Entertainment Market Research Reports & Industry Analysis

The entertainment industry is made up of many companies that produce and moderate the forms of entertainment that are manufactured and distributed to the masses. The entertainment industry is formed by a variety of sub-groups that create and uphold the groundwork for the entertainment industry at large. These entertainment sub-industries are responsible for providing the general public with a variety of entertainment possibilities including live entertainment, musical entertainment, exhibition entertainment, mass media entertainment, and electronic entertainment. Live entertainment is comprised of the circus, comedy performances, sporting events, the performing arts, musical theater performances, and concerts. Examples of musical entertainment include orchestras and concert hall performances, as well as the composers, vocal artists, and musicians. Exhibition entertainment includes amusement parks, trade shows, and/or fairs. Mass media is made up of film, the internet, and broadcasting, amongst others. Electronic entertainment is mainly composed of video games.

The entertainment industry is constantly evolving with new innovations and ideas for the market. E-books are becoming increasingly common and make up a good portion of present book sales. Web-based entertainment is becoming popular as well, and as the general public is able to watch television shows and movies online. Radio and digital downloads are readily available online as well. Cellular devices have become a media device in the entertainment industry as well, and televisions are being created and sold with high definition and three-dimensional capabilities.

As there are so many differing forms of entertainment, the competition within this industry is steep. Companies and sub-industries are constantly in competition with each other for viewership, subscriptions, and sales. Consumers are demanding more of entertainment and entertainment products.

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Entertainment Industry Research & Market Reports

  • Italy Esports Market Overview, 2028

    ... ages of 16 and 65. Furthermore, in a European comparison, the Italian esports audience has one of the highest shares of regular users (just after Spain and Poland), with around 27% of consumers enjoying esports ... Read More

  • South Korea Esports Market Overview, 2028

    ... with the most popular being first-person shooters, real-time strategy (RTS), fighting, multiplayer online battle arena (MOBA), and others. According to our research, South Korea stands as a video gaming powerhouse, having hosted many of the ... Read More

  • Middle East and Africa Sex Toys Market Forecast to 2028 - COVID-19 Impact and Regional Analysis By Material (Metal, Silicone, Plastic, Glass, and Others); Gender (Male, and Female); Distribution Channel (E-Commerce, Specialty Stores, and Others)

    ... The Middle East & Africa sex toys market is expected to grow from US$ 1,097.89 million in 2021 to US$ 1,618.02 million by 2028. It is estimated to record a CAGR of 5.7% from 2021 ... Read More

  • South and Central America Sex Toys Market Forecast to 2028 - COVID-19 Impact and Regional Analysis By Material (Metal, Silicone, Plastic, Glass, and Others); Gender (Male, and Female); Distribution Channel (E-Commerce, Specialty Stores, and Others)

    ... The South & Central America sex toys market is expected to grow from US$ 1,446.57 million in 2021 to US$ 2,275.31 million by 2028. It is estimated to record a CAGR of 6.7% from 2021 ... Read More

  • Global Cinema Xenon Lamps Market Growth 2023-2029

    ... comprehensive analysis by region and market sector of projected Cinema Xenon Lamps sales for 2023 through 2029. With Cinema Xenon Lamps sales broken down by region, market sector and sub-sector, this report provides a detailed ... Read More

  • Global Musician Apps Market Growth (Status and Outlook) 2023-2029

    ... comprehensive analysis by region and market sector of projected Musician Apps sales for 2023 through 2029. With Musician Apps sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in ... Read More

  • Global Webcomics Market Growth (Status and Outlook) 2023-2029

    ... originated in Korea and have since spread to other Asian and Western countries. LPI (LP Information)' newest research report, the “Webcomics Industry Forecast” looks at past sales and reviews total world Webcomics sales in 2022, ... Read More

  • India Esports Market Overview, 2028

    ... India Esports market. Furthermore, the shifting consumer preference for online and mobile gaming tournament participation as a recreational activity is propelling market growth. Esports organisers provide lucrative opportunities to game developers, gamers, and influencers, such ... Read More

  • North America Sex Toys Market Forecast to 2028 - COVID-19 Impact and Regional Analysis By Material (Metal, Silicone, Plastic, Glass, and Others), Gender (Male and Female), Distribution (E-commerce, Specialty Stores, and Others), and Country

    ... North America sex toys market is expected to grow from US$ 13,944.15 million in 2021 to US$ 23,694.65 million by 2028. It is estimated to record a CAGR of 7.9% from 2021 to 2028. Increasing ... Read More

  • Global Internet Comics Market Growth (Status and Outlook) 2023-2029

    ... first originated in Korea and have since spread to other Asian and Western countries. LPI (LP Information)' newest research report, the “Internet Comics Industry Forecast” looks at past sales and reviews total world Internet Comics ... Read More

  • Global Cinema and Large Venue Projectors Market Growth 2023-2029

    ... Projectors sales in 2022, providing a comprehensive analysis by region and market sector of projected Cinema and Large Venue Projectors sales for 2023 through 2029. With Cinema and Large Venue Projectors sales broken down by ... Read More

  • Global Xenon Lamps for Digital Cinema Projectors Market Growth 2023-2029

    ... for Digital Cinema Projectors sales in 2022, providing a comprehensive analysis by region and market sector of projected Xenon Lamps for Digital Cinema Projectors sales for 2023 through 2029. With Xenon Lamps for Digital Cinema ... Read More

  • Canada Esports Market Overview, 2028

    ... sports organisations and celebrities. It’s no surprise, as the stakes are high. Consider this: at the most recent in-person Fortnite World Cup, a 16-year-old won USD $3 million in prize money. Or that the winning ... Read More

  • Argentina Esports Market Overview, 2028

    ... online battle arena (MOBA), and others. There have been 1,046 Argentine esports players that have been awarded a total of $7,116,655.27 USD in prize money across 1,533 tournaments. Fortnite was the highest-paying game, with $2,071,577.03 ... Read More

  • Russia Esports Market Overview, 2028

    ... are roughly 60% men and 40% women, with an average income of 45,000 rubbles per capita. Analysts note a significant increase in the percentage of fans by the end of 2022: one-quarter of the fans ... Read More

  • United Arab Emirates (UAE) Esports Market Overview, 2028

    ... diverse region. The average gamer in the country is expected to spend around USD 115 per year on gaming. In the online population, 70% of women and 74% of men play mobile games, 49% of ... Read More

  • United States (USA) Esports Market Overview, 2028

    ... of sports competition, with the formation of leagues and organizations such as the National Association of Collegiate Esports (NACE) and the National Basketball Association's NBA 2K League. Major brands and companies are also investing in ... Read More

  • Saudi Arabia Esports Market Overview, 2028

    ... being first-person shooters, real-time strategy, fighting, multiplayer online battle arenas (MOBAs), and others. Riyadh and several companies have increased their investments in order to accelerate the sector's development and boost economic benefits, including job creation. ... Read More

  • Germany Esports Market Overview, 2028

    ... percent play computer and video games competitively on a daily or weekly basis. These impressive numbers were announced by the German Games Industry Association in summer 2021, based on the data of a representative survey ... Read More

  • Brazil Esports Market Overview, 2028

    ... and tablets, and around 15.3% of payers use iOS. More and more young players are viewing esports and gaming as an escape from poverty, resulting in a booming ecosystem that is increasingly appealing to teams ... Read More

  • Japan Esports Market Overview, 2028

    ... online battle arena (MOBA), and others. According to our research, while Japan is a leading player in video games, having created the Super Nintendo and Sony's PlayStation, the gaming trailblazer has taken its time to ... Read More

  • United Kingdom (UK) Esports Market Overview, 2028

    ... million adults in the UK say they watch esports and other competitive gaming events, and esports contribute more than £111.5 million to the UK's GDP each year. The United Kingdom has a sizable esports fan ... Read More

  • France Esports Market Overview, 2028

    ... be included in the 2024 Paris Olympics in some capacity. In recent years, the French scene has grown in popularity, particularly among League of Legends players and teams like Karmine Corp. In fact, during the ... Read More

  • Spain Esports Market Overview, 2028

    ... in the Americas or Asia. However, with esports mainstays like MAD Lions and G2 Esports hailing from Spain, every esports fan is aware of the Spanish esports scene's industry impact. EA Sports' FIFA competitions are ... Read More

  • South Africa Esports Market Overview, 2028

    ... the case in South Africa. Things will improve significantly as more young players enter the scene. The potential is already there, as evidenced by South African players' performances in CS:GO and FIFA. Things should improve ... Read More

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