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Media, streaming, gaming, and advertising
Lesson 1 of 3 Last reviewed 28 September 2026 10 min

How media, streaming, and gaming make money

The media segments, the four revenue models, the value chain from creation to monetization, and an approximate streaming cost breakdown.

Industry brief, with a one-minute summary: Media and entertainment

Firm processes and online tests change from year to year and differ by office. Use this to prepare, and confirm the exact current steps on the firm's own careers page.

Key takeaways

  • Media companies spend heavily upfront to make or buy content, then earn it back from many people through subscriptions, advertising, or sales.
  • Video streaming: subscription video on demand (SVOD), advertising-funded video on demand (AVOD), and hybrid plans with ads at a lower price.
  • Television: broadcast and pay TV (cable or satellite), funded by advertising and subscription fees.
  • Film studios: make films and series, earn from cinemas, streaming licences, and TV rights.

Key idea

Media companies spend heavily upfront to make or buy content, then earn it back from many people through subscriptions, advertising, or sales. Because one film or game costs the same whether one person or one hundred million use it, scale is everything.

The main segments

  • Video streaming: subscription video on demand (SVOD), advertising-funded video on demand (AVOD), and hybrid plans with ads at a lower price.
  • Television: broadcast and pay TV (cable or satellite), funded by advertising and subscription fees.
  • Film studios: make films and series, earn from cinemas, streaming licences, and TV rights.
  • Music: streaming services pay record labels and publishers per stream; artists also earn from live events.
  • Gaming: console, PC, and mobile games. Many mobile games are free to play and earn from in-game purchases.
  • Advertising-funded platforms: social media, search, video sharing, news sites. The user pays with attention; advertisers pay the platform.
The four media revenue models
The four media revenue models
ModelWho paysRevenue formulaExamples
SubscriptionThe viewer or player, monthly or yearlySubscribers x ARPU (average revenue per user)Streaming services, pay TV, music streaming, game subscriptions
AdvertisingAdvertisersImpressions / 1,000 x CPM (price per thousand impressions)Free TV, social media, free tiers of streaming, news sites
TransactionalThe buyer, per itemUnits x priceCinema tickets, game purchases, in-game items, pay-per-view sport
LicensingOther companiesFee per title, per market, per periodA studio licensing a series to a streamer abroad; sports rights

So-what

Most large media companies now mix two or more models, for example a streaming plan with ads.

The media value chain
  • From idea to money
    • CreateStudios, game developers, creators, sports leagues, news rooms
    • Key: Package and own rightsPublishers, labels, studios, broadcasters buy or own rights by territory and window
    • DistributeStreaming apps, TV networks, app stores, consoles, cinemas, telecom bundles
    • MonetizeSubscriptions, advertising, purchases, licensing, merchandise, live events
Approximate cost structure of a scaled streaming service, percent of revenue
Approximate cost structure of a scaled streaming service, percent of revenue
LineApproximate share of revenueComment
Content amortization35 to 60 percentThe cost of films, series, and sport spread over their useful life. Netflix was about 36 percent in 2025 (USD 16.4 billion on USD 45.2 billion of revenue); smaller services sit higher
Marketing8 to 12 percentHigher during launches and in new countries
Technology and delivery5 to 10 percentStreaming servers, apps, data
Partner and payment fees3 to 8 percentApp stores, telecom and TV partners, card fees
General and administrative4 to 8 percentHead office and support
Operating marginNegative to about 30 percentLeaders at scale earn well; many smaller services lose money

So-what

Content is a mostly fixed cost, so each extra subscriber adds a lot of profit once the library is paid for.

Key metrics

  • Subscribers (paid memberships) and net additions (new subscribers minus those who left).
  • ARPU: revenue divided by average users or subscribers in a period, usually per month.
  • Churn: the share of subscribers who cancel in a period, usually per month.
  • Engagement: hours watched or played per user; daily and monthly active users (DAU, MAU).
  • CPM: the price an advertiser pays for 1,000 ad impressions. Fill rate: the share of available ad slots actually sold.
  • For games: payer conversion (share of players who spend) and ARPPU (average revenue per paying user).
Check your understanding

A free mobile game makes money mainly from what?

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