Digital promoting anticipated to outpace all different advert media by 2024-25: FICCI-EY Report

The FICCI-EY Report 2021 cited digital media and on-line gaming because the segments to see a large development in 2020, together with different key findings.

The Indian Media and Leisure (M&E) sector has de-grown by 24% to INR1.38 trillion (US$19 billion) in 2020, states the FICCI-EY report ‘Enjoying by new guidelines’, launched right now for 2021. It’s, nevertheless, anticipated to develop 25% in 2021 to achieve INR1.73 trillion (US$23.7 billion).

With its present trajectory, the M&E sector in India is anticipated to achieve INR 2.23 trillion (US$30.6 billion) by 2023 at a CAGR of 17%. In 2020 whereas tv continued to stay the most important phase, digital media has overtaken print, and on-line gaming has overtaken a disrupted filmed leisure phase.

Digital media and on-line gaming have been the one segments which grew in 2020 including an mixture of INR26 billion.  Different segments have degrown by an mixture of INR467 billion. Whereas M&E as a sector has normally grown and sometimes outperformed India’s nominal GDP, the sector fell 3 times (3x) India’s nominal GDP fall of 8% as a result of discretionary nature of the spend. Subscription revenues, nevertheless, proved their mettle by holding up higher than promoting revenues.

Sanjay Gupta, Chairman, FICCI Media & Leisure Committee, mentioned, “Digital is fuelling an unprecedented development in content material creation and consumption in nearly each Indian language, creating new financial alternatives for each the media and leisure {industry} and inventive professionals throughout the nation. We have to capitalize on this and unlock the complete potential of India’s inventive skill to energy India’s financial engine.”

Ashish Pherwani, Companion and Media & Leisure Chief, EY India, said, “The M&E sector witnessed a shift in demand patterns as shoppers actively sought options and had the time to strive new issues. Consumption patterns shifted and elevated throughout on-line information, gaming, and leisure. The availability facet too remodeled as firms took the chance to reinvent themselves.  Each phase redefined itself throughout verticals by turning into medium agnostic and embedded video, audio, textual and experiential merchandise to reinforce their choices. Nevertheless, the compelling content material created round information and escapism, and the eagerness to construct a few of India’s strongest manufacturers remained resolute.”

Key Findings:

Digital Media

  • In 2020 digital media grew by 6.5% to achieve INR 235 billion and is anticipated to develop at 22% CAGR to achieve INR 425 billion by 2023. Digital subscription grew 49% in 2020 to achieve INR 43.5 billion because the pandemic and the ensuing lockdown diminished recent content material on tv, on-line sports activities went behind a paywall and the pandemic compelled a lot of the inhabitants for longer durations indoors.
  • Paid OTT subscriptions crossed 50 million for the primary time in 2020.  Digital promoting stayed secure on the again of elevated allocation of advert spends by advertisers who accelerated their investments in digital gross sales channels.  SME advertisers continued to extend their spends on digital promoting and experimented extra with on-line e-commerce platforms.       


  • Digital promoting is anticipated to outpace all different advert media by 2024 or 2025.
  • The metrics that matter will change from month-to-month energetic customers to every day energetic customers, from viewers numbers to engagement, loyalty and time spent, resulting in platforms specializing in segmented audiences and group possession.  
  • Newspaper digital merchandise will more and more go behind paywalls and is anticipated to generate subscription revenues of INR4 billion by 2023.
  • It’s estimated that demand for unique content material will double by 2023 from 2019 ranges to over 3,000 hours per 12 months.
  • The share of regional language consumption on OTT platforms will cross 50% of complete time spent by 2025.

Tv Media

  • The TV {industry} declined 13% from INR 787 billion to INR 685 billion in 2020. The most important M & E phase noticed a 21.5% fall in promoting revenues in 2020 to INR 251 billion on account of extremely discounted promoting charges throughout the lockdown months.
  • Subscription declined 7% to INR 434 billion as a result of continued development of free tv, reverse migration and a discount in common income per person as a result of half implementation of NTO 2.0. Regional channels acquired 27% extra advert volumes than nationwide channels in 2020.
  • Main sport leagues bought postponed, however IPL offered a much-needed revival push in sports activities viewership.
  • Sensible TV units crossed the 5 million mark and grew their base by round one million properties. With individuals spending extra time indoors the general time spent watching TV elevated by 9% over 2019.


  • Tv phase revenues are anticipated to develop at a CAGR of seven% to achieve INR847 billion by 2023 pushed by elevated base of subscribers as households proceed to get televised.
  • Development might be pushed by related TVs which may cross 40 million properties by 2025 and free tv may cross 50 million properties by then, thereby making core tv a extra massified product.
  • The sensible tv will usher in an period of related viewing which is able to allow viewers to work together with one another, in addition to the broadcaster, by way of the content material.
  • The significance of regional and sports activities programming will enhance, driving up each advert charges in addition to end-consumer bundle pricing, topic to regulatory motion.
Additionally learn: By 2023, digital advertising will account for 54% of all telecoms AdSpends: Zenith Report

Print Media

  • Print has degrown 36% in 2020 as a result of affect of COVID-19. Print’s income declines have been led by a 41% fall in promoting and a 24% fall in circulation revenues. 
  • English language and metro newspapers have been hit tougher and struggled to get again their circulation submit the pandemic, whereas regional language newspapers recovered a bigger portion of their misplaced circulation.
  • Print firms applied vital value discount measures to realize between 25% and 40% efficiencies, a good portion of which may proceed within the years forward.
  • Many print firms began conducting digital variations of their common IPs and entered the high-volume however decrease worth digital occasions enterprise.


  • Transformation within the print phase is anticipated to be within the areas of product realignment, income transformation, value intelligence, and digital demarcation.
  • The print might want to deal with rising attain in its present markets by way of a mixture of figuring out new micro-markets that are underpenetrated in addition to forging bundle offers with direct-to-consumer aggregators like tv, e-commerce platforms, OTT platforms, and many others.
  • Considerably, extra industry-level shared providers initiatives are anticipated to make sure value efficiencies. Publishers may also implement course of automation for productiveness enchancment throughout key enterprise processes.
  • The main target will stay on strengthening the print phase’s core functionality to constructing communities however with a wider scope of choices to them aside from simply information.

On-line Gaming

  • On-line gaming was the fastest-growing M & E phase in 2020. The net gaming phase grew 18% in 2020 to achieve INR77 billion aided by do business from home, college from house, and elevated trial of on-line multi-player video games throughout the lockdown.
  • On-line avid gamers grew 20% from 300 million in 2019 to 360 million in 2020.
  • Transaction-based recreation revenues grew 21% on the again of fantasy sport, rummy, and poker and informal gaming revenues grew 8%, led by in-app purchases.


  • The phase is anticipated to achieve INR155 billion by 2023 at a CAGR of 27% to turn out to be the third largest phase of the Indian M&E sector.
  • Gaming will turn out to be all pervasive and can proliferate throughout our lives. The phase will develop throughout all its verticals viz, esports, fantasy sport, informal gaming and different video games of talent, however income development might be led by mobile-based real-money gaming purposes throughout these verticals.
  • A nodal company is required to carry readability in laws and effectively as implement accountable gaming tips and monitor areas like minor recreation play, safety, knowledge safety, content material tips and coaching.

Mergers and Acquisitions in M&E

The sector continued to witness average deal exercise, regardless of main disruptions introduced by the COVID-19 outbreak. Though the variety of offers elevated from 64 in 2019 to 77 in 2020, deal worth diminished to INR68 billion in 2020 from INR101 billion in 2019.

This was largely as a result of absence of big-ticket offers with solely two offers crossing the US$100 million threshold as in comparison with 4 such offers in 2019. In keeping with the pattern of the previous three years, new media contributed to majority of the offers when it comes to quantity. Its share elevated when it comes to deal worth from 37% in 2019 to 92% in 2020.

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