The Tricky Business of Media and Entertainment Tech

How venture capitalists approach one of the toughest industries

Mike Raab
OneZero
Published in
8 min readOct 14, 2019

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Photo by Tayler Smith. Prop Styling by Caroline Dorn

Note: the following is an excerpt from my contribution to Finding Genius: Venture Capital and the Future it is Betting on, by Kunal Mehta, which features interviews and contributions from dozens of venture capitalists about the industries they invest in. It has been lightly edited for publication in OneZero.

GGlobal media and entertainment is a $2 trillion industry consisting of filmed entertainment (movies, television, digitavideo), audio (music, radio, podcasts), publishing (newspapers, magazines, digital publishers), and video games (console, PC, mobile, eSports.) The United States represents a third of the global market — over $700 billion in annual revenue and has traditionally produced the most prolific media assets, which are subsequently distributed around the world. Media, perhaps more than any other industry, has been radically transformed since the advent and mass adoption of the internet. Prior to the internet, the vast majority of media and entertainment content was produced and distributed by a select few gatekeepers: movie and TV studios, record labels, book publishers, and newspapers. This control was necessary, as the costs to produce and distribute content was extremely high and out of reach of the everyday…

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