Media, entertainment & gaming.
Gross value added
What this industry is
Media, entertainment and gaming is a roughly ₹2.7 lakh crore revenue industry that adds about ₹1.5 lakh crore of GVA in FY26, funded mostly by ₹1.2 lakh crore of advertising and the rest by subscriptions and household spending on recreation and culture. Its internal mix has been transformed over a decade: television's revenue share has fallen from a 2014 peak of ~45% to ~25%, digital overtook television as the largest segment in 2024 and now takes ~35-45% of revenue, and print has shrunk from ~30% to ~10%. Growth has run a little below nominal GDP because the advertising-to-GDP ratio has barely moved in a decade, and the industry's most profitable segment, real-money gaming, was outlawed in August 2025, removing roughly ₹15,000 crore of revenue and ₹5,000 crore of EBITDA. Structurally the sector is unusually concentrated and poorly represented in the listed market: JioStar (RIL-Disney) and Google/Meta dominate viewership and advertising, the two largest domestic media businesses (JioStar, Times group) are unlisted, and MNC platforms capture the largest foreign-controlled share of value of any consumer-facing industry in the Atlas.
- Industry revenue
- ~2.7 ₹ LC · FY26
- Advertising spend
- ~1.2 ₹ LC · FY26
- Household spend (recreation & culture, COICOP)
- 3.0 ₹ LC · FY26
- Employment
- ~1.2 mn · FY26
- Listed media market cap
- 0.99 ₹ LC · FY26
- Listed media PAT (Ace Equity 'Media & Entertainment' aggregate)
- 2,386 ₹ cr · FY26
- Listed media PE
- 41 x · FY26
- Ace Equity 'Media & Entertainment' aggregate revenue
- 48,049 ₹ cr · FY26
Source: India: The Economic & Equity Market Atlas, September 2026, pages 303–308; base year 2022-23. Note: Confidence grades used throughout the chapter: A official, B triangulated, C estimate, D directional; most headline snapshot figures are grade B/C, employment and capex are grade D, and MNC/private co