Media and Entertainment

Media and Entertainment

The media and entertainment industry consists of print media, film, radio and television. Sub-categories of these media include movies, TV and radio shows, news, music, newspapers, magazines, and books. Global market research shows that the US media and entertainment industry contributes more than $ 632 billion to the US economy. It accounts for one third of the total global industry. There are many companies which are working in this field in the Iranian market.
The broadcasting industry consists of two different types of companies. Public service distributors funded by the government and commercial distributors funded through advertising. These companies broadcast a variety of content for the audience, including daily news, entertainment programs, series, movies, educational programs, etc.
The printing industry consists of publishing companies that produce newspapers, magazines, books, magazines, their online editions, and directories. Published works can be in one or more formats such as traditional printing, e-books, CD-ROMs or electronic networks. The film industry is mainly made up of large companies, large studios and independent studios. Many of the major film companies are part of large media associations, including television, cable, newspaper, and magazine organizations.
Today, we can still access the media and entertainment in the old-fashioned way, if we want to, by reading magazines on paper and watching TV shows on home TV, but thanks to the Internet and the growth of digital content, media and entertainment are available to us 24 hours a day through computers, smartphones, tablets and e-books. Wherever we are (whether at the airport, restaurant, concert, or doctor’s waiting room), we can go online almost anytime to watch TV shows and movies, listen to radio shows, read books and newspaper articles, and more. Digital Video Recorders (DVRs) also help us to record various TV programs without being present at that moment and watch them at another time.
Media and entertainment businesses, as more people become addicted to cyberspace, have been forced to find ways to adapt to these technological advances in order to maintain market share. TV networks, for example, offer previews and reruns of TV shows on their websites. Readers can read small portions of e-books through publisher websites and other booksellers before making a purchase. Newspapers like the New York Times allow readers to read a certain number of articles online before subscribing.
According to marketing research, the spread of the Internet in the farthest corners of the globe has made significant progress in people’s lives. Thanks to the Internet, we can access any information we want in a matter of seconds. Goods and services that were previously inaccessible now reach consumers without the seller being physically close. As a result, most businesses, even big traditional brands, have long since lost their trust in old-fashioned stores and embraced the Internet as a business platform. Therefore, it can be concluded that the advent of e-commerce has created a pattern change in the way of doing business.
When the words “Internet” and “business” are used interchangeably, they automatically evoke e-commerce and the buying and selling of goods and services. But there is another industry that has benefited from the Internet at a similar level to e-commerce: the media and entertainment industries. Like the consumption of tangible goods, people today are looking for new channels for entertainment.
Before the Internet, people sought entertainment by watching TV or going to the cinema to watch movies or visit places such as museums and amusement parks. Children walked in parks and playgrounds or played outdoors for hours. There were also others who pursued more risky entertainment with betting and money games.
The Internet often disrupts traditional entertainment, and today people use the Internet for all their activities and even entertainment. Even traditional media and entertainment resources, such as hard-to-replace amusement parks, are conveniently accessible to the public via the Internet and hardware tools such as virtual reality. But what this will look like in the future is worth pondering. In the following, we will discuss the developments in the media and entertainment industry in two important sections.


Consider the most entertaining source of entertainment available anywhere, namely television, and in particular the broadcast of visual content. The invention of television and its sharing through cable created various forms of media and entertainment in the form of movies, series, live broadcasts (including sports competitions) and news. But today, according to marketing research, even the use of this traditional source of entertainment by the Internet has changed.
Video sharing websites, such as YouTube, were first discovered, where videos with different content were uploaded and watched. Content can be shared by the average person, in the form of amateur films, or by professional producers. According to market research, because most YouTube content is free and available to everyone, it is very popular. But most of YouTube’s revenue comes from advertising, and yet its revenue growth rate is astounding.
In addition to free content, many TV series and movies that were previously only available on television or in theaters are now increasingly available on the Internet. This has disrupted the media and entertainment industry and led to the creation of a new service called video streaming on demand. As a result, more TV viewers today are abandoning it and turning to such services.
YouTube has also launched a new service called YouTube TV, which allows you to access the same cable channels for less than half the cost of subscribing to paid TV channels. Streaming broadcasters, such as YouTube and Netflix, not only provide access to existing channels and programs, but also produce their own television series.
These collections and movies can be watched anytime, on any device and anywhere. That’s why their name is video streaming. All of these factors, as well as much lower subscription costs, make streaming services much more profitable for users than cable TV. So it’s no surprise that in the United States alone, Netflix has more than 2 million more subscribers than the largest cable networks.


According to market research in Iran and the world, apart from the broadcasting industry, the Internet has also created a great change in the game and sports industry. People of the millennium and pre-millennium generations had another idea of entertainment. They entertained themselves with physical board games such as chess, backgammon, etc., and actually walking on the field to do sports. But from the beginning of the millennium, first through the introduction of game consoles and now through the Internet, from real physical activity to virtual operating systems, even entertainment has changed.
First, let’s look at games and game consoles. Market research shows that the first few generations of consoles functioned as stand-alone systems, and games could only be played on a console or computer. These games could be pure stories or even sports. Games were then connected to the Internet, where players could connect and compete with others via the Internet. Despite the fact that consoles and games are gradually becoming cheaper, but with better features, the gaming industry is constantly growing economically due to higher purchase rates. Leading game production studios such as Electronic Arts (creators of the FIFA series) have seen their revenue rise over the years.
In addition, according to marketing research, increasing the number of players online creates a new platform for advertising and increases revenue. With the growth and increase of the number of people who are addicted to games, today it has led to a competitive game market, whereby players compete against each other for the championship. As a result, a new job called “Professional Gamer” has been created. Professional gamers earn their money by playing competitive games and winning tournaments.

How can Idealween marketing company help your business thrive?

You may be asking how we can help you grow your business?
At Idealween Company, we provide information to companies active in the field of media and entertainment through extensive research on the needs of the media and entertainment market, and the most active and successful competing companies active in this field to know the path of growth and prosperity of your business. We are going to help you take the stronger steps to success.
Idealween Company, which works in the field of marketing research, consists of specialists, scientific and technical experts, researchers and sales and support experts. With the help of the strategies provided by the Idealween Marketing Research Team, with a particular focus on the production of original content in text and video, you can define a new standard among businesses active in the field of media and entertainment.
At Idealween Company, through research marketing, we help you to plan and design marketing strategies in the field of media and entertainment ‌‌ in various dimensions of entertainment, education and training assistance, and from capacities of inside and outside the country to grow and promote the media and entertainment industry. Also, according to the results of market research, you can create grounds for scientific, technical, cultural and artistic competition between actors active in the media and entertainment industry, in order to improve and grow the quality and quantity of this industry.
The media and entertainment industry has relatively different and special conditions. In this way, we review issues such as the needs of the audience, current trends and the latest changes in this field and provide you with an important information package, as well as solutions to attract more audiences and gain more market share. Hence, if you are working in this field of business and tend to grow, we can afford what you need to prosper your business.
Eager to learn more? contact us.