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世界のオンラインエンターテインメント市場規模調査:形態別、収益モデル別、デバイス別、および地域別予測(2020~2027年)

Global Online Entertainment Market Size study, by Form, by Revenue Model, by Devices and Regional Forecasts 2020-2027

出版日: | 発行: Bizwit Research & Consulting LLP | ページ情報: 英文 | 納期: 2-3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=104.83円
世界のオンラインエンターテインメント市場規模調査:形態別、収益モデル別、デバイス別、および地域別予測(2020~2027年)
出版日: 2020年07月01日
発行: Bizwit Research & Consulting LLP
ページ情報: 英文
納期: 2-3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のオンラインエンターテインメント市場は、2019年に約1,830億米ドルと評価され、予測期間の2020~2027年にわたって17.2%を超える健全な成長率で成長すると予想されています。最近のシナリオでは、ほとんどのエンターテインメントサービスがオンラインで利用可能になり、これによりユーザーはこれまで以上に多くのコンテンツにアクセスできるようになりました。オンラインエンターテインメントには、インターネットを介した音楽や映画などの素材へのアクセスが含まれます。オンラインエンターテインメントは、ビデオストリーミング、マルチプレーヤーゲーム、音楽とビデオのストリーミング、ビデオチャットコミュニケーションなど、楽しいコラボレーション機能とコンテンツを組み合わせています。オンラインエンターテインメントは、ライブストリーミング中にプログラムを視聴することも、デバイスに保存して後で楽しむこともできます。最新のインターネット対応デバイスは、オンラインエンターテインメントプラットフォームにアクセスできる必要があります。これらのデバイスには、スマートフォン、スマートTV、デスクトップ、ラップトップ、およびプロジェクターがあります。しかし、最近のCOVID-19の大流行により、各国政府が新規コロナウイルスの蔓延を防ぐためにロックダウンを課したため、オンラインエンターテインメントサービスの需要が高まっています。そのため、一時的に仕事をしていない人が多く、オンラインエンターテインメントへの関心が高まったのです。これは、予測期間中の市場の成長を活用する可能性があります。さらに、個人間でのスマートフォンとラップトップの所有と出荷増、および手頃な価格でのインターネットサービスの可用性は、予測期間中の市場のCAGRに寄与する要素です。 Statistaによると、世界中のスマートフォンの総出荷数は2017年に約16億台であり、2014年(13億台のスマートフォン出荷台数)から7.17%の増加を示しています。同様に、International Data Corporation(IDC)によると、スマートフォンサプライヤーは、2019年第4四半期に世界中で合計3億6,980万台のスマートフォンを出荷しました。これにより、世界中の市場成長が強化されると予想されます。しかし、デジタルに対する無知と限られたデジタルインフラが、2020年から2027年の予測期間中の市場の成長を抑制する主要な要因です。

当レポートでは、世界のオンラインエンターテインメント市場について調査し、市場の概要とともに、形態別、収益モデル別、デバイス別、地域別の動向、および市場に参入する企業のプロファイルなどを提供しています。

目次

第1章 エグゼクティブサマリー

第2章 世界のオンラインエンターテインメント市場の定義と範囲

第3章 世界のオンラインエンターテインメント市場力学

  • オンラインエンターテインメント市場の影響分析(2018-2027)

第4章 世界のオンラインエンターテインメント市場の業界分析

  • ポーターの5フォースモデル
  • PEST分析
  • 投資採用モデル
  • アナリストの提言と結論

第5章 形態別世界のオンラインエンターテインメント市場

  • 市場のスナップショット
  • 形態別世界のオンラインエンターテインメント市場、パフォーマンス-潜在的な分析
  • 形態別世界のオンラインエンターテインメント市場の見積と予測2017-2027年(10億米ドル)
  • オンラインエンターテインメント市場、サブセグメント分析
    • ビデオ
    • オーディオ
    • ゲーム
    • インターネットラジオ
    • その他

第6章 収益モデル別世界のオンラインエンターテインメント市場

  • 市場のスナップショット
  • 収益モデル別世界のオンラインエンターテインメント市場、パフォーマンス-潜在的な分析
  • 収益モデル別世界のオンラインエンターテインメント市場の見積と予測2017-2027年(10億米ドル)
  • オンラインエンターテインメント市場、サブセグメント分析
    • サブスク
    • 広告
    • スポンサーシップ
    • その他

第7章 デバイス別世界のオンラインエンターテインメント市場

  • 市場のスナップショット
  • デバイス別世界のオンラインエンターテインメント市場、パフォーマンス-潜在的な分析
  • デバイス別世界のオンラインエンターテインメント市場の見積と予測2017-2027年(10億米ドル)
  • オンラインエンターテインメント市場、サブセグメント分析
    • スマートフォン
    • スマートテレビ
    • プロジェクター、モニター
    • ラップトップ、デスクトップ、タブレット
    • その他

第8章 世界のオンラインエンターテインメント市場、地域分析

  • 地域市場のスナップショット
  • 北米
    • 米国
    • カナダ
  • 欧州のスナップショット
    • 英国
    • ドイツ
    • フランス
    • スペイン
    • イタリア
    • その他
  • アジア太平洋地域 のスナップショット
    • 中国
    • インド
    • 日本
    • オーストラリア
    • 韓国
    • その他
  • ラテンアメリカのスナップショット
    • ブラジル
    • メキシコ
  • その他の地域

第9章 競合情報

  • トップ市場戦略
  • 企業プロファイル
    • Amazon Web Services
    • Netflix, Inc.
    • Google LLC
    • Facebook
    • Tencent Holdings. Ltd.
    • Sony Corp.
    • King Digital Entertainment Ltd.
    • Spotify Technology S.A.
    • Rakuten Inc.
    • CBS Corporation

第10章 調査プロセス

図表

LIST OF TABLES

  • TABLE 1. Global Online Entertainment market, report scope
  • TABLE 2. Global Online Entertainment market estimates & forecasts by region 2017-2027 (USD Billion)
  • TABLE 3. Global Online Entertainment market estimates & forecasts by Form 2017-2027 (USD Billion)
  • TABLE 4. Global Online Entertainment market estimates & forecasts by Revenue Model 2017-2027 (USD Billion)
  • TABLE 5. Global Online Entertainment market estimates & forecasts by Device 2017-2027 (USD Billion)
  • TABLE 6. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 7. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 8. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 9. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 10. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 11. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 12. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 13. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 14. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 15. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 16. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 17. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 18. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 19. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 20. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 21. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 22. U.S. Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 23. U.S. Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 24. U.S. Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 25. Canada Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 26. Canada Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 27. Canada Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 28. UK Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 29. UK Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 30. UK Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 31. Germany Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 32. Germany Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 33. Germany Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 34. France Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 35. France Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 36. France Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 37. Spain Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 38. Spain Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 39. Spain Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 40. Italy Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 41. Italy Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 42. Italy Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 43. ROE Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 44. ROE Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 45. ROE Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 46. China Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 47. China Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 48. China Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 49. India Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 50. India Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 51. India Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 52. Japan Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 53. Japan Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 54. Japan Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 55. Australia Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 56. Australia Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 57. Australia Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 58. South Korea Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 59. South Korea Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 60. South Korea Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 61. ROPAC Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 62. ROPAC Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 63. ROPAC Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 64. Brazil Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 65. Brazil Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 66. Brazil Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 67. Mexico Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 68. Mexico Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 69. Mexico Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 70. ROLA Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 71. ROLA Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 72. ROLA Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 73. ROW Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 74. ROW Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 75. ROW Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 76. List of secondary Devices, used in the study of global Online Entertainment market
  • TABLE 77. List of primary Devices, used in the study of global Online Entertainment market
  • TABLE 78. Years considered for the study
  • TABLE 79. Exchange rates considered

LIST OF FIGURES

  • FIG 1. Global Online Entertainment market, research methodology
  • FIG 2. Global Online Entertainment market, market estimation techniques
  • FIG 3. Global market size estimates & forecast methods
  • FIG 4. Global Online Entertainment market, key trends 2019
  • FIG 5. Global Online Entertainment market, growth prospects 2020-2027
  • FIG 6. Global Online Entertainment market, porters 5 force Model
  • FIG 7. Global Online Entertainment market, pest analysis
  • FIG 8. Global Online Entertainment market, value chain analysis
  • FIG 9. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 10. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 11. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 12. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 13. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 14. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 15. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 16. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 17. Global Online Entertainment market, regional snapshot 2017 & 2027
  • FIG 18. North America Online Entertainment market 2017 & 2027 (USD Billion)
  • FIG 19. Europe Online Entertainment market 2017 & 2027 (USD Billion)
  • FIG 20. Asia-Pacific Online Entertainment market 2017 & 2027 (USD Billion)
  • FIG 21. Latin America Online Entertainment market 2017 & 2027 (USD Billion)
  • FIG 22. Global Online Entertainment market, company market share analysis (2019)
目次

Title:
Global Online Entertainment Market Size study, by Form (Video, Audio, Games, Internet Radio, Others), by Revenue Model (Subscription, Advertisement, Sponsorship, Others), by Devices (Smartphones, Smart TVs, Projectors, & Monitors; Laptop, Desktops, & Tablets, Others) and Regional Forecasts 2020-2027.

Global Online Entertainment Market is valued at approximately USD 183 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 17.2% over the forecast period 2020-2027. In the recent scenario, most of the entertainment services are now available online and this provides the users with access to more content than ever before. Online entertainment involves access to material such as music and films over the Internet. The online entertainment combines entertaining collaborative functionality and content such as video streaming, multi-player gaming, music and video streaming, video chat communication, and many more. Online entertainment can be either watching or listening to the program as they live streaming, as well as keep it on the device to enjoy at a later time. Any modern internet-enabled device should be able to access online entertainment platforms. These devices can be a smartphone, smart TVs, desktops, laptops, and projectors. Although, the recent outbreak of COVID-19 pandemic has been increasing the demand for online entertainment services due to several regional government has imposed lockdown to prevent the spread of novel coronavirus. Therefore, many people temporarily do not have any kind of work, which results that they are getting more engaged in online entertainment. This is likely to leverage the market growth during the forecast period. Moreover, the rising ownership and shipment of smartphones and laptops among individuals, along with the availability of internet services at affordable prices are the few factors responsible for the CAGR of the market during the forecast period. According to Statista, the total shipments of smartphones around the world were about 1.6 billion units in 2017, demonstrating an increase of 7.17% from 2014 (1.3 billion-unit smartphone shipments). Similarly, according to the International Data Corporation (IDC), the smartphone suppliers shipped a total of 369.8 million smartphone units around the world during the Q4 of 2019. This, in turn, is expected to strengthen the market growth all over the world. However, digital illiteracy and limited digital infrastructure are the major factors restraining the market growth over the forecast period of 2020-2027.

The regional analysis of the global Online Entertainment market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the high availability of advanced digital infrastructure with digital literacy, along with the presence of a significant number of internet service providers in the region. Whereas, Asia-Pacific is anticipated to exhibit the highest growth rate / CAGR over the forecast period 2020-2027. Factors such as increasing penetration of internet & smartphone and the rapid growth of digitalization in the media & entertainment industry would create lucrative growth prospects for the Online Entertainment market across the Asia-Pacific region.

Major market player included in this report are:

Amazon Web Services

Netflix, Inc.

Google LLC

Facebook

Tencent Holdings. Ltd.

Sony Corp.

King Digital Entertainment Ltd.

Spotify Technology S.A.

Rakuten Inc.

CBS Corporation

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Form:

Video

Audio

Games

Internet Radio

Others

By Revenue Model:

Subscription

Advertisement

Sponsorship

Others

By Device:

Smartphones

Smart TVs

Projectors, & Monitors

Laptop, Desktops, & Tablets

Others

By Region:

North America

U.S.

Canada

Europe

UK

Germany

France

Spain

Italy

ROE

Asia Pacific

China

India

Japan

Australia

South Korea

RoAPAC

Latin America

Brazil

Mexico

Rest of the World

Furthermore, years considered for the study are as follows:

Historical year - 2017, 2018

Base year - 2019

Forecast period - 2020 to 2027

Target Audience of the Global Online Entertainment Market in Market Study:

Key Consulting Companies & Advisors

Large, medium-sized, and small enterprises

Venture capitalists

Value-Added Resellers (VARs)

Third-party knowledge providers

Investment bankers

Investors

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)
    • 1.2.1. Online Entertainment Market, by Region, 2018-2027 (USD Billion)
    • 1.2.2. Online Entertainment Market, by Form, 2018-2027 (USD Billion)
    • 1.2.3. Online Entertainment Market, by Revenue Model, 2018-2027 (USD Billion)
    • 1.2.4. Online Entertainment Market, by Device, 2018-2027 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Online Entertainment Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Scope of the Study
    • 2.2.2. Industry Evolution
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Online Entertainment Market Dynamics

  • 3.1. Online Entertainment Market Impact Analysis (2018-2027)
    • 3.1.1. Market Drivers
    • 3.1.2. Market Challenges
    • 3.1.3. Market Opportunities

Chapter 4. Global Online Entertainment Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model (2017-2027)
  • 4.2. PEST Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
  • 4.3. Investment Adoption Model
  • 4.4. Analyst Recommendation & Conclusion

Chapter 5. Global Online Entertainment Market, by Form

  • 5.1. Market Snapshot
  • 5.2. Global Online Entertainment Market by Form, Performance - Potential Analysis
  • 5.3. Global Online Entertainment Market Estimates & Forecasts by Form 2017-2027 (USD Billion)
  • 5.4. Online Entertainment Market, Sub Segment Analysis
    • 5.4.1. Video
    • 5.4.2. Audio
    • 5.4.3. Games
    • 5.4.4. Internet Radio
    • 5.4.5. Others

Chapter 6. Global Online Entertainment Market, by Revenue Model

  • 6.1. Market Snapshot
  • 6.2. Global Online Entertainment Market by Revenue Model, Performance - Potential Analysis
  • 6.3. Global Online Entertainment Market Estimates & Forecasts by Revenue Model 2017-2027 (USD Billion)
  • 6.4. Online Entertainment Market, Sub Segment Analysis
    • 6.4.1. Subscription
    • 6.4.2. Advertisement
    • 6.4.3. Sponsorship
    • 6.4.4. Others

Chapter 7. Global Online Entertainment Market, by Device

  • 7.1. Market Snapshot
  • 7.2. Global Online Entertainment Market by Device - Potential Analysis
  • 7.3. Global Online Entertainment Market Estimates & Forecasts by Device 2017-2027 (USD Billion)
  • 7.4. Online Entertainment Market, Sub Segment Analysis
    • 7.4.1. Smartphones
    • 7.4.2. Smart TVs
    • 7.4.3. Projectors, & Monitors
    • 7.4.4. Laptop, Desktops, & Tablets
    • 7.4.5. Others

Chapter 8. Global Online Entertainment Market, Regional Analysis

  • 8.1. Online Entertainment Market, Regional Market Snapshot
  • 8.2. North America Online Entertainment Market
    • 8.2.1. U.S. Online Entertainment Market
      • 8.2.1.1. Form breakdown estimates & forecasts, 2017-2027
      • 8.2.1.2. Revenue Model breakdown estimates & forecasts, 2017-2027
      • 8.2.1.3. Device breakdown estimates & forecasts, 2017-2027
    • 8.2.2. Canada Online Entertainment Market
  • 8.3. Europe Online Entertainment Market Snapshot
    • 8.3.1. U.K. Online Entertainment Market
    • 8.3.2. Germany Online Entertainment Market
    • 8.3.3. France Online Entertainment Market
    • 8.3.4. Spain Online Entertainment Market
    • 8.3.5. Italy Online Entertainment Market
    • 8.3.6. Rest of Europe Online Entertainment Market
  • 8.4. Asia-Pacific Online Entertainment Market Snapshot
    • 8.4.1. China Online Entertainment Market
    • 8.4.2. India Online Entertainment Market
    • 8.4.3. Japan Online Entertainment Market
    • 8.4.4. Australia Online Entertainment Market
    • 8.4.5. South Korea Online Entertainment Market
    • 8.4.6. Rest of Asia Pacific Online Entertainment Market
  • 8.5. Latin America Online Entertainment Market Snapshot
    • 8.5.1. Brazil Online Entertainment Market
    • 8.5.2. Mexico Online Entertainment Market
  • 8.6. Rest of The World Online Entertainment Market

Chapter 9. Competitive Intelligence

  • 9.1. Top Market Strategies
  • 9.2. Company Profiles
    • 9.2.1. Amazon Web Services
      • 9.2.1.1. Key Information
      • 9.2.1.2. Overview
      • 9.2.1.3. Financial (Subject to Data Availability)
      • 9.2.1.4. Product Summary
      • 9.2.1.5. Recent Developments
    • 9.2.2. Netflix, Inc.
    • 9.2.3. Google LLC
    • 9.2.4. Facebook
    • 9.2.5. Tencent Holdings. Ltd.
    • 9.2.6. Sony Corp.
    • 9.2.7. King Digital Entertainment Ltd.
    • 9.2.8. Spotify Technology S.A.
    • 9.2.9. Rakuten Inc.
    • 9.2.10. CBS Corporation

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes
  • 10.3. Research Assumption
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