L`e trut` about t`e cudturad%\i_itad renodution 9 narietq o^ \i_itadiration deneds games, w it h U S $ 3 3 .8 b in sales, w ere S ales of digit al cu lt u ral goods and th e w orld’ s b est - selling digit al cont ent , services are est imat ed t o h ave reach ed follow ed b y digit al movies ( U S $ 1 3 b ) , U S $ 6 6 b in 2 0 1 3 . O nline and mob ile mu sic ( U S $ 1 0 .3 b ) and b ook s ( U S $ 8 . 5 b ). W orldwide sales of digital cultural content in 2 0 1 3 ( U S $ b) 6 5 .6 T ot al 3 3 .8 1 3 O nline and mob ile games D igit al movies & video 1 0 .3 D igit al mu sic D igit al b ook s 8 .5 S ou rce: E Y analy sis of cu lt u ral and creat ive mark et s, 2 0 1 5 T h e sh ift from ph y sical t o digit al sales sales. In movies, video- on- demand now is most advanced in recorded mu sic, cont rib u t es more t h an a q u art er of sales w h ere digit al accou nt s for 4 5 % of (2 6 % ) , w h ile in b ook s, e- b ook s comprise pu rch ases w orldw ide, w h ile online and 7 % of t h e glob al mark et . mob ile gaming accou nt for 3 4 % of Digital vs. p hysical content sales in 2 0 1 3 ( % value in U S $ ) T ot al G aming M ovies M u sic B ook s 0 % 2 0 % 4 0 % 6 0 % 8 0 % 1 0 0 % D igit al sales P h y sical sales S ou rce: E Y analy sis of cu lt u ral and creat ive mark et s, 2 0 1 5 | *, Cultural times L`e Õrst _dobad eah o^ cudturad an\ creatine in\ustries
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