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Industrial scale theft of video services, especially live sport, is in the ascendance. Combating piracy is a formidable challenge, providing a direct threat to profitability for broadcasters and streamers.

Big tech is both friend and foe in solving the piracy problem. Conflicting incentives harm consumer safety by providing easy discovery of illegal pirated services, and reduced friction through low-cost hardware such as the Amazon Firestick.

Over twenty years since launch, the DRM solutions provided by Google and Microsoft are in steep decline. A complete overhaul of the technology architecture, licensing, and support model is needed. Lack of engagement with content owners indicates this a low priority.

US tariffs and regulations are sparing no one in 2025—Microsoft, the ‘winner’ of the earnings quarter, is still making plans to protect its European business in a doomsday scenario.

Hyperscalers who have piled their eggs into cloud cannot afford a misstep—this is driving record capex to satisfy cloud demand. We expect to see lumpiness in Q2-Q3, feeding investors’ worries.

Revenue impacts have been felt first at US retail, softening ad demand, with the UK relatively protected for now. Despite relief at the 90-day ‘reset’ with China, economic and political uncertainty remains the story of the year.

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Trump II is already proving to be a more serious threat to an independent, robust news media than Trump I.

Trump’s direct power around news media is limited, but the threat comes from an unprecedented politicisation of federal regulators, enforcement and procurement—to favour friends and punish enemies.

Opposition to Trump II is weaker and more divided than the broad ‘resistance’ to Trump I. Big tech companies are going for a close embrace, hoping to steer policy to their advantage—while others bend the knee to avoid punishment.

Geopolitical clashes between the US and Europe were a barely concealed undercurrent at this year’s MWC, with European tech regulation at odds with US moves, and telcos pitching for regulatory favours on firmer ground than they have had for years.

Perhaps the largest impact is on the satellite industry, with Eutelsat OneWeb having been given a new lease of life as the EU champion versus a now disfavoured SpaceX/Starlink.

AI was of course the talk of the town, but largely in ways that are tangential at best to traditional telcos, with the necessary building blocks for telcos to play a big role (i.e. network APIs) still needing much work.

US big tech companies are deploying hundreds of billions of dollars to remake the global economy in their image, as enviable growth contrasts with layoffs and low morale.

The cost of using AI models will fall in 2025 and make more AI applications possible. Regulation is caught between pressure from Trump and investigations that must go on, such as digital markets.

Microsoft and Google have tied their fortunes to AI. Amazon and Meta stand to realise business gains from AI, while Apple is the outlier: capex declined in 2024 as it focuses on iPhone and services.

Use of publisher content to train AI models is hotly contested. Unacknowledged scraping, licensing deals, and lawsuits all characterise the publisher-AI company relationship.

However, model training is not the whole story. More and more products rely on up-to-date access to content, and some are direct competitors to publisher offerings.

Publishers can’t depend on copyright to deliver them the value of their IP. They need to track which products are catching on with users for licensing deals to make sense for them, and to ensure their own products keep up with the competition.

Netflix’s decision to launch games as part of the subscription bundle is smart business: rewarding current subscribers, leveraging its IP, and signalling that subscription is the best long-term revenue model in the games space. 

Expect technological innovation to be central to Netflix’s ambitions with games. Netflix will make it easier for different game experiences to occur, and ways to attract external developers will inevitably follow. 

For Disney, Netflix just made the battle for customers more difficult and more expensive.  Disney will need to make hard decisions about how to approach the games business—something it has shown before it finds difficult to do. 

The pandemic has caused an unprecedented demand boom and revenue windfall for the games industry, allowing developers to ease production bottlenecks, assist remote working, and spend more cash on games that matter.

Producing quality game experiences remotely—from greenlight through to release—has driven innovation and flexibility, and much needed change for game studios.

Most large game developers expect a return to in-studio development late in Q3 2021. Many workers hope a return will not also bring back toxic game production environments.

The games industry enjoyed a robust 2020, with the pandemic creating high demand across titles and platforms. Now a core part of the mainstream media and entertainment ecosystem, games share of entertainment spend and audience viewing time will maintain momentum and increase in 2021.

The demand for, and value of, premium content has migrated to game IP, with top franchises driving increased M&A activity and tighter integration with film and TV output, and providing an important advertising channel.

The pandemic has provided breathing space for the industry on regulatory scrutiny of revenue models, and overall consumer safety. Regulators need to increase their speed in 2021, and act decisively on predatory ‘free-to-play’ game mechanisms.