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Global Online Entertainment Market Size, Trends & Growth Opportunity, By Form (Video, Audio, Games, Internet Radio, and others), By Revenue model (Subscription, Advertisement, Sponsorship, and Others ), By Device( Camera Smartphones, Smart Tvs, Projectors, & Monitors, Laptop, Desktop, & Tablets, and Others),By Region and Forecast till 2027


Report ID : IR100347 | Industries : Automotive and Transportation | Published On :May 2024 | Page Count : 242

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  • Global Online Entertainment Market Size, Trends & Growth Opportunity, By Form (Video, Audio, Games, Internet Radio, and others), By Revenue model (Subscription, Advertisement, Sponsorship, and Others ), By Device( Camera Smartphones, Smart Tvs, Projectors, & Monitors, Laptop, Desktop, & Tablets, and Others),By Region and Forecast till 2027
    Global Online Entertainment Market
    The global Online Entertainment market was valued at USD 184.2 billion  in 2021 and it is expected to reach at USD 653.4 billion in 2027 at a CAGR of 20.82 % during forecast period 2022-2027.
    Online entertainment involves accessing material like music, films, web shows over the internet. It can be either watching or listening programmes. Online entertainment is available in various forms including online music, videos, online books, and games. It provides various benefits including convenience (choosing from a wide range of easily accessed material), cost  ( making the most of free content) and timing (choosing when and where you view or listen).
    Market Drivers
    Nowadays, maximum entertainment services are available online that provides users with access to more content. Social Media, video gaming, music streaming, and video streaming, are the most popular forms of online entertainment. Furthermore, increase in increase in penetration of smartphones and availability of internet service at affordable prices will positively contribute the market growth. Also, rapid adoption of internet enabled smart devices like tablets and smartphones, smart TVs, Desktops, laptops, and smart projectors will significantly propel the demand for online entertainment content. Moreover, continuous technological advancements will fuel the market growth during this forecast period.
    Market Restraints
    However, low internet penetration in rural area as well as network issues in rural area are the challenging factors which are expected to hinder the global online entertainment market growth during this analysis period.
    COVID-19 Impact 
    With the outbreak of covid-19 the market impacted positively as the several restriction and
    lockdown imposed by government, These circumstances  made peoples to take diversion towards  computerized platforms like Netflix, Amazon prime video and Hotstar or numerous other platforms propels the growth of market. As world is switching to offline to online and people are notstepping out of their homes due to fear contracting the virus drives the market growth.  
    Recent Development 
    Increasing size of touchscreen displays, the expanding expenditure on digital advertisements, the emergence of high-speed 5G internet, inflating disposable income levels.Netflix and spotify built successful  growth potential of subscription.advancement in display technology smart TVs,projectors ,monitors.miracast technology allow  users to connect smartphones to smarts TVs,which gained immense popularity.
    Market Segmentation
    Global Online Entertainment Market is segmented into form such as Video, Audio, Games, Internet Radio, and others, by revenue model such as Subscription, Advertisement, Sponsorship, and Others. Further, market is segmented into device such as Smartphones, Smart Tvs, Projectors, & Monitors, Laptop, Desktop, & Tablets, and Others.
    Also, Global Online Entertainment Market is segmented into five regions such as North America, Latin America, Europe, Asia Pacific, and Middle East & Africa.
    Market Key Players
    Various key players are discussed in this report  Amazon Web Services, Google LLC, Netflix, Inc, Tencent Holdings Ltd,  Facebook, King Digital Entertainment Ltd, Sony Corp, Rakuten, Inc, Spotify Technology S.A, and CBS Corporation
    Market Taxonomy
    By Form

    • Video
    • Audio
    • Games
    • Internet
    • Radio
    • Others
    By Revenue Model
    • Subscription
    • Advertisement
    • Sponsorship
    • Others
    By Device
    • Smartphones
    • Smart Tvs, Projectors, & Monitors
    • Laptop, Desktop, & Tablets
    • Others
    By Region
    • North America
    • Latin America
    • Europe
    • Asia Pacific
    • Middle East & Africa
    Key Questions Addressed by the Report
    • What are the Key Opportunities in Global Online Entertainment Market?
    • What will be the growth rate from 2022 to 2027?
    • Which segment/region will have highest growth?
    • What are the factors that will impact/drive the Market?
    • What is the competitive Landscape in the Industry?
    • What is the role of key players in the value chain?
    • What are the strategies adopted by key players?

    Global Online Entertainment Market TOC:
    1 Introduction 
    1.1 Objective of the Study
    1.2 Market definition
    1.3 Market Scope
    2 Research Methodology
    2.1 Data Mining
    2.2 Validation
    2.3 Primary Interviews
    2.4 List of Data Sources
    3 Executive Summary
    4 Global Online Entertainment Market Outlook
    4.1 Overview
    4.2 Market Dynamics
    4.2.1 Drivers
    4.2.2 Restraints
    4.2.3 Opportunities
    4.3 Porters Five Force Model
    4.4 Value Chain Analysis
    5  Global Online Entertainment Market, By Form
    5.1 Y-o-Y Growth Comparison, By Form 
    5.2 Global Online Entertainment Market Share Analysis, By Form 
    5.3 Global Online Entertainment Market Size and Forecast, By Form
    5.3.1 Video
    5.3.2. Audio
    5.3.3. Games
    5.3.4. Internet
    5.3.5. Radio
    5.3.6.Others
    6  Global Online Entertainment Market , By Revenue Model
    6.1 Y-o-Y Growth Comparison, By Revenue Model
    6.2 Global Online Entertainment Market Share Analysis, By Revenue Model
    6.3 Global Online Entertainment Market Size and Forecast, By Revenue Model
    6.3.1 Subscription
    6.3.2 Advertisement
     6.3.3. Sponsorship
    6.3.4. Others
    7  Global Online Entertainment Market, Device
    7.1 Y-o-Y Growth Comparison, Device
    7.2 Global Online Entertainment Market Share Analysis, Device
    7.3 Global Online Entertainment Market Size and Forecast, Device
    7.3. 1 Smartphones
    7.3.2 Smart Tvs, Projectors & Monitors
    7.3.3. Laptop, Desktops, & Tablet
    7.3.4.Others
    8Global Online Entertainment Market, By Region
    8.1 Global Online Entertainment Market Share Analysis, By Region
    8.2 Global Online Entertainment Market Share Analysis, By Region
    8.3 Global Online Entertainment Market Size and Forecast, By Region
    9 North America Online Entertainment Market Analysis and Forecast (2022-2027)
    9.1 Introduction
    9.2 North America Online Entertainment Market Share Analysis, By Form
    9.3 North America Online Entertainment Market Size and Forecast, By Revenue Model
    9.4 North America Online Entertainment Market Size and Forecast, Device
    9.5 North America Online Entertainment Market Size and Forecast, By Country
    9.5.1 U.S.
    9.5.2 Canada
    9.5.3 Mexico
    10EuropeOnline Entertainment Market Analysis and Forecast (2022-2027)
    10.1 Introduction
    10.2 Europe Online Entertainment Market Share Analysis, By Form 
    10.3 Europe Online Entertainment Market Size and Forecast, By Revenue Model 
    10.4 Europe Online Entertainment Market Size and Forecast, Device
    10.5 Europe Online Entertainment Market Size and Forecast, By Country
    10.5.1 Germany
    10.5.2 France
    10.5.3 UK
    10.54. Rest of Europe
    11Asia Pacific Online Entertainment Market Analysis and Forecast (2022-2027)
    11.1 Introduction
    11.2 Asia Pacific Online Entertainment Market Share Analysis, By Form 
    11.3 Asia Pacific Online Entertainment Market Size and Forecast, By Revenue Model 
    11.4 Asia Pacific Online Entertainment Market Size and Forecast, Device
    11.5 Asia Pacific Online Entertainment Market Size and Forecast, By Country
    11.5.1 China 
    11.5.2 Japan
    11.5.3 India
    11.5.4. Rest of Asia Pacific
    12Latin America Online Entertainment Market Analysis and Forecast (2022-2027)
    12.1 Introduction
    12.2 Latin America Online Entertainment Market Share Analysis, By Form 
    12.3 Latin America Online Entertainment Market Size and Forecast, By Revenue Model 
    12.4 Latin America Online Entertainment Market Size and Forecast, Device
    12.5 Latin America Online Entertainment Market Size and Forecast, Country
    13Middle East Online Entertainment Market Analysis and Forecast (2022-2027)
    13.1 Introduction
     13.2 Middle East Online Entertainment Market Share Analysis, By Form 
    13.3 Middle East Online Entertainment Market Size and Forecast, By Revenue Model 
    13.4 Middle East Online Entertainment Market Size and Forecast, Device
    13.5 Middle East Online Entertainment Market Size and Forecast, By Country
    14Competitive Analysis
    14.1 Competition Dashboard
    14.2 Market share Analysis of Top Vendors
    14.3 Key Development Strategies
    15Company Profiles
    15.1 Amazon Web Services
    15.1.1 Overview
    15.1.2 Offerings
    15.1.3 Key Financials
    15.1.4 Business Segment & Geographic Overview
    15.1.5 Key Market Developments
    15.1.6 Key Strategies
    15.2. Google LLC
    15.2.1 Overview
    15.2.2 Offerings
    15.2.3 Key Financials
    15.2.4 Business Segment & Geographic Overview
    15.2.5 Key Market Developments
    15.2.6 Key Strategies
    15.3 Netflix, Inc
    15.3.1 Overview
    15.3.2 Offerings
    15.3.3 Key Financials
    15.3.4 Business Segment & Geographic Overview
    15.3.5 Key Market Developments
    15.3.6 Key Strategies
    15.4 Tencent Holdings Ltd
    15.4.1 Overview
    15.4.2 Offerings
    15.4.3 Key Financials
    15.4.4 Business Segment & Geographic Overview
    15.4.5 Key Market Developments
    15.4.6 Key Strategies
    15.5 ,  Facebook
    15.5.1 Overview
    15.5.2 Offerings
    15.5.3 Key Financials
    15.5.4 Business Segment & Geographic Overview
    15.5.5 Key Market Developments
    15.5.6 Key Strategies
    15.6 King Digital Entertainment Ltd,
    15.6.1 Overview
    15.6.2 Offerings
    15.6.3 Key Financials
    15.6.4 Business Segment & Geographic Overview
    15.6.5 Key Market Developments
    15.6.6 Key Strategies
    15.7 Sony Corp
    15.7.1 Overview
    15.7.2 Offerings
    15.7.3 Key Financials
    15.7.4 Business Segment & Geographic Overview
    15.7.5 Key Market Developments
    15.7.6 Key Strategies 
    15.8 Rakuten Inc
    15.8.1 Overview
    15.8.2 Offerings
    15.8.3 Key Financials
    15.8.4 Business Segment & Geographic Overview
    15.8.5 Key Market Developments
    15.8.6 Key Strategies
    15.9 Spotify Technology S.A 
    15.9.1 Overview
    15.9.2 Offerings
    15.9.3 Key Financials
    15.9.4 Business Segment & Geographic Overview
    15.9.5 Key Market Developments
    15.9.6 Key Strategies
    15.9 CBS Corporation
    15.9.1 Overview
    15.9.2 Offerings
    15.9.3 Key Financials
    15.9.4 Business Segment & Geographic Overview
    15.9.5 Key Market Developments
    15.9.6 Key Strategies