# Computers and electronics and Media and entertainment

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

Source page: https://www.materialinsights.org/links/computers-and-electronics-and-media-and-entertainment/

[Computers and electronics](https://www.materialinsights.org/industries/computers_electronics/) (industry) and [Media and entertainment](https://www.materialinsights.org/industries/media_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.
