The Worldwide Online Entertainment Industry is Expected to Reach $1,049 Billion by 2027
Saturday, February 4, 2023
DUBLIN, Jan. 23, 2023 /PRNewswire/ -- The "Online Entertainment Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027" report has been added to ResearchAndMarkets.com's offering.
https://mma.prnewswire.com/media/539438/Research_and_Markets_Logo.jpg
The global online entertainment market size reached US$ 294.16 Billion in 2021. Looking forward, the publisher expects the market to reach US$ 1,049.31 Billion by 2027, exhibiting a CAGR of 23.61% during 2021-2027.
Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use sectors. These insights are included in the report as a major market contributor.
The concept of online entertainment refers to accessing material over the internet, such as music, movies, and web shows. There are currently more entertainment services available online, which provides users with a greater selection of content.
The most common online entertainment sources include video streaming, music streaming, video chat communication, and multi-player gaming.
In addition to this, this form of entertainment also involves entertainment interactive functions and content, such as social networking services, graph management, forums, geolocation reviews, and ratings.
As a result, users can choose from a wide range of easily accessible material, which is mostly free and low-priced. Entertainment over the internet has gained significant traction due to the immense popularity of on-demand content and OTT platforms.
The market is majorly driven by the continual technological advancements in smart devices providing enhanced visual and listening experiences to the users. This can be attributed to a considerable increase in the penetration of smartphones among the masses. In addition to this, the widespread adoption of internet-enabled smart devices, including smart TVs, laptops, desktops, and smart projectors, have led to an increased demand for online entertainment content, thus fueling the market.
Moreover, the easy availability of internet service at affordable prices, along with the growing data tariffs, are providing an impetus to the market growth. The market is further propelled by the rapid digitization in the media and entertainment sector. Apart from this, the rising popularity of OTT platform subscriptions and the escalating number of OTT application downloads are creating a positive market outlook.
Some of the other factors contributing to the market include the increasing size of touchscreen displays, the expanding expenditure on digital advertisements, the emergence of high-speed 5G internet, inflating disposable income levels and extensive research and development (R&D) activities conducted by the key players.
Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company and Ubisoft Entertainment SA.
Key Questions Answered in This Report:
-- How has the global online entertainment market performed so far and how
will it perform in the coming years?
-- What has been the impact of COVID-19 on the global online entertainment
market?
-- What are the key regional markets?
-- What is the breakup of the market based on the form?
-- What is the breakup of the market based on the revenue model?
-- What is the breakup of the market based on the device?
-- What are the various stages in the value chain of the industry?
-- What are the key driving factors and challenges in the industry?
-- What is the structure of the global online entertainment market and who
are the key players?
-- What is the degree of competition in the industry?
Key Topics Covered:
1 Preface
2 Scope and Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Online Entertainment Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Forecast
6 Market Breakup by Form
6.1 Video
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Audio
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 Games
6.3.1 Market Trends
6.3.2 Market Forecast
6.4 Internet Radio
6.4.1 Market Trends
6.4.2 Market Forecast
6.5 Others
6.5.1 Market Trends
6.5.2 Market Forecast
7 Market Breakup by Revenue Model
7.1 Subscription
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Advertisement
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 Sponsorship
7.3.1 Market Trends
7.3.2 Market Forecast
7.4 Others
7.4.1 Market Trends
7.4.2 Market Forecast
8 Market Breakup by Device
8.1 Smartphones
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Smart Tvs, Projectors and Monitors
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Laptop, Desktop and Tablets
8.3.1 Market Trends
8.3.2 Market Forecast
8.4 Others
8.4.1 Market Trends
8.4.2 Market Forecast
9 Market Breakup by Region
10 SWOT Analysis
11 Value Chain Analysis
12 Porters Five Forces Analysis
13 Price Analysis
14 Competitive Landscape
14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players
14.3.1 Amazon Web Services Inc. (Amazon.com Inc.)
14.3.1.1 Company Overview
14.3.1.2 Product Portfolio
14.3.1.3 SWOT Analysis
14.3.2 Charter Communications Inc.
14.3.2.1 Company Overview
14.3.2.2 Product Portfolio
14.3.2.3 Financials
14.3.2.4 SWOT Analysis
14.3.3 Comcast Corporation
14.3.3.1 Company Overview
14.3.3.2 Product Portfolio
14.3.3.3 Financials
14.3.3.4 SWOT Analysis
14.3.4 Google LLC (Alphabet Inc.)
14.3.4.1 Company Overview
14.3.4.2 Product Portfolio
14.3.4.3 Financials
14.3.4.4 SWOT Analysis
14.3.5 King.com Limited (Activision Blizzard Inc.)
14.3.5.1 Company Overview
14.3.5.2 Product Portfolio
14.3.6 Meta Platforms Inc.
14.3.6.1 Company Overview
14.3.6.2 Product Portfolio
14.3.6.3 Financials
14.3.6.4 SWOT Analysis
14.3.7 Netflix Inc.
14.3.7.1 Company Overview
14.3.7.2 Product Portfolio
14.3.7.3 Financials
14.3.7.4 SWOT Analysis
14.3.8 Rakuten Group Inc.
14.3.8.1 Company Overview
14.3.8.2 Product Portfolio
14.3.8.3 Financials
14.3.8.4 SWOT Analysis
14.3.9 Sony Pictures Networks India Pvt. Ltd. (Sony Corporation)
14.3.9.1 Company Overview
14.3.9.2 Product Portfolio
14.3.10 Spotify AB
14.3.10.1 Company Overview
14.3.10.2 Product Portfolio
14.3.11 The Walt Disney Company
14.3.11.1 Company Overview
14.3.11.2 Product Portfolio
14.3.11.3 Financials
14.3.11.4 SWOT Analysis
14.3.12 Ubisoft Entertainment SA
14.3.12.1 Company Overview
14.3.12.2 Product Portfolio
14.3.12.3 Financials
14.3.12.4 SWOT Analysis
For more information about this report visit https://www.researchandmarkets.com/r/qb8233
Media Contact:
Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call +1-917-300-0470
For U.S./CAN Toll Free Call +1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Logo: https://mma.prnewswire.com/media/539438/Research_and_Markets_Logo.jpg
View original content:https://www.prnewswire.com/news-releases/the-worldwide-online-entertainment-industry-is-expected-to-reach-1-049-billion-by-2027--301727961.html
SOURCE Research and Markets
|
|
|
|
|
 |
Energy Toolbase Launches Energy Storage Partnership with Sungrow to Support PowerStack 255CS and PowerTitan 2.0 | Jan 22, 2026
|
 |
Einride and IonQ Partnership Uses Quantum Computing to Optimize the Logistics of Electric and Autonomous Freight | Jan 22, 2026
|
 |
RS now offers Phoenix Contact's pioneering new NearFi technology | Jan 22, 2026
|
 |
SCAILIUM Debuts "AI Production Layer" to Overcome GPU Starvation and Slash AI Energy Waste | Jan 22, 2026
|
 |
MetaOptics to Showcase Five Breakthrough Metalens-Powered Products at CES 2026 | Jan 22, 2026
|
 |
No Assembly Required: Barrett Distribution Centers Powers Maxwood Furniture's West Coast DTC Expansion | Jan 22, 2026
|
 |
Quantum Art Raises $100 Million in Series A Round to Drive Scalable, Multi-Core Quantum Computing | Jan 22, 2026
|
 |
TESSAN to Redefine Global Mobility at CES 2026 with '100 Travelers' Initiative and Flagship Voyager 205 | Jan 22, 2026
|
 |
Hesai Recognized as the Only Lidar Company on Morgan Stanley's "Humanoid Tech 25" of Global Robotics Leaders | Jan 22, 2026
|
 |
1inch Named Exclusive Swap Provider at Launch for Ledger Multisig | Jan 22, 2026
|
|
|