The Future of 5G Entertainment

By CIOReview | Wednesday, January 16, 2019

5G will hit the mainstream market in a few years, but in 2025 it will reach its full potential. The video is the fastest growing type of entertainment genre, and it will grow 45 percent annually right through to 2023. Media and entertainment companies will compete for a share of a $3 trillion video market. The media and the entertainment industry will see witness a boom in the coming years.

Media will generate 57 percent of its revenue by using the super-high-bandwidth capabilities of 5G networks. Content consumption will soar in the form of home broadband and TV, mobile media, mobile advertising, and interactive and immersive technologies like augmented reality (AR) and virtual reality (VR).  A whole new channel for content creators will emerge and reach a brand-new audience because of superior quality and speed when it comes to streaming. In 2028, the 5G traffic will increase from 11.7GB to 84.4GB and will account 90 percent of all 5G traffic.

Shortly, streaming will drive all mobile data traffic. People will go from a culture of downloading to streaming on mobile devices. Tech giants and entertainment houses are adopting 5G to provide a seamless experience to gamers, sports and movie fans. These companies are planning on utilizing 5G and mobile-edge-computing (MEC) technology which will turbocharge the AR, VR and the gaming experience of the users. Sports channels are using 5G technology to live stream golf tournaments, and they have incorporated this tech into their legacy architecture to transfer vast amounts of data at low latency cost efficiently. 

Advertising will reap the benefits of 5G the most. It will add an extra $100 billion to the annual mobile display advertising revenue by 2028.  The benefits of 5G won’t be achievable solely through stand-alone hardware. It will require some complex computational power to be executed remotely on the network. 5G’s MEC capabilities will be the critical feature. A modern content ecosystem of 3D volumetric content creation, management, and distribution is required.