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市場調査レポート
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1451676

オンラインエンターテインメント市場レポート:形態、収益モデル、デバイス、地域別、2024-2032

Online Entertainment Market Report by Form, Revenue Model, Device, and Region 2024-2032

出版日: | 発行: IMARC | ページ情報: 英文 142 Pages | 納期: 2~3営業日

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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=156.65円
オンラインエンターテインメント市場レポート:形態、収益モデル、デバイス、地域別、2024-2032
出版日: 2024年03月02日
発行: IMARC
ページ情報: 英文 142 Pages
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規模は、2023年に4,426億米ドルに達しました。今後、IMARC Groupは、2024年から2032年にかけて17.96%の成長率(CAGR)を示し、2032年までに2兆413億米ドルに達すると予測しています。

オンラインエンターテインメントの概念とは、音楽、映画、ウェブ番組など、インターネット経由で素材にアクセスすることを指します。現在、オンラインで利用可能なエンターテインメント・サービスが増え、ユーザーはより多くのコンテンツを選択できるようになっています。最も一般的なオンラインエンターテインメントには、ビデオ・ストリーミング、音楽ストリーミング、ビデオ・チャット・コミュニケーション、マルチプレイヤー・ゲームなどがあります。これに加えて、ソーシャル・ネットワーキング・サービス、グラフ管理、フォーラム、ジオロケーション・レビュー、レーティングなどのエンターテインメント・インタラクティブ機能やコンテンツもこの形態のエンターテインメントに含まれます。その結果、ユーザーは簡単にアクセスできる幅広い素材から選ぶことができ、そのほとんどが無料や低価格となっています。インターネット上のエンターテインメントは、オンデマンド・コンテンツやOTTプラットフォームの絶大な人気により、大きな牽引力となっています。

オンラインエンターテインメント市場の動向:

この市場を大きく牽引しているのは、スマート・デバイスの絶え間ない技術的進歩であり、これによってユーザーはより充実した映像体験や視聴体験を得ることができます。これは、大衆へのスマートフォンの普及が大幅に進んだことに起因しています。これに加えて、スマートTV、ノートPC、デスクトップPC、スマートプロジェクターなど、インターネット対応スマートデバイスの普及が、オンラインエンターテインメント・コンテンツの需要増につながり、市場を活性化させています。さらに、手頃な価格でインターネット・サービスを簡単に利用できるようになったこと、データ通信料が増加していることも、市場成長に拍車をかけています。さらに、メディア・エンターテインメント分野の急速なデジタル化も市場を後押ししています。これとは別に、OTTプラットフォーム加入の人気上昇とOTTアプリケーションのダウンロード数の増加が、市場の前向きな見通しを生み出しています。その他の市場寄与要因としては、タッチスクリーンディスプレイの大型化、デジタル広告への支出拡大、高速5Gインターネットの出現、可処分所得水準の上昇、主要企業による広範な研究開発活動などが挙げられます。

本レポートで扱う主な質問

  • 2023年のオンラインエンターテインメントの世界市場規模は?
  • 2024~2032年の世界のオンラインエンターテインメント市場の予想成長率は?
  • 世界のオンラインエンターテインメント市場を牽引する主要因は何か?
  • COVID-19が世界のオンラインエンターテインメント市場に与えた影響は?
  • オンラインエンターテインメントの世界市場の形態別区分は?
  • 収益モデル別オンラインエンターテインメントの世界市場内訳は?
  • デバイス別オンラインエンターテインメントの世界市場内訳は?
  • オンラインエンターテインメントの世界市場における主要地域は?
  • オンラインエンターテインメントの世界市場における主要プレイヤー/企業は?

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査目的
  • 利害関係者
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要産業動向

第5章 オンラインエンターテインメントの世界市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場予測

第6章 市場内訳:形態別

  • ビデオ
    • 市場動向
    • 市場予測
  • オーディオ
    • 市場動向
    • 市場予測
  • ゲーム
    • 市場動向
    • 市場予測
  • インターネットラジオ
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第7章 市場内訳:収益モデル別

  • サブスクリプション
    • 市場動向
    • 市場予測
  • 広告
    • 市場動向
    • 市場予測
  • スポンサーシップ
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第8章 市場内訳:デバイス別

  • スマートフォン
    • 市場動向
    • 市場予測
  • スマートテレビ、プロジェクター、モニター
    • 市場動向
    • 市場予測
  • ラップトップ、デスクトップ、タブレット
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場展望

第9章 市場内訳:地域別

  • 北米
    • 米国
      • 市場動向
      • 市場予測
    • カナダ
      • 市場動向
      • 市場予測
  • アジア太平洋
    • 中国
      • 市場動向
      • 市場予測
    • 日本
      • 市場動向
      • 市場予測
    • インド
      • 市場動向
      • 市場予測
    • 韓国
      • 市場動向
      • 市場予測
    • オーストラリア
      • 市場動向
      • 市場予測
    • インドネシア
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • 欧州
    • ドイツ
      • 市場動向
      • 市場予測
    • フランス
      • 市場動向
      • 市場予測
    • 英国
      • 市場動向
      • 市場予測
    • イタリア
      • 市場動向
      • 市場予測
    • スペイン
      • 市場動向
      • 市場予測
    • ロシア
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • ラテンアメリカ
    • ブラジル
      • 市場動向
      • 市場予測
    • メキシコ
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • 中東・アフリカ地域
    • 市場動向
    • 市場内訳:国別
    • 市場予測

第10章 SWOT分析

  • 概要
  • 強み
  • 弱み
  • 機会
  • 脅威

第11章 バリューチェーン分析

第12章 ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の程度
  • 新規参入業者の脅威
  • 代替品の脅威

第13章 価格分析

第14章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Amazon Web Services Inc.(Amazon.com Inc.)
    • Charter Communications Inc.
    • Comcast Corporation
    • Google LLC(Alphabet Inc.)
    • King.com Limited(Activision Blizzard Inc.)
    • Meta Platforms Inc.
    • Netflix Inc.
    • Rakuten Group Inc.
    • Sony Pictures Networks India Pvt. Ltd.(Sony Corporation)
    • Spotify AB
    • The Walt Disney Company
    • Ubisoft Entertainment SA
図表

List of Figures

  • Figure 1: Global: Online Entertainment Market: Major Drivers and Challenges
  • Figure 2: Global: Online Entertainment Market: Sales Value (in Billion US$), 2018-2023
  • Figure 3: Global: Online Entertainment Market Forecast: Sales Value (in Billion US$), 2024-2032
  • Figure 4: Global: Online Entertainment Market: Breakup by Form (in %), 2023
  • Figure 5: Global: Online Entertainment Market: Breakup by Revenue Model (in %), 2023
  • Figure 6: Global: Online Entertainment Market: Breakup by Device (in %), 2023
  • Figure 7: Global: Online Entertainment Market: Breakup by Region (in %), 2023
  • Figure 8: Global: Online Entertainment (Video) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 9: Global: Online Entertainment (Video) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 10: Global: Online Entertainment (Audio) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 11: Global: Online Entertainment (Audio) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 12: Global: Online Entertainment (Games) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 13: Global: Online Entertainment (Games) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 14: Global: Online Entertainment (Internet Radio) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 15: Global: Online Entertainment (Internet Radio) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 16: Global: Online Entertainment (Other Forms) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 17: Global: Online Entertainment (Other Forms) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 18: Global: Online Entertainment (Subscription) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 19: Global: Online Entertainment (Subscription) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 20: Global: Online Entertainment (Advertisement) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 21: Global: Online Entertainment (Advertisement) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 22: Global: Online Entertainment (Sponsorship) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 23: Global: Online Entertainment (Sponsorship) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 24: Global: Online Entertainment (Other Revenues) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 25: Global: Online Entertainment (Other Revenues) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 26: Global: Online Entertainment (Smartphones) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 27: Global: Online Entertainment (Smartphones) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 28: Global: Online Entertainment (Smart Tvs, Projectors and Monitors) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 29: Global: Online Entertainment (Smart Tvs, Projectors and Monitors) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 30: Global: Online Entertainment (Laptop, Desktop and Tablets) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 31: Global: Online Entertainment (Laptop, Desktop and Tablets) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 32: Global: Online Entertainment (Other Devices) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 33: Global: Online Entertainment (Other Devices) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 34: North America: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 35: North America: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 36: United States: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 37: United States: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 38: Canada: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 39: Canada: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 40: Asia-Pacific: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 41: Asia-Pacific: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 42: China: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 43: China: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 44: Japan: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 45: Japan: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 46: India: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 47: India: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 48: South Korea: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 49: South Korea: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 50: Australia: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 51: Australia: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 52: Indonesia: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 53: Indonesia: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 54: Others: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 55: Others: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 56: Europe: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 57: Europe: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 58: Germany: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 59: Germany: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 60: France: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 61: France: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 62: United Kingdom: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 63: United Kingdom: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 64: Italy: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 65: Italy: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 66: Spain: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 67: Spain: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 68: Russia: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 69: Russia: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 70: Others: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 71: Others: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 72: Latin America: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 73: Latin America: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 74: Brazil: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 75: Brazil: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 76: Mexico: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 77: Mexico: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 78: Others: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 79: Others: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 80: Middle East and Africa: Online Entertainment Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 81: Middle East and Africa: Online Entertainment Market: Breakup by Country (in %), 2023
  • Figure 82: Middle East and Africa: Online Entertainment Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 83: Global: Online Entertainment Industry: SWOT Analysis
  • Figure 84: Global: Online Entertainment Industry: Value Chain Analysis
  • Figure 85: Global: Online Entertainment Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Online Entertainment Market: Key Industry Highlights, 2023 and 2032
  • Table 2: Global: Online Entertainment Market Forecast: Breakup by Form (in Million US$), 2024-2032
  • Table 3: Global: Online Entertainment Market Forecast: Breakup by Revenue Model (in Million US$), 2024-2032
  • Table 4: Global: Online Entertainment Market Forecast: Breakup by Device (in Million US$), 2024-2032
  • Table 5: Global: Online Entertainment Market Forecast: Breakup by Region (in Million US$), 2024-2032
  • Table 6: Global: Online Entertainment Market: Competitive Structure
  • Table 7: Global: Online Entertainment Market: Key Players
目次
Product Code: SR112024A6388

The global online entertainment market size reached US$ 442.6 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 2,041.3 Billion by 2032, exhibiting a growth rate (CAGR) of 17.96% during 2024-2032.

The concept of online entertainment refers to accessing material over the internet, such as music, movies, and web shows. There are currently more entertainment services available online, which provides users with a greater selection of content. The most common online entertainment sources include video streaming, music streaming, video chat communication, and multi-player gaming. In addition to this, this form of entertainment also involves entertainment interactive functions and content, such as social networking services, graph management, forums, geolocation reviews, and ratings. As a result, users can choose from a wide range of easily accessible material, which is mostly free and low-priced. Entertainment over the internet has gained significant traction due to the immense popularity of on-demand content and OTT platforms.

Online Entertainment Market Trends:

The market is majorly driven by the continual technological advancements in smart devices providing enhanced visual and listening experiences to the users. This can be attributed to a considerable increase in the penetration of smartphones among the masses. In addition to this, the widespread adoption of internet-enabled smart devices, including smart TVs, laptops, desktops, and smart projectors, have led to an increased demand for online entertainment content, thus fueling the market. Moreover, the easy availability of internet service at affordable prices, along with the growing data tariffs, are providing an impetus to the market growth. The market is further propelled by the rapid digitization in the media and entertainment sector. Apart from this, the rising popularity of OTT platform subscriptions and the escalating number of OTT application downloads are creating a positive market outlook. Some of the other factors contributing to the market include the increasing size of touchscreen displays, the expanding expenditure on digital advertisements, the emergence of high-speed 5G internet, inflating disposable income levels and extensive research and development (R&D) activities conducted by the key players.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global online entertainment market report, along with forecasts at the global, regional and country level from 2024-2032. Our report has categorized the market based on form, revenue model and device.

Breakup by Form:

Video

Audio

Games

Internet Radio

Others

Breakup by Revenue Model:

Subscription

Advertisement

Sponsorship

Others

Breakup by Device:

Smartphones

Smart Tvs, Projectors and Monitors

Laptop, Desktop and Tablets

Others

Breakup by Region:

North America

United States

Canada

Asia-Pacific

China

Japan

India

South Korea

Australia

Indonesia

Others

Europe

Germany

France

United Kingdom

Italy

Spain

Russia

Others

Latin America

Brazil

Mexico

Others

Middle East and Africa

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company and Ubisoft Entertainment SA.

Key Questions Answered in This Report

  • 1. What was the size of the global online entertainment market in 2023?
  • 2. What is the expected growth rate of the global online entertainment market during 2024-2032?
  • 3. What are the key factors driving the global online entertainment market?
  • 4. What has been the impact of COVID-19 on the global online entertainment market?
  • 5. What is the breakup of the global online entertainment market based on the form?
  • 6. What is the breakup of the global online entertainment market based on the revenue model?
  • 7. What is the breakup of the global online entertainment market based on the device?
  • 8. What are the key regions in the global online entertainment market?
  • 9. Who are the key players/companies in the global online entertainment market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Online Entertainment Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Form

  • 6.1 Video
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Audio
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Games
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Internet Radio
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast
  • 6.5 Others
    • 6.5.1 Market Trends
    • 6.5.2 Market Forecast

7 Market Breakup by Revenue Model

  • 7.1 Subscription
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Advertisement
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Sponsorship
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast
  • 7.4 Others
    • 7.4.1 Market Trends
    • 7.4.2 Market Forecast

8 Market Breakup by Device

  • 8.1 Smartphones
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Smart Tvs, Projectors and Monitors
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Laptop, Desktop and Tablets
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Others
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2 Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3 Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4 Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5 Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Amazon Web Services Inc. (Amazon.com Inc.)
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
      • 14.3.1.3 SWOT Analysis
    • 14.3.2 Charter Communications Inc.
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
      • 14.3.2.3 Financials
      • 14.3.2.4 SWOT Analysis
    • 14.3.3 Comcast Corporation
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4 Google LLC (Alphabet Inc.)
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
      • 14.3.4.3 Financials
      • 14.3.4.4 SWOT Analysis
    • 14.3.5 King.com Limited (Activision Blizzard Inc.)
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6 Meta Platforms Inc.
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
      • 14.3.6.3 Financials
      • 14.3.6.4 SWOT Analysis
    • 14.3.7 Netflix Inc.
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
      • 14.3.7.3 Financials
      • 14.3.7.4 SWOT Analysis
    • 14.3.8 Rakuten Group Inc.
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio
      • 14.3.8.3 Financials
      • 14.3.8.4 SWOT Analysis
    • 14.3.9 Sony Pictures Networks India Pvt. Ltd. (Sony Corporation)
      • 14.3.9.1 Company Overview
      • 14.3.9.2 Product Portfolio
    • 14.3.10 Spotify AB
      • 14.3.10.1 Company Overview
      • 14.3.10.2 Product Portfolio
    • 14.3.11 The Walt Disney Company
      • 14.3.11.1 Company Overview
      • 14.3.11.2 Product Portfolio
      • 14.3.11.3 Financials
      • 14.3.11.4 SWOT Analysis
    • 14.3.12 Ubisoft Entertainment SA
      • 14.3.12.1 Company Overview
      • 14.3.12.2 Product Portfolio
      • 14.3.12.3 Financials
      • 14.3.12.4 SWOT Analysis