Material Insights · Understanding the Material World

Computers and electronics and Media and entertainment

Media and entertainment buys from Computers and electronics; media and entertainment depends on computers and electronics.

Computers and electronics (industry) and Media and entertainment (industry): 2 relationships.

How they are linked

1. Buys from

Physical flow · ₹1.7 per ₹100 · Media and entertainment buys from Computers and electronics

Media and entertainment buys goods or services from Computers and electronics; counted through every round of supply, ₹1.7 of each ₹100 of its output goes to them (OECD input-output tables, India 2022).

  • ₹1.7 of every ₹100 of Media and entertainment output, all rounds
  • ₹0.8 bought directly

2. Industry input

Physical flow · Criticality 4 of 5 · Computers and electronics → Media and entertainment

6 of the enterprise types in Media and entertainment depend on computers and electronics.

Enterprise types that depend on it:

  • Audience measurement and rights societies: meters (criticality 4 of 5)
  • Film and TV studios and production houses: cameras and LED walls (criticality 3 of 5)
  • Game developers and publishers: consoles, PCs and phones (criticality 3 of 5)
  • VFX, animation and post-production studios: workstations and GPUs (criticality 3 of 5)
  • Cinema exhibitors: projectors and sound (criticality 2 of 5)
  • Camera, lighting and sound rental houses and freelance crews: cameras and audio gear (criticality 1 of 5)

Built from the site data on production routes, energy flows, industry value chains, input-output tables and prices.