Global Entertainment Market Growth (Status and Outlook) 2023-2029

Global Entertainment Market Growth (Status and Outlook) 2023-2029


Entertainment is a form of activity that holds the attention and interest of an audience, or gives pleasure and delight. It can be an idea or a task, but is more likely to be one of the activities or events that have developed over thousands of years specifically for the purpose of keeping an audience's attention

LPI (LP Information)' newest research report, the “Entertainment Industry Forecast” looks at past sales and reviews total world Entertainment sales in 2022, providing a comprehensive analysis by region and market sector of projected Entertainment sales for 2023 through 2029. With Entertainment sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Entertainment industry.

This Insight Report provides a comprehensive analysis of the global Entertainment landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Entertainment portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Entertainment market.

This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Entertainment and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Entertainment.

The global Entertainment market size is projected to grow from US$ million in 2022 to US$ million in 2029; it is expected to grow at a CAGR of % from 2023 to 2029.

United States market for Entertainment is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.

China market for Entertainment is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.

Europe market for Entertainment is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.

Global key Entertainment players cover Xaxis, Kerzner International Holdings Limited, Disney, CBS Radio, Belo Corp, Netflix Inc, Advance Publications Inc, Activision Blizzard Inc and ACME Communications Inc, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2022.

This report presents a comprehensive overview, market shares, and growth opportunities of Entertainment market by product type, application, key players and key regions and countries.

Market Segmentation:

Segmentation by type
In-door Entertainment
Out-door Entertainment

Segmentation by application
Electronic
Exhibition
Live
Mass media
Musical
Others

This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries

The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Xaxis
Kerzner International Holdings Limited
Disney
CBS Radio
Belo Corp
Netflix Inc
Advance Publications Inc
Activision Blizzard Inc
ACME Communications Inc
About Inc

Please note: The report will take approximately 2 business days to prepare and deliver.


*This is a tentative TOC and the final deliverable is subject to change.*
1 Scope of the Report
2 Executive Summary
3 Entertainment Market Size by Player
4 Entertainment by Regions
5 Americas
6 APAC
7 Europe
8 Middle East & Africa
9 Market Drivers, Challenges and Trends
10 Global Entertainment Market Forecast
11 Key Players Analysis
12 Research Findings and Conclusion

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