Entertainment and media videos

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Cybersecurity series for entertainment and media companies - Part 2

Mar 2018

No one is safe from the risks of cybersecurity. The perils are especially heightened for entertainment & media companies. How can these businesses mitigate the potential cyber hazards in their daily operations? Perspectives and insights in PwC's E&M cybersecurity series.

Cybersecurity series for entertainment and media companies - Part 1

Mar 2018

PwC's China and Hong Kong Entertainment & Media Leader Cecilia Yau speaks to David Tiang, Principal of Tiang & Co., on regulatory compliance on personal data, why E&M companies are particularly at risk from cyber attacks and what the preventive measures are. 

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Digital marketing - Hong Kong as the gateway to China market 

Dec 2017

The dawn of a new era:
You x technology = Future

Sep 2017

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How to take the lead and monetise the opportunities in the eSports era? 

Sep 2017

Watch tips from PwC leaders Wilson Chow and Cecilia Yau.

Why e-sports is growing so fast in Hong Kong? 

Sep 2017

Cecilia Yau, Entertainment and Media Leader of PwC Hong Kong, and Eric Yeung, Vice President of E-Sports Association Hong Kong shared their insights.

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Watch PwC leaders' insights from the Digital Marketplace Seminar on the growing e-sports sector.

Sep 2017

Why Hong Kong is in a unique position to become an e-sports hub?

Sep 2017

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The potential of artificial intelligence

Jul 2017

by Gerard Verweij

Improving lives through artificial intelligence

Jul 2017

by Scott Likens

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Building trust through artificial intelligence

Jul 2017

by Jennifer Ho

Cinema: E&M outlook 2016-2020

Oct 2016 - (English)

Our China Entertainment and Media Partner Jane Kong talks about rapid growth for China cinema sector and its reason behind.

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Global Entertainment and Media Outlook 2016-2020: Video games

Sep 2016 - (English)

The global video game industry saw total revenue of US$71.27bn in 2015, which is forecast to increase at a compound annual growth rate (CAGR) of 4.8%, to reach US$90.07bn in 2020, according to PwC's Global Entertainment and Media Outlook 2016-2020.

China is the world's third largest video game market by revenue, following the US, the largest market, and Japan, the second largest. According to PwC's Outlook, in 2015, China's gaming revenue was US$8.98bn, and is expected to rise to US$12.85bn by 2020, at a CAGR of 7.4%. The growth has been supported by an escalation in the number of gamers, which the Chinese Game Publishing Committee (GPC) has stated reached 534mn in 2015, an increase of 3.3% from 2014.

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