The games industry, with the potential to become the world’s largest media and entertainment sector by revenue, is undergoing profound transformation.

The consolidation of major developers is a response to a revenue model pivoting toward subscription, with direct consequences for those already in the subscription space: film, TV and music.

A technology-led creative medium, with an audience approaching three billion gamers, is seeing its franchises become more valuable and useful than ever.

A year after sub-par results brought a reckoning upon the whole streaming sector, Netflix backed up an affirming Q4 with another positive showing by its core business—allowing attention to shine on its more peripheral growth initiatives

The slower-than-expected rollout of Netflix's attempt to monetise non-paying users—dubbed "paid sharing"—indicates the difficulty of the project, but resistance will be felt even more by weaker competitors. Meanwhile, ARPU figures are very promising for the new ad-supported tier, but scale is assumedly still small

While Netflix continues to optimise its offerings, its competition remains hesitant—they appear no closer to understanding what their streaming products should be and how they should sit within their wider businesses

Broadcaster decline accelerated in 2022, with record drops in reach and time spent. This was primarily driven by the lightest and youngest viewers leaving broadcast television while over-65s also reduced their viewing for the first time.

Loss of lighter viewers threatens the future viewing base of broadcasters and relevance to a new generation. Further, broadcaster status as the home of mass audiences becomes compromised.

However, retention of lighter viewers is not yet a lost cause. They are amongst the heaviest Netflix viewers, and the very lightest are spending more time in front of the TV set than previously—suggesting enduring appetite for TV-like content.

Microsoft’s planned acquisition of Activision Blizzard is in trouble. US, UK, and European regulators may make the deal impossible for Microsoft—and a disaster for Activision and the wider industry. 

Sony’s late improvement in PlayStation 5 sales is only just enough to reach its target numbers for the year. It needs a more dynamic approach to a rapidly changing industry, and a less dogmatic message to consumers and regulators. 

Netflix Games is more than a trial—it’s on track to become a major games platform. 

Disney’s media and entertainment division plunged into losses as SVOD content cost increases outpaced revenue growth.

Cost cuts will primarily impact non-sports and international output, raising questions about the supply of Disney+’s content in Europe.

Bob Iger’s reorganisation to three operating units will be transformative only when associated with a growth strategy.

As Reed Hastings stepped aside as co-CEO, Netflix beat its (last ever) subscriber add forecast—7.7 million v. 4.5 million—leading to a revenue boost, alongside a gradually-widening profit margin. Forecasts for 2023 are positive, with the company seemingly past much of the tumultuousness of 2022.

With no metrics volunteered by management, we can assume that take-up of Netflix's nascent ad-supported plan has been predictably modest. To scale, the company must overcome several structural inhibitors.

With Netflix foreseeing future strain on subscriber additions, in time revenue growth will have to increasingly be inspired by paid-sharing initiatives and advertising—this will be detrimental to local content spend in minor markets.                                           

Structural shifts in the delivery of video are causing long-form viewing to coalesce around fewer programmes—this comes despite an explosion in the volume, spend and perceptual accessibility of content

For the time being this theoretically favours the largest of shows, along with the declining number of content providers that are able to create and distribute them at scale, forming critical masses of interest

Incoming technologies leveraging AI and virtual production will have the ability to drastically lower production costs. But until that happens the spend on most programming will become increasingly less efficient

Sports orgs are looking for ways to engage their total, global fanbase, leading them to explore virtual interactive sports experiences.

Sport is well-placed to overcome many of the obstacles in the way of the metaverse. In particular, many of the asset development and experience design issues are much closer to being solved than in other verticals.

There are different routes to a true sports metaverse, with the most promising being expanding existing sports simulation games. Crypto, NFTs, and social gaming platforms are largely distractions.

By firing Bob Chapek, the board responded decisively to a stream of negative press coverage and unexpected weak results.

Iger's priority should be unwinding Chapek’s revenue and distribution structure that separated creatives from investment control.

What will be the next transformational deal for Iger-led Disney? Strategic gaps include a youth audience pivoted towards social media and games

Disney’s core competitive advantages reside in its IP stock and in consumers’ lifelong affection for its brands, but the company faces a growing challenge from much larger tech platforms, pushing up the costs of production, sports rights and access to future IP.

Disney’s resources for content expenditure are now flat. The fat profit contribution from US linear channels may soon start to decline whereas direct-to-consumer losses at Disney+, Hulu and ESPN+ are still increasing, and the recovery of parks could be capped by the worsening economy.

With its recognisable IP, Disney will benefit if global video viewing continues to coalesce around fewer, bigger series, although a weak future cinema market— which Disney dominates and leverages—will impair the creation of big, new IP properties. China and India’s potential may not materialise soon.