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The Internet of Media and Entertainment Things: What Marketers Need to Know Now

eMarketer Report

By: eMarketer

Published: February 02, 2016

Jump to: Executive Summary | Table of Contents | List of Charts

Executive Summary

Though the internet of things (IoT) is still in its infancy, it is already changing how media and entertainment companies operate. It is also helping industry marketers gather valuable data and use it to deliver more personalized customer experiences.

  • Internet-connected devices, sensors and systems are being used by media and entertainment companies in new environments, including newsrooms, TV and movie sets and live entertainment venues. They are also helping to drive demand for and adoption of “connected” homes and cars.
  • According to one estimate, global industry executives expected the average annual per-company spending on IoT initiatives to increase nearly 54% over the next three years, rising from $47.2 million in 2015 to $72.6 million in 2018.
  • Telecom and cable service providers, broadcasters, publishers, movie and TV studios, consumer electronics manufacturers, advertising and marketing agencies, sports organizations, event promoters, video game developers and casinos are just some examples of companies with a stake in the media and entertainment IoT.
  • The IoT has important implications for industry marketers. More consumer information—and the sophisticated technology and know-how to parse and analyze it—is helping them better understand their customers. Armed with this new data, they can target more personalized campaigns and create compelling user experiences.
  • Obstacles to wider IoT implementation include regulation, security and privacy, lack of common standards and data fluency.

"The bulk of media and entertainment IoT implementations have involved the use of mobile apps that consumers access through smartphones, tablets and other digital devices."

Table of Contents

The State of the Media and Entertainment IoT

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Implications for Marketers

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Overcoming Challenges: Flipping the ‘On’ Switch

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7 charts are included in the full report:

The Internet of Media and Entertainment Things: What Marketers Need to Know Now

Ways in Which Their Company Is Using Internet of Things (IoT) Technologies According to Media and Entertainment Executives Worldwide, April 2015 (% of respondents)

The State of the Media and Entertainment IoT

Current vs. Expected Internet of Things (IoT) Budget According to Business Executives Worldwide, by Industry, 2015 & 2018 (millions)

Ways in Which Their Company Is Using Internet of Things (IoT) Technologies According to Media and Entertainment Executives Worldwide, April 2015 (% of respondents)

Implications for Marketers

Smart Connected Products/Devices Owned by US Internet Users, May 2015 (% of respondents)

Enhanced Customer Service

Game Day App Features Offered by Their Team/Facility According to US* Sports Arena/Stadium Professionals, June 2015 (% of respondents)

New Connections = New Business Models

Attitudes Toward the Technological Future of Cars According to Internet Users Worldwide, by Generation, March 2015 (% of respondents in each group)

Overcoming Challenges: Flipping the ‘On’ Switch

Problems that Business Professionals Worldwide See When Using Big Data Technologies/Analysis, Feb 2015 (% of respondents)