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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1514837

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1514837

Global Online Entertainment Market Size Study, by Form, by Revenue Model, by Device and Regional Forecasts 2022-2032

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Global Online Entertainment Market is valued at approximately USD 284.8 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 15% over the forecast period 2024-2032. The Online Entertainment Industry involves accessing entertainment materials, including music, videos, books, and games over the internet. The surge in internet penetration and the increase in the adoption of smart devices such as smartphones, smart TVs, and laptops have significantly boosted the number of netizens who have shifted their preference toward online entertainment. The rise of high-speed internet and advancements in streaming technology have transformed how people consume entertainment. Platforms such as Netflix, Hulu, and Disney+ have made on-demand streaming mainstream, allowing users to watch content from any device at any time. Moreover, the proliferation of smartphones and tablets has made entertainment more accessible, contributing to the growth of mobile apps for games, movies, and music. These devices enable users to enjoy entertainment on the go, boosting the Online Entertainment Market Size. Additionally, VR and AR technologies offer immersive entertainment experiences, driving innovation in gaming, virtual concerts, and interactive storytelling, providing users with new ways to engage with content.

The shift in consumer behavior is another significant factor driving the growth of the online entertainment market, influenced by demographic changes, lifestyle trends, and evolving preferences. Consumers seek personalized entertainment experiences, and platforms use data analytics and AI algorithms to recommend content based on user preferences. This has created a more customized experience, increasing the Online Entertainment Market Size. Subscription-based models, such as those offered by streaming services and gaming platforms, have gained popularity as consumers appreciate the convenience of all-you-can-watch or play access for a fixed monthly fee, reducing the need for individual purchases or rentals.

However, data privacy and security concerns present challenges to the growth of the online entertainment market. As platforms collect and use personal data to provide personalized content and targeted advertising, consumers become more concerned about data privacy and security. High-profile data breaches and misuse of personal information erode consumer trust. Regulatory frameworks such as the General Data Protection Regulation (GDPR) in Europe and the California Consumer Privacy Act (CCPA) in the U.S. have established strict guidelines for data handling, increasing compliance costs for companies. Moreover, online entertainment platforms are vulnerable to cyberattacks, including hacking, ransomware, and data breaches, disrupting Online Entertainment Market Share and compromising sensitive information.

Content licensing and intellectual property (IP) issues also pose challenges to the market. Online entertainment platforms rely on licensed content, such as movies, TV shows, music, and games, which come with licensing fees and restrictions. The cost of obtaining licenses is substantial, affecting profitability. Restrictive licensing agreements limit the variety of content that platforms can offer. Furthermore, with the rise of user-generated content and content sharing, intellectual property infringement has become a concern. Unauthorized use of copyrighted material has led to legal disputes and financial penalties, hindering the growth of the market and affecting Online Entertainment Market Demands.

The diversification of content and monetization models presents significant opportunities in the online entertainment market. By exploring various content formats, such as interactive storytelling, virtual reality (VR), augmented reality (AR), live streaming, and user-generated content, platforms create unique experiences that appeal to a wider audience. This diversification enables companies to attract different user segments and stay ahead in a competitive landscape. Innovative monetization strategies boost revenue generation. Beyond traditional subscription and advertising models, companies offer freemium services, where basic content is free, and premium features are accessible for a fee, contributing to Online Entertainment Market Opportunity. Microtransactions and in-app purchases provide additional content or virtual goods within games or apps, while partnerships and sponsorships with brands and influencers create sponsored content. Furthermore, platforms like Patreon allow content creators to receive direct support from fans through monthly subscriptions or one-time contributions, fostering a closer connection between creators and their audience. These diversified approaches help companies maintain flexibility, attract varied audiences, and adapt to the ever-evolving demands of the online entertainment market, contributing to Online Entertainment Market Growth.

North America dominates the global online entertainment market due to a combination of advanced technological infrastructure, a large & affluent consumer base, leading entertainment companies, and a diverse cultural output. With widespread high-speed internet and robust 4G & 5G networks, the region provides a seamless environment for streaming, online gaming, and other data-intensive activities. North America is home to major entertainment platforms such as Netflix, Disney, and YouTube, which drive innovation and set industry trends. The region's diverse cultural content, from Hollywood movies to music and television shows, has a significant global influence, attracting audiences worldwide. Strong investment in technology and entertainment startups, backed by venture capital and private equity, has fueled the online entertainment industry growth. Meanwhile, the robust legal framework for intellectual property protection in the region has encouraged innovation. These factors collectively make North America a dominant force in the online entertainment market. Whereas, the market in Asia Pacific is anticipated to grow at the fastest rate over the forecast period fueled by presence of high consumer base with increasing disposable income, supporting premium content and in-app purchases. Also, the surge in adoption of IoT devices, as well as rapid internet proliferation across the region are acting as a catalyzing factor for the regional market growth over the anticipated years.

Major market players included in this report are:

  • Amazon Web Services (AWS)
  • Netflix, Inc.
  • Google LLC
  • Facebook
  • Tencent Holdings Ltd.
  • Sony Corp
  • King Digital Entertainment Ltd.
  • Spotify Technology S.A.
  • Rakuten, Inc.
  • CBS Corporation

The detailed segments and sub-segment of the market are explained below:

By Form

  • Video
  • Audio
  • Games
  • Internet Radio
  • Others

By Revenue Model

  • Subscription
  • Advertisement
  • Sponsorship
  • Others

By Device

  • Smartphones
  • Smart TVs, Projectors, and Monitors
  • Laptop, Desktops, and Tablets
  • Others

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • RoLA
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Online Entertainment Market Executive Summary

  • 1.1. Global Online Entertainment Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Form
    • 1.3.2. By Revenue Model
    • 1.3.3. By Device
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Online Entertainment Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Online Entertainment Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Rise of High-Speed Internet and Advancements in Streaming Technology
    • 3.1.2. Proliferation of Smartphones and Tablets
    • 3.1.3. VR and AR Technologies Offering Immersive Experiences
  • 3.2. Market Challenges
    • 3.2.1. Data Privacy and Security Concerns
    • 3.2.2. High Costs of Content Licensing and Intellectual Property Issues
    • 3.2.3. Vulnerability to Cyberattacks
  • 3.3. Market Opportunities
    • 3.3.1. Diversification of Content Formats and Monetization Models
    • 3.3.2. Integration of Advanced Elements like AR and AI
    • 3.3.3. Preference for Personalized Entertainment Experiences

Chapter 4. Global Online Entertainment Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Online Entertainment Market Size & Forecasts by Form 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Online Entertainment Market: Form Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Video
    • 5.2.2. Audio
    • 5.2.3. Games
    • 5.2.4. Internet Radio
    • 5.2.5. Others

Chapter 6. Global Online Entertainment Market Size & Forecasts by Revenue Model 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Online Entertainment Market: Revenue Model Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Subscription
    • 6.2.2. Advertisement
    • 6.2.3. Sponsorship
    • 6.2.4. Others

Chapter 7. Global Online Entertainment Market Size & Forecasts by Device 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Online Entertainment Market: Device Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. Smartphones
    • 7.2.2. Smart TVs, Projectors, and Monitors
    • 7.2.3. Laptop, Desktops, and Tablets
    • 7.2.4. Others

Chapter 8. Global Online Entertainment Market Size & Forecasts by Region 2022-2032

  • 8.1. North America Online Entertainment Market
    • 8.1.1. U.S. Online Entertainment Market
      • 8.1.1.1. Form breakdown size & forecasts, 2022-2032
      • 8.1.1.2. Revenue Model breakdown size & forecasts, 2022-2032
      • 8.1.1.3. Device breakdown size & forecasts, 2022-2032
    • 8.1.2. Canada Online Entertainment Market
  • 8.2. Europe Online Entertainment Market
    • 8.2.1. U.K. Online Entertainment Market
    • 8.2.2. Germany Online Entertainment Market
    • 8.2.3. France Online Entertainment Market
    • 8.2.4. Spain Online Entertainment Market
    • 8.2.5. Italy Online Entertainment Market
    • 8.2.6. Rest of Europe Online Entertainment Market
  • 8.3. Asia-Pacific Online Entertainment Market
    • 8.3.1. China Online Entertainment Market
    • 8.3.2. India Online Entertainment Market
    • 8.3.3. Japan Online Entertainment Market
    • 8.3.4. Australia Online Entertainment Market
    • 8.3.5. South Korea Online Entertainment Market
    • 8.3.6. Rest of Asia Pacific Online Entertainment Market
  • 8.4. Latin America Online Entertainment Market
    • 8.4.1. Brazil Online Entertainment Market
    • 8.4.2. Mexico Online Entertainment Market
    • 8.4.3. Rest of Latin America Online Entertainment Market
  • 8.5. Middle East & Africa Online Entertainment Market
    • 8.5.1. Saudi Arabia Online Entertainment Market
    • 8.5.2. South Africa Online Entertainment Market
    • 8.5.3. Rest of Middle East & Africa Online Entertainment Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
    • 9.1.1. Amazon Web Services (AWS)
    • 9.1.2. Netflix, Inc.
    • 9.1.3. Google LLC
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. Facebook
    • 9.3.2. Tencent Holdings Ltd.
    • 9.3.3. Sony Corp
    • 9.3.4. King Digital Entertainment Ltd.
    • 9.3.5. Spotify Technology S.A.
    • 9.3.6. Rakuten, Inc.
    • 9.3.7. CBS Corporation
    • 9.3.8. Amazon Web Services (AWS)
    • 9.3.9 Netflix, Inc.
    • 9.3.10. Google LLC

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes
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