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

  • Latin America, Middle East & Africa Sports Eyewear Market Databank

    ... 4.59% from 2021 to 2029. Outdoor Sporting & Traveling segment is expected to be the highest contributor to this market, with $3,155.6 Million in 2020, and is anticipated to reach $4,737.9 Million by 2029, registering ... Read More

  • Leading Sports Protective Equipment Country Markets Databank

    ... 2021 to 2029. North America is expected to be the highest contributor to this market, with $3,672.1 Million in 2020, and is anticipated to reach $11,098.2 Million by 2029, registering a CAGR of 13.12%. Asia-Pacific ... Read More

  • Europe Squash Rackets Market Databank

    ... 2021 to 2029. Carbon Fiber segment is expected to be the highest contributor to this market, with $136.8 Million in 2020, and is anticipated to reach $279.1 Million by 2029, registering a CAGR of 8.29%. Read More

  • Asia-Pacific Metaverse Market Databank

    ... is expected to be the highest contributor to this market, with $16,160.4 Million in 2020, and is anticipated to reach $22,435.0 Million by 2029, registering a CAGR of 3.75%. Hardware and Software segments collectively expected ... Read More

  • Europe Sports Eyewear Market Databank

    ... Outdoor Sporting & Traveling segment is expected to be the highest contributor to this market, with $3,155.6 Million in 2020, and is anticipated to reach $4,737.9 Million by 2029, registering a CAGR of 4.67%. Ski ... Read More

  • Global Sports Protective Equipment Market Databank

    ... to 2029. Head & Headgear segment is expected to be the highest contributor to this market, with $2,998.8 Million in 2020, and is anticipated to reach $9,355.2 Million by 2029, registering a CAGR of 13.52%. ... Read More

  • North America Sports Analytics Market - Industry Trends and Forecast to 2029

    ... market report contains data for historic year 2020, the base year of calculation is 2021 and the forecast period is 2022 to 2029 Market Segmentation North America Sports Analytics Market By Component (Software/Platform, and Services), ... Read More

  • Augmented Reality (AR) in Sport - Thematic Research

    ... and innovative AR use cases are regularly being announced, which will pave the way for widespread AR adoption in the industry, as evidenced by Manchester City Football Club announcing plans to create a virtual stadium ... Read More

  • North America Metaverse Market Databank

    ... segment is expected to be the highest contributor to this market, with $16,160.4 Million in 2020, and is anticipated to reach $22,435.0 Million by 2029, registering a CAGR of 3.75%. Hardware and Software segments collectively ... Read More

  • Leading Metaverse Country Markets Databank

    ... America is expected to be the highest contributor to this market, with $14,108.6 Million in 2020, and is anticipated to reach $18,614.5 Million by 2029, registering a CAGR of 3.16%. Asia-Pacific is anticipated to reach ... Read More

  • Latin America, Middle East & Africa Metaverse Market Databank

    ... 2021 to 2029. Hardware segment is expected to be the highest contributor to this market, with $16,160.4 Million in 2020, and is anticipated to reach $22,435.0 Million by 2029, registering a CAGR of 3.75%. Hardware ... Read More

  • Global Robotics Market in the Entertainment Industry 2022-2026

    ... a CAGR of 15.21% during the forecast period. Our report on the robotics market in the entertainment industry market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as ... Read More

  • 2022 Global Digital Audio Workstation Industry (2028 Outlook)

    ... Market Outlook reports provide market size data for a three-year historical trend (2016-2019), a three-year forecast estimate trends (2020-2023), and a five-year outlook projection (2023-2028) for 46 countries. Market and product shipments include the total ... Read More

  • Asia-Pacific Squash Rackets Market Databank

    ... 2021 to 2029. Carbon Fiber segment is expected to be the highest contributor to this market, with $136.8 Million in 2020, and is anticipated to reach $279.1 Million by 2029, registering a CAGR of 8.29%. Read More

  • Gambling: United States

    ... US dollars to 2022 and 2026. Total spending in nominal and real terms is segmented in terms of: casino, lottery, pari-mutuel. Total revenues are segmented by establishment type as follows: casino hotels; standalone casinos; racetracks; ... Read More

  • AFCON - Post Event Analysis

    ... squads who suffered significant outbreaks. In addition, many fans were put off by the strict protocols required to attend games, which included a vaccine certificate and a negative PCR test. While official attendances figures for ... Read More

  • Sports Market Place, 2022

    ... offered direct access to the Who, What, When & Where of the Sports Industry. With over 20,000 updates and enhancements, Sports Market Place is the most detailed, comprehensive and current sports business reference source available. Read More

  • Argentina Sports Broadcasting Media (Television and Telecommunications) Landscape

    ... detailed forecasts of key indicators up to 2026. The report analyses the television, SVOD, mobile handset and residential fixed-line broadband sectors, as well as a review of major sports media rights. Key Highlights Total pay-TV ... Read More

  • Worldwide Mobile In-App and In-Game Advertising Forecast, 2022–2026

    ... format. Mobile advertising revenue is additionally broken out by major type, format, and mobile operating system at a global level. Direct mobile game spending and the share of in-game ad revenue that is paid out ... Read More

  • Europe, Middle East and Africa (EMEA) Esports Business - Property Profile, Sponsorship and Media Landscape

    ... North America and Asia-Pacific. Smaller global markets such as the Middle East have experienced a strong growth in Esports popularity in recent times as mobile gaming broadens the global reach, as more people have affordable ... Read More

  • Cultural & Recreation Goods Retailing in Europe - Industry Market Research Report

    ... by the industry included books, newspapers, music and video recordings, video games, sporting equipment, games and toys. This report covers the scope, size, disposition and growth of the industry including the key sensitivities and success ... Read More

  • The Australian Open - Post Event Analysis

    ... Novak Djokovic's eligibility to play after he refused the COVID-19 vaccine. While he was initially granted an exemption, this decision was eventually overturned after he was detained for several days, and he was eventually deported. ... Read More

  • Russia Ukraine War Impact on Sports Market - Analyzing Impact on Sponsorships, Events and Media Landscape

    ... 2022, following Russian military action in Ukraine, the sporting world was quick to condemn Russia and looked to isolate the country in line with international sanctions. While the sluggish response from sports governing bodies was ... Read More

  • Global Inflatable Outdoor Leisure Products Market: Analysis By Type (Above Ground Pools, Portable Spas, Camping and Recreation Products), By Region (NA, Europe, Asia and China) Size & Trends with Impact of Covid-19 and Forecast up to 2025

    ... to 2025 Scope of the Report The report provides analysis of the outdoor inflatable leisure products market, with detailed analysis of market size by value and segments. The report also includes the analysis of the ... Read More

  • Sports Analytics Market-Forecast till 2027

    ... the examination of sports information, including parts of sports like player execution, business tasks, and enlistment. The information offers a benefit to the two people and groups taking part in a contest and sports undertakings. ... Read More

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