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Media & Entertainment

5G will change the business of media and entertainment
25/07/2019 00:00:00
Development in 5G technology is increasingly associated with the telecommunications sector, so implicitly with smartphones and mobile devices.

This is most definitely the primary field of application but it is definitely not the only one.

Indeed, many differing sectors are poised to benefit from the various advantages offered by access to a faster, more stable and safer network and infrastructure.

For example, both the media and entertainment sectors are ready to open their arms to 5G in order to create new functions, or more simply, to improve the production and circulation of their own content.

Videos, games, music, ads, AR and VR, will all witness huge changes due to the 5G network, reducing the distance between content and the public.

In addition to these, we need to consider too new media, such as car-entertainment, 3D holographic displays, live experiences in stadium and similar venues.

The impact of 5G on the media industry
According to data published by Intel, in collaboration with Ovum, new 5G network capabilities will permit annual business revenue to reach $420 billion by 2028.

As is a normal occurrence, those who embrace this new technology and the advantages it offers, will enjoy a distinct competitive advantage compared to others in the sector

What can we expect from this union between 5G and the media and entertainment industries?

Read on to discover information from forecasts included in the Intel reports.

5G will offer new ways to interact with media.

5G will unlock real and virtual reality apps, which will generate more than $140 million in cumulative revenue between 2021 and 2028.

This will permit the development of an entire new channel to use in order to reach consumers.

Augmented reality will create a new way for people to connect with media, via virtual people and objects and augmented informative contexts.

The challenge for media lies not only in developing, creating and producing 3D content but also in creating a platform for the circulation and usage of that content.
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