Online Entertainment Market 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): Gl

Online Entertainment Market 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): Global Opportunity Analysis and Industry Forecast, 2024-2035


The global online entertainment market was valued at $284.8 billion in 2023, and is projected to reach $1500.6 billion by 2035, growing at a CAGR of 15% from 2024 to 2035.

Online social media entertainment has gained major popularity, as people are getting increasingly involved in producing videos, music, and images on various social media platforms such as Instagram, Facebook, Tumblr, LinkedIn, and WhatsApp. Thus, increase in popularity of social media platforms is expected to boost the growth of the online entertainment market during the forecast period.

Surge in penetration of smartphones is the key factor that drives the growth of the online entertainment market. This is attributed to the fact that smartphones are majorly used for social media accessing, playing online games, watching movies, and listening to music. The growth of the global market is further driven by decrease in cost of internet charges and technological advancements in smartphones such as introduction of mobile phones supporting 5G network, folding smartphones, 3D-enabled mobile phones, and artificial intelligence & augmented reality-integrated phones. 3D-enabled smartphones allow recording stereoscopic images and videos.

Furthermore, smartphones have driven the adoption of emerging technologies in the online entertainment market. For instance, augmented reality (AR) and virtual reality (VR) experiences have become more common on smartphones. Artificial intelligence has revolutionized the way video games are played and developed. It generates new content and interactive stores in the games. It improves game–player experience, allowing players to perform any action in a virtual world that they could do in reality. Mobile phones that support augmented reality enhance visual experience while watching movies and playing games, which contributes toward the growth of the market.

Over-the-top media service is a streaming media service offered directly to viewers via internet. The OTT content is directly downloaded or viewed on users’ demand. Proliferation in adoption of internet enabled devices such as smart TVs, YouTube TVs, and smartphones significantly promotes the growth of the OTT media services, which, in turn, is expected to augment the growth of the online entertainment market during the forecast period. Some of the OTT media service providers operating in the market include Netflix, Inc., Hulu, LLC, Amazon.com, Inc., and Google LLC.

However, digital illiteracy and lack of digital infrastructure, such as digital communication, computing or data storage, Wi-Fi networks, applications, and software, have limited the growth of the online entertainment market. On the contrary, increase in internet user base and technological development in smart devices are anticipated to offer lucrative growth opportunity for the new entrants in the online entertainment market.

The online entertainment market is segmented into form, revenue model, device, and region. On the basis of form, the market is categorized into video, audio, games, internet radio, and others. By revenue model, it is segregated into subscription, advertisement, sponsorship, and others. Depending on device, it is divided into smartphones; smart TVs, projectors, & monitors; laptop, desktops, & tablets; and others. Region-wise, it is divided into North America, Europe, Asia-Pacific, Latin America, and MEA.

The major players operating in the online entertainment market 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., and CBS Corporation.

Key Benefits For Stakeholders

This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the online entertainment market analysis from 2023 to 2035 to identify the prevailing online entertainment market opportunities.
The market research is offered along with information related to key drivers, restraints, and opportunities.
Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
In-depth analysis of the online entertainment market segmentation assists to determine the prevailing market opportunities.
Major countries in each region are mapped according to their revenue contribution to the global market.
Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
The report includes the analysis of the regional as well as global online entertainment market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

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
Mexico
Europe
Germany
UK
France
Russia
Italy
Spain
Rest of Europe
Asia-Pacific
China
Japan
India
Australia
South Korea
Rest of Asia-Pacific
Latin America
Brazil
Argentina
Rest of Latin America
Middle East and Africa
UAE
South Africa
Saudi Arabia
Rest of Middle East And Africa
Key Market Players
AMAZON PRIME
Facebook, Inc.
Google, Inc.
KING.COM LTD
Netflix, Inc.
Rakuten, Inc.
Sony Corporation (Sony Corp.)
Spotify Technology S.A.
Tencent Holdings Ltd.
Ubisoft Entertainment SA

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CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.4. Market dynamics
3.4.1. Drivers
3.4.2. Restraints
3.4.3. Opportunities
3.5. Value Chain Analysis
CHAPTER 4: ONLINE ENTERTAINMENT MARKET, BY FORM
4.1. Overview
4.1.1. Market size and forecast
4.2. VIDEO
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. AUDIO
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
4.4. GAMES
4.4.1. Key market trends, growth factors and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market share analysis by country
4.5. INTERNET RADIO
4.5.1. Key market trends, growth factors and opportunities
4.5.2. Market size and forecast, by region
4.5.3. Market share analysis by country
4.6. OTHERS
4.6.1. Key market trends, growth factors and opportunities
4.6.2. Market size and forecast, by region
4.6.3. Market share analysis by country
CHAPTER 5: ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL
5.1. Overview
5.1.1. Market size and forecast
5.2. Subscription
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Advertisement
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Sponsorship
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
5.5. Others
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market share analysis by country
CHAPTER 6: ONLINE ENTERTAINMENT MARKET, BY DEVICE
6.1. Overview
6.1.1. Market size and forecast
6.2. Smartphones
6.2.1. Key market trends, growth factors and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market share analysis by country
6.3. Smart TVs, projectors, and monitors
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market share analysis by country
6.4. Laptop, desktops, and tablets
6.4.1. Key market trends, growth factors and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market share analysis by country
6.5. Others
6.5.1. Key market trends, growth factors and opportunities
6.5.2. Market size and forecast, by region
6.5.3. Market share analysis by country
CHAPTER 7: ONLINE ENTERTAINMENT MARKET, BY REGION
7.1. Overview
7.1.1. Market size and forecast By Region
7.2. North America
7.2.1. Key market trends, growth factors and opportunities
7.2.2. Market size and forecast, by FORM
7.2.3. Market size and forecast, by REVENUE MODEL
7.2.4. Market size and forecast, by DEVICE
7.2.5. Market size and forecast, by country
7.2.5.1. U.S.
7.2.5.1.1. Market size and forecast, by FORM
7.2.5.1.2. Market size and forecast, by REVENUE MODEL
7.2.5.1.3. Market size and forecast, by DEVICE
7.2.5.2. Canada
7.2.5.2.1. Market size and forecast, by FORM
7.2.5.2.2. Market size and forecast, by REVENUE MODEL
7.2.5.2.3. Market size and forecast, by DEVICE
7.2.5.3. Mexico
7.2.5.3.1. Market size and forecast, by FORM
7.2.5.3.2. Market size and forecast, by REVENUE MODEL
7.2.5.3.3. Market size and forecast, by DEVICE
7.3. Europe
7.3.1. Key market trends, growth factors and opportunities
7.3.2. Market size and forecast, by FORM
7.3.3. Market size and forecast, by REVENUE MODEL
7.3.4. Market size and forecast, by DEVICE
7.3.5. Market size and forecast, by country
7.3.5.1. Germany
7.3.5.1.1. Market size and forecast, by FORM
7.3.5.1.2. Market size and forecast, by REVENUE MODEL
7.3.5.1.3. Market size and forecast, by DEVICE
7.3.5.2. UK
7.3.5.2.1. Market size and forecast, by FORM
7.3.5.2.2. Market size and forecast, by REVENUE MODEL
7.3.5.2.3. Market size and forecast, by DEVICE
7.3.5.3. France
7.3.5.3.1. Market size and forecast, by FORM
7.3.5.3.2. Market size and forecast, by REVENUE MODEL
7.3.5.3.3. Market size and forecast, by DEVICE
7.3.5.4. Russia
7.3.5.4.1. Market size and forecast, by FORM
7.3.5.4.2. Market size and forecast, by REVENUE MODEL
7.3.5.4.3. Market size and forecast, by DEVICE
7.3.5.5. Italy
7.3.5.5.1. Market size and forecast, by FORM
7.3.5.5.2. Market size and forecast, by REVENUE MODEL
7.3.5.5.3. Market size and forecast, by DEVICE
7.3.5.6. Spain
7.3.5.6.1. Market size and forecast, by FORM
7.3.5.6.2. Market size and forecast, by REVENUE MODEL
7.3.5.6.3. Market size and forecast, by DEVICE
7.3.5.7. Rest of Europe
7.3.5.7.1. Market size and forecast, by FORM
7.3.5.7.2. Market size and forecast, by REVENUE MODEL
7.3.5.7.3. Market size and forecast, by DEVICE
7.4. Asia-Pacific
7.4.1. Key market trends, growth factors and opportunities
7.4.2. Market size and forecast, by FORM
7.4.3. Market size and forecast, by REVENUE MODEL
7.4.4. Market size and forecast, by DEVICE
7.4.5. Market size and forecast, by country
7.4.5.1. China
7.4.5.1.1. Market size and forecast, by FORM
7.4.5.1.2. Market size and forecast, by REVENUE MODEL
7.4.5.1.3. Market size and forecast, by DEVICE
7.4.5.2. Japan
7.4.5.2.1. Market size and forecast, by FORM
7.4.5.2.2. Market size and forecast, by REVENUE MODEL
7.4.5.2.3. Market size and forecast, by DEVICE
7.4.5.3. India
7.4.5.3.1. Market size and forecast, by FORM
7.4.5.3.2. Market size and forecast, by REVENUE MODEL
7.4.5.3.3. Market size and forecast, by DEVICE
7.4.5.4. Australia
7.4.5.4.1. Market size and forecast, by FORM
7.4.5.4.2. Market size and forecast, by REVENUE MODEL
7.4.5.4.3. Market size and forecast, by DEVICE
7.4.5.5. South Korea
7.4.5.5.1. Market size and forecast, by FORM
7.4.5.5.2. Market size and forecast, by REVENUE MODEL
7.4.5.5.3. Market size and forecast, by DEVICE
7.4.5.6. Rest of Asia-Pacific
7.4.5.6.1. Market size and forecast, by FORM
7.4.5.6.2. Market size and forecast, by REVENUE MODEL
7.4.5.6.3. Market size and forecast, by DEVICE
7.5. Latin America
7.5.1. Key market trends, growth factors and opportunities
7.5.2. Market size and forecast, by FORM
7.5.3. Market size and forecast, by REVENUE MODEL
7.5.4. Market size and forecast, by DEVICE
7.5.5. Market size and forecast, by country
7.5.5.1. Brazil
7.5.5.1.1. Market size and forecast, by FORM
7.5.5.1.2. Market size and forecast, by REVENUE MODEL
7.5.5.1.3. Market size and forecast, by DEVICE
7.5.5.2. Argentina
7.5.5.2.1. Market size and forecast, by FORM
7.5.5.2.2. Market size and forecast, by REVENUE MODEL
7.5.5.2.3. Market size and forecast, by DEVICE
7.5.5.3. Rest of Latin America
7.5.5.3.1. Market size and forecast, by FORM
7.5.5.3.2. Market size and forecast, by REVENUE MODEL
7.5.5.3.3. Market size and forecast, by DEVICE
7.6. Middle East and Africa
7.6.1. Key market trends, growth factors and opportunities
7.6.2. Market size and forecast, by FORM
7.6.3. Market size and forecast, by REVENUE MODEL
7.6.4. Market size and forecast, by DEVICE
7.6.5. Market size and forecast, by country
7.6.5.1. UAE
7.6.5.1.1. Market size and forecast, by FORM
7.6.5.1.2. Market size and forecast, by REVENUE MODEL
7.6.5.1.3. Market size and forecast, by DEVICE
7.6.5.2. South Africa
7.6.5.2.1. Market size and forecast, by FORM
7.6.5.2.2. Market size and forecast, by REVENUE MODEL
7.6.5.2.3. Market size and forecast, by DEVICE
7.6.5.3. Saudi Arabia
7.6.5.3.1. Market size and forecast, by FORM
7.6.5.3.2. Market size and forecast, by REVENUE MODEL
7.6.5.3.3. Market size and forecast, by DEVICE
7.6.5.4. Rest of Middle East And Africa
7.6.5.4.1. Market size and forecast, by FORM
7.6.5.4.2. Market size and forecast, by REVENUE MODEL
7.6.5.4.3. Market size and forecast, by DEVICE
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product mapping of top 10 player
8.4. Competitive dashboard
8.5. Competitive heatmap
8.6. Top player positioning, 2023
CHAPTER 9: COMPANY PROFILES
9.1. AMAZON PRIME
9.1.1. Company overview
9.1.2. Key executives
9.1.3. Company snapshot
9.1.4. Operating business segments
9.1.5. Product portfolio
9.1.6. Business performance
9.1.7. Key strategic moves and developments
9.2. Facebook, Inc.
9.2.1. Company overview
9.2.2. Key executives
9.2.3. Company snapshot
9.2.4. Operating business segments
9.2.5. Product portfolio
9.2.6. Business performance
9.2.7. Key strategic moves and developments
9.3. Google, Inc.
9.3.1. Company overview
9.3.2. Key executives
9.3.3. Company snapshot
9.3.4. Operating business segments
9.3.5. Product portfolio
9.3.6. Business performance
9.3.7. Key strategic moves and developments
9.4. KING.COM LTD
9.4.1. Company overview
9.4.2. Key executives
9.4.3. Company snapshot
9.4.4. Operating business segments
9.4.5. Product portfolio
9.4.6. Business performance
9.4.7. Key strategic moves and developments
9.5. Netflix, Inc.
9.5.1. Company overview
9.5.2. Key executives
9.5.3. Company snapshot
9.5.4. Operating business segments
9.5.5. Product portfolio
9.5.6. Business performance
9.5.7. Key strategic moves and developments
9.6. Rakuten, Inc.
9.6.1. Company overview
9.6.2. Key executives
9.6.3. Company snapshot
9.6.4. Operating business segments
9.6.5. Product portfolio
9.6.6. Business performance
9.6.7. Key strategic moves and developments
9.7. Sony Corporation (Sony Corp.)
9.7.1. Company overview
9.7.2. Key executives
9.7.3. Company snapshot
9.7.4. Operating business segments
9.7.5. Product portfolio
9.7.6. Business performance
9.7.7. Key strategic moves and developments
9.8. Spotify Technology S.A.
9.8.1. Company overview
9.8.2. Key executives
9.8.3. Company snapshot
9.8.4. Operating business segments
9.8.5. Product portfolio
9.8.6. Business performance
9.8.7. Key strategic moves and developments
9.9. Tencent Holdings Ltd.
9.9.1. Company overview
9.9.2. Key executives
9.9.3. Company snapshot
9.9.4. Operating business segments
9.9.5. Product portfolio
9.9.6. Business performance
9.9.7. Key strategic moves and developments
9.10. Ubisoft Entertainment SA
9.10.1. Company overview
9.10.2. Key executives
9.10.3. Company snapshot
9.10.4. Operating business segments
9.10.5. Product portfolio
9.10.6. Business performance
9.10.7. Key strategic moves and developments

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