.
Depends on 14 of 35 industries · 2 directly Relied on by 4 industries, directly or indirectly Enterprise types 14 in 5 stages Chokepoints 0 rated 5 of 5 Size about US$ 3 trillion revenue 2024Where ₹100 of media and entertainment output goes
Where ₹100 of media and entertainment output goes Every rupee of sales is paid out to someone along the chain. This splits ₹100 of output by who finally receives it, so you can see how exposed the industry is to commodity, chemical and energy prices. Commodities ₹3.7 Chemicals ₹0.6 Energy ₹5.5…
Price links with supplier industries
Price links with supplier industries How the industries this one buys from shape its prices: the share of its costs they make up, and how their prices have moved together. Tap a row for the charts. Hover or tap ? for what each measure means. Supplier industry Cost share Raw-material mix…
Follow one offering through the chain
Follow one offering through the chain 5 Example story · 7 steps · India An IPL match streamed to a billion Follow one IPL match from the rights auction to your screen and the ads around it. 1 / 7 · Creation and rights Rights worth ₹48,390 crore ₹118cr rights value per match (calculated) Every…
Buys directly from
Buys directly from Software and IT services Paper and packaging Depends on through its suppliers Building materials Computers and electronics Construction and infrastructure Data centres and cloud Electrical equipment Machinery and equipment Metal products Plastic and rubber products…
Value chain, from upstream to the customer
Value chain, from upstream to the customer Criticality to the chain: 5 · Chokepoint 4 · Critical 3 · Important 2 · Supporting 1 · Commodity service Stage 1 Creation and rights Film and TV studios and production houses 3 · Important Finance, develop and produce films, series and shows, then license…
What the whole chain draws on
What the whole chain draws on Every commodity, chemical and energy tile named by the enterprises above; ×n shows how many of them depend on it. Open any tile for its full detail. Commodities (5) Tm Timber ×2 St Steel ×2 Cu Copper ×2 Mz Maize Li Lithium Chemicals (5) Pnt Paints and coatings PVC PVC…
Chokepoints and risks
Chokepoints and risks Platform concentration: digital formats took 72% of ad revenue in 2024, much of it through a few global platforms that control audience access 1 . Generative AI changes production costs and raises unresolved copyright questions for studios, labels and publishers. Sports and…
Sources
Sources PwC Global Entertainment & Media Outlook 2025-2029 PwC, 2025 India's media and entertainment sector grew 9 percent to INR2.78 trillion in 2025, driven by digital and live experiences: FICCI-EY report EY India, 2026 I&B Ministry proposes amendments to rules for TV rating agencies to open up…
Relationship cards
- AI and digital platforms: AI and digital platforms buys from Media and entertainment; AI and digital platforms depends on media and entertainment.
- Apparel and footwear: Apparel and footwear buys from Media and entertainment; apparel and footwear depends on media and entertainment.
- Computers and electronics: Media and entertainment buys from Computers and electronics; media and entertainment depends on computers and electronics.
- Data centres and cloud: Media and entertainment buys from Data centres and cloud; media and entertainment depends on data centres and cloud.
- E-commerce and digital marketplaces: E-commerce and digital marketplaces buys from Media and entertainment; E-commerce and digital marketplaces depends on media and entertainment.
- Education and research: Education and research buys from Media and entertainment; education and research depends on media and entertainment.
- Hospitality and tourism: Hospitality and tourism buys from Media and entertainment; hospitality and tourism depends on media and entertainment.
- Household and personal care: Household and personal care buys from Media and entertainment; household and personal care depends on media and entertainment.
- Paper and packaging: Media and entertainment buys from Paper and packaging; media and entertainment depends on paper and packaging.
- Real estate: Media and entertainment buys from Real estate; media and entertainment depends on real estate.
- Software and IT services: Media and entertainment buys from Software and IT services; media and entertainment depends on software and IT services.
- Telecommunications: Media and entertainment buys from Telecommunications; media and entertainment depends on telecommunications.
- Transport and logistics: Media and entertainment buys from Transport and logistics; media and entertainment depends on transport and logistics.
- Carbon black: Media and entertainment depends on carbon black.
- Combustion road vehicles: Media and entertainment depends on combustion road vehicles.
- Copper: Media and entertainment depends on copper.
- Data centres: Media and entertainment depends on data centres.
- Distribution grids, mini-grids and interconnectors: Media and entertainment depends on distribution grids, mini-grids and interconnectors.
- Energy in buildings: Media and entertainment depends on energy in buildings.
- Heat pumps, air conditioning and refrigeration: Media and entertainment depends on heat pumps, air conditioning and refrigeration.
- Internal combustion engines and gensets: Media and entertainment depends on internal combustion engines and gensets.
- Lighting and displays: Media and entertainment depends on lighting and displays.
- Lithium: Media and entertainment depends on lithium.
- Maize: Media and entertainment depends on maize.
- Nickel-rich lithium-ion batteries: Media and entertainment depends on nickel-rich lithium-ion batteries.
- Organic pigments: Media and entertainment depends on organic pigments.
- PVC: Media and entertainment depends on PVC.
- Paints and coatings: Media and entertainment depends on paints and coatings.
- Polyurethanes (MDI, TDI, polyols): Media and entertainment depends on polyurethanes (MDI, TDI, polyols).
- Steel: Media and entertainment depends on steel.
- Timber: Media and entertainment depends on timber.