{
  "docId": "019dd923-5ca1-7489-b63a-4c835981e4e6",
  "docSlug": "e58b57d6c34ef38c",
  "documentTitle": "GEM Outlook 2021-2025 Hong Kong",
  "authorId": "PwC",
  "authorName": "PwC",
  "documentKindSlug": "consulting-deck",
  "documentKindLabel": "Consulting deck",
  "sourceTypeSlug": "strategy_consulting",
  "sourceTypeLabel": "Strategy consulting",
  "presentationDate": null,
  "orientation": "landscape",
  "aspectRatio": 1.778,
  "pageNumber": 27,
  "pageCount": 34,
  "prevPage": 26,
  "nextPage": 28,
  "slideType": "market_sizing",
  "function": "size_opportunity",
  "density": "overcrowded",
  "nDataPoints": 36,
  "notes": "The title contains a likely typo (US$1.2bn for US market seems incorrect given the chart shows ~40bn).",
  "elementsJson": [
    "headline_text",
    "bar_chart_stacked",
    "callout_box"
  ],
  "metadataConfidence": 0.95,
  "imagePath": null,
  "slideHref": "/slides/019dd923-5ca1-7489-b63a-4c835981e4e6/27",
  "deckHref": "/decks/019dd923-5ca1-7489-b63a-4c835981e4e6",
  "deckJsonHref": "/decks/019dd923-5ca1-7489-b63a-4c835981e4e6.json",
  "deckAnchorHref": "/decks/019dd923-5ca1-7489-b63a-4c835981e4e6#slide-27",
  "components": [
    {
      "bbox": null,
      "kind": "callout",
      "text": "US and Mainland China lead the trend, represents 44% of the total market during 2021 – 2025",
      "attrs": null,
      "subkind": null,
      "toolName": "Visual emphasis",
      "toolSlug": "visual-emphasis",
      "confidence": null,
      "componentId": "019dd951-dfa4-712e-8330-ffef730e5bfb",
      "frameworkName": null,
      "frameworkSlug": null
    },
    {
      "bbox": {
        "h": 0.45,
        "w": 0.25,
        "x": 0.04,
        "y": 0.33
      },
      "kind": "chart",
      "text": "Mainland China gaming growth 2021-2025",
      "attrs": null,
      "subkind": "bar-stacked",
      "toolName": null,
      "toolSlug": null,
      "confidence": null,
      "componentId": "836109fd-dc5f-4cb1-b1b7-265f8814e5f8",
      "frameworkName": null,
      "frameworkSlug": null
    },
    {
      "bbox": {
        "h": 0.45,
        "w": 0.25,
        "x": 0.58,
        "y": 0.33
      },
      "kind": "chart",
      "text": "US gaming growth 2021-2025",
      "attrs": null,
      "subkind": "bar-stacked",
      "toolName": null,
      "toolSlug": null,
      "confidence": null,
      "componentId": "ddbeb915-ebc8-4cc6-800e-21a4cdd9e634",
      "frameworkName": null,
      "frameworkSlug": null
    },
    {
      "bbox": {
        "h": 0.45,
        "w": 0.25,
        "x": 0.31,
        "y": 0.33
      },
      "kind": "chart",
      "text": "Global gaming growth 2021-2025",
      "attrs": null,
      "subkind": "bar-stacked",
      "toolName": null,
      "toolSlug": null,
      "confidence": null,
      "componentId": "e0ba04f8-85b2-4439-94db-5b4539744088",
      "frameworkName": null,
      "frameworkSlug": null
    },
    {
      "bbox": {
        "h": 0.5,
        "w": 0.14,
        "x": 0.85,
        "y": 0.33
      },
      "kind": "list",
      "text": "Global video games worth US$146.7billion in 2020, up from US$92.9billion in 2015. Sector will continue to grow through forecast period at 5.58% CAGR to reach US$192.4 billion in 2025. US and Mainland China lead the trend, represents 44% of the total market during 2021-2025",
      "attrs": null,
      "subkind": "bullet",
      "toolName": null,
      "toolSlug": null,
      "confidence": null,
      "componentId": "70ba2dc5-b099-40d8-bed0-9c8526083331",
      "frameworkName": null,
      "frameworkSlug": null
    },
    {
      "bbox": null,
      "kind": "metric",
      "text": "Revenue US$bn: US$192.4bn",
      "attrs": null,
      "subkind": "primary",
      "toolName": "Quantification",
      "toolSlug": "quantification",
      "confidence": null,
      "componentId": "019dd951-dfa4-712e-8331-00a06d5b3437",
      "frameworkName": null,
      "frameworkSlug": null
    },
    {
      "bbox": {
        "h": 0.06,
        "w": 0.35,
        "x": 0.04,
        "y": 0.9
      },
      "kind": "source-note",
      "text": "Note: 2020 is the latest available data. 2021-2025 values are forecast projections. Source: PwC Global Entertainment & Media Outlook 2021-2025, www.pwc.com/outlook. Global E&M Outlook 2021-2025: Hong Kong summary",
      "attrs": null,
      "subkind": null,
      "toolName": null,
      "toolSlug": null,
      "confidence": null,
      "componentId": "d459ea33-1239-4721-9793-63db0f2c7aec",
      "frameworkName": null,
      "frameworkSlug": null
    },
    {
      "bbox": {
        "h": 0.12,
        "w": 0.92,
        "x": 0.04,
        "y": 0.07
      },
      "kind": "title",
      "text": "Mainland China and US dominate the market, represents the global growth trend. Video games revenue will grow at a similar rate from 2021 to 2025 and reach US$41.1bn and US$1.2bn in 2025",
      "attrs": null,
      "subkind": "action-title",
      "toolName": null,
      "toolSlug": null,
      "confidence": null,
      "componentId": "102ed8df-ee0b-47bd-bb12-c7b1db4674a7",
      "frameworkName": null,
      "frameworkSlug": null
    },
    {
      "bbox": {
        "h": 0.03,
        "w": 0.25,
        "x": 0.04,
        "y": 0.03
      },
      "kind": "title",
      "text": "Segment deep dive: Video games",
      "attrs": null,
      "subkind": "headline",
      "toolName": null,
      "toolSlug": null,
      "confidence": null,
      "componentId": "a4daea39-4bd3-48cc-91b6-f8a27e664180",
      "frameworkName": null,
      "frameworkSlug": null
    }
  ],
  "metrics": [],
  "tools": [
    {
      "name": "Action Titles",
      "slug": "action-titles",
      "agent": "Architect",
      "layer": "slide",
      "matchId": "019de993-f363-72e1-ad08-289ac35a3eb1",
      "evidence": "Title states US/China dominance and 2025 revenue targets.",
      "confidence": 80
    },
    {
      "name": "Small Multiples",
      "slug": "small-multiples",
      "agent": "Designer",
      "layer": "slide",
      "matchId": "019de993-f387-735a-b331-756564e2f010",
      "evidence": "Three parallel stacked bars for China/Global/US.",
      "confidence": 78
    }
  ],
  "frameworks": [],
  "arcBeats": [
    {
      "to": 29,
      "from": 12,
      "beatId": "019de993-eb16-7436-9f69-ee706774288d",
      "arcName": "The Triple Take",
      "arcSlug": "triple-take",
      "beatName": "The Implications (So What)",
      "beatSlug": null,
      "evidence": "Section 02 deep dives interpret what trends mean for ads, OTT, games.",
      "position": 2,
      "confidence": 72,
      "parentBeatName": null,
      "parentBeatSlug": null
    },
    {
      "to": 29,
      "from": 14,
      "beatId": "019de993-ebde-706a-b884-b70bf330c102",
      "arcName": "The Onion",
      "arcSlug": "onion",
      "beatName": "Core Insight",
      "beatSlug": null,
      "evidence": "Sub-segment deep dives reveal digital/OTT/games positioning.",
      "position": 4,
      "confidence": 55,
      "parentBeatName": null,
      "parentBeatSlug": null
    }
  ],
  "loops": [
    {
      "to": 29,
      "from": 25,
      "name": "Tale Two Worlds",
      "slug": "04-tale-two-worlds",
      "bestFor": "Competitive analysis, benchmarking, case for change",
      "matchId": "019de993-eca7-72e3-930e-6b6367b3e831",
      "evidence": "p.26 ranks HK 4th globally on per-capita; p.28 contrasts HK vs Singapore distribution; p.29 closes with strategic shifts.",
      "position": 5,
      "objective": "Position HK video games against global benchmarks and Singapore",
      "structure": "Current State -> Desired State / Benchmark -> The Gap & Implication",
      "confidence": 74,
      "description": "Show the gap between two states to drive urgency or highlight opportunity"
    }
  ],
  "imagePathAlt": null,
  "thumbSrc": null,
  "thumbSrcAlt": null,
  "locked": true
}