デフォルト表紙
市場調査レポート
商品コード
1804736

エンタテインメントコンテンツおよびグッズ市場:タイプ別、プラットフォーム別、年齢層別、ビジネスモデル別、エンドユーザー別、流通チャネル別 - 2025年~2030年の世界予測

Entertainment Content & Goods Market by Type, Platform, Age Group, Business Model, End User, Distribution Channel - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 193 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
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=149.25円
エンタテインメントコンテンツおよびグッズ市場:タイプ別、プラットフォーム別、年齢層別、ビジネスモデル別、エンドユーザー別、流通チャネル別 - 2025年~2030年の世界予測
出版日: 2025年08月28日
発行: 360iResearch
ページ情報: 英文 193 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

エンタテインメントコンテンツおよびグッズ市場は、2024年には1,577億5,000万米ドルとなり、2025年にはCAGR 6.53%で1,677億米ドルに成長し、2030年には2,306億8,000万米ドルに達すると予測されています。

主な市場の統計
基準年2024 1,577億5,000万米ドル
推定年2025 1,677億米ドル
予測年2030 2,306億8,000万米ドル
CAGR(%) 6.53%

技術革新と消費者行動の進化が融合して業界情勢が再定義される中、エンタテインメントコンテンツおよびグッズは近年パラダイム・シフトを遂げています。物理的なメディアや対面イベントを中心とする従来のモデルは、ストリーミング、ダウンロード、オンラインプラットフォームを通じてアニメ、ウェブトゥーン、映画、テレビ番組、音楽、オーディオコンテンツ、ビデオゲームなどを配信するデジタルチャンネルによって強化されています。同時に、コンサート、スポーツ・イベント、演劇、舞台芸術などのライブ・コンテンツ体験は、会場での観客とバーチャルな参加を融合させたハイブリッド・モデルを活用しています。これらのモデルが交差することで、新たなエンゲージメントの機会が生み出される一方で、制作、ライセンシング、流通、権利管理における複雑さも生じています。

さらに、ボードゲーム、カードゲーム、書籍、コミック、雑誌、CD、DVDなど、有形資産を重視するコレクターや愛好家向けに、物理的な分野も堅調に推移しています。この業界が進化を続ける中、利害関係者は、デバイスプラットフォーム、人口嗜好、ビジネスモデル、エンドユーザー、流通チャネルにまたがる多面的な環境をナビゲートしなければならないです。このエグゼクティブサマリーでは、エンタテインメントコンテンツとグッズのエコシステムにおける戦略的意思決定のためのまとまった基盤を提供するために、規制変更の影響から市場セグメンテーションの洞察や地域差に至るまで、最も重要な動向を統合しています。

この概要では、最近の貿易政策の連鎖的影響、プラットフォーム特有の消費パターンの出現、主要企業の戦略的策略に焦点を当てる。変革的なシフト、セグメンテーションのダイナミクス、地域的な要請を構造的に検討することで、消費者の期待や競合のプレッシャーに合致した実用的な情報を業界リーダーに提供することを目指します。本サマリーは、複雑なデータを戦略的洞察に落とし込むことで、世界のエンターテインメント・コンテンツ・グッズ部門における成長とイノベーションの次の段階をナビゲートする羅針盤の役割を果たします。

デジタルコンバージェンスと消費者の期待の中で、エンタテインメントのエコシステムを再構築する極めて重要な転換期を探る

過去10年間、エンタテインメントの世界は、デジタルコンバージェンスと進化する消費者の期待に後押しされ、変革的なシフトを経験してきました。ストリーミング・プラットフォームは、映画やテレビ番組だけでなく、アニメ、ウェブトゥーン、インタラクティブ・コンテンツなど、従来のメディア・カテゴリー間の境界線を曖昧にするようなものへと大きく拡大した。同時に、音楽消費はダウンロードからサブスクリプション・ベースのストリーミング・モデルに移行し、ビデオゲームはライブ・サービス・アーキテクチャを採用しました。こうした変化は、コンテンツ制作のワークフローを再定義しただけでなく、消費者への直接配信とパーソナライズされたエンゲージメントの重要性を高めています。

2025年グローバル事業における米国関税のエンタテインメントコンテンツと商品のサプライチェーンへの累積的影響の評価

2025年を通して、米国関税の累積的影響は、エンターテインメント・コンテンツと商品のサプライチェーンのあらゆるセグメントに波及しています。ボードゲーム、カードゲーム、CD、DVDなどの物理的商品は輸入コストの上昇に直面し、メーカーに調達戦略の再考と在庫計画の最適化を促しました。その結果、一部のメーカーは、輸入コスト上昇の影響を軽減するため、地域サプライヤーや多様な部品生産元へシフトし、また、ブランド・エクイティを損なうことなくコスト上昇を吸収するため、プレミアム・ポジショニングを模索しています。

セグメンテーションに関する重要な洞察を明らかにすることで、タイプ・プラットフォーム・年齢層・ビジネスモデル・エンドユーザーの次元にまたがる多様な消費者の嗜好を明らかにします

エンタテインメント市場をタイプ別にセグメント化すると、成長促進要因や運営上の留意点が明らかになります。デジタルコンテンツには、アニメ、ウェブトゥーン、映画、テレビ番組、音楽、オーディオトラック、ビデオゲームなどがあり、それぞれに合わせたコンテンツロードマップや配信戦略が求められます。音楽とオーディオでは、ダウンロードによる所有からストリーミングによる購読への移行が収益モデルを再構築し、ビデオゲームでは、先行販売とゲーム内での収益化の両方が活用されています。コンサート、スポーツ・イベント、演劇、舞台芸術などのライブ・コンテンツは、ハイブリッド・アクセスを特徴とするように進化し、直接の来場とバーチャルな参加とのバランスが取られています。ボードゲーム、カードゲーム、書籍、コミック、雑誌、CDやDVDなどの物理的メディアを含む物理的商品は、コレクターやニッチな視聴者に支持され続けており、特に手触り体験やパッケージングが知覚価値を高めています。

南北アメリカ・欧州・中東・アジア太平洋市場における消費者の関与と成長機会を促進する極めて重要な地域的洞察の発見

地域別分析により、南北アメリカ全域における多様な消費者行動パターンと戦略的必須事項が明らかになりました。北米では、デジタルの加速が従来のエンターテインメントのパラダイムを再定義し続けており、消費者は映画、テレビ番組、音楽、ゲームコンテンツの定額制ストリーミングサービスを好んで利用しています。ライブ・イベントも力強く回復しており、直接会場に足を運ぶものと、グローバルなリーチを強化するインタラクティブなバーチャル・コンテンツとが融合しています。一方、ラテンアメリカ市場では、都心部でモバイル・ストリーミングが目立つようになったとはいえ、地域に根ざしたコンテンツやコミュニティ・イベントが原動力となって、ボードゲーム、コミック、雑誌などの現物消費が活況を呈しています。

世界のエンタテインメントコンテンツ制作流通と消費者体験の未来を形作る主要企業に注目

エンタテインメントコンテンツおよびグッズ分野の主要企業を分析すると、競争優位をもたらす戦略パターンが見えてくる。大手ストリーミング・プラットフォームは、オリジナル作品に多額の投資を行っており、独自のデータ分析を活用してコンテンツの推奨度を高め、ユーザーのエンゲージメントを最大化しています。これらの企業はまた、音楽著作権の取得やインタラクティブ・ゲームとの提携を通じて垂直統合を交渉し、メディア・フォーマット間の従来の境界を曖昧にしています。並行して、ハードウェア企業はエコシステムの拡大に注力し、シームレスなコンテンツアクセスと没入型のオーディオビジュアル性能をサポートするために、コンソールやスマートTVの設計を最適化しています。

混乱を乗り切るための業界リーダーへの実行可能な戦略的提言新たな動向を活用し、競合のポジショニングを強化します

市場の変革が進む中、業界リーダーは、新たな機会を活かすために、戦略的な俊敏性とイノベーションを優先しなければならないです。企業は、コンソール、デスクトップ、モバイル機器、スマートテレビにまたがるスケーラブルなコンテンツ配信をサポートする堅牢なデジタルインフラに投資し、シームレスなクロスプラットフォーム体験を確保すべきです。さらに、地域のコンテンツクリエイターやテクノロジープロバイダーとパートナーシップを結ぶことで、ローカライゼーションの取り組みを加速させ、新たな視聴者層を開拓し、文化的共鳴とブランドロイヤリティを深めることができます。

エンタテインメントコンテンツおよびグッズの調査を支えるデータ収集分析および検証アプローチを詳述する包括的調査手法

本調査は、包括的な1次調査と2次調査のデータ収集手法を組み合わせた厳密な調査手法に支えられています。1次調査では、業界幹部、コンテンツ制作者、プラットフォーム運営者、配信パートナーとの綿密なインタビューを実施しました。これらの定性的洞察は、大規模な消費者調査、多様な層にわたるフォーカスグループ、市場動向と戦略的要請を検証するための専門家パネルによって補完されました。

結論重要な洞察をまとめ、進化するエンタテインメントコンテンツおよびグッズ分野の利害関係者にとって不可欠な行動を強調します

結論として、エンタテインメントコンテンツおよびグッズ業界は、デジタル・イノベーション、消費者の嗜好の変化、規制状況の進化によって定義される極めて重要な岐路に立たされています。この分析から得られた重要な洞察には、コンテンツの種類を超えたデジタルコンバージェンスがもたらす変革の影響、物理的なサプライチェーンに対する関税政策の運用上の影響、プラットフォーム、人口統計、ビジネスモデル、流通のニュアンスに沿ったセグメンテーション戦略の重要性などが含まれます。南北アメリカの強固なストリーミング・エコシステムから、欧州・中東・アフリカのハイブリッドな導入パターン、アジア太平洋のハイテク主導の成長まで、地域別の考察は、グローバルなスケールと文化的特殊性のバランスをとるローカライズされた戦略の必要性を裏付けています。

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場力学

  • AIを活用したパーソナライズされたコンテンツ推奨を導入し、プラットフォーム間でのユーザー維持率を向上
  • 没入型拡張現実の商品体験を統合し、消費者のエンゲージメントと売上を向上
  • 広告サポート付きの低コストオプションを備えた消費者直販型ストリーミング層への移行がサブスクリプションの成長を促進
  • 限定デジタルコレクターアイテムやファンとの交流を提供するバーチャルライブイベントやメタバースコンサートの拡大
  • モバイル向け短編動画の課題の増加が、バイラルブランドパートナーシップやユーザー生成コンテンツの動向を促進
  • コンテンツクリエイターへの公正な報酬を確保するためのブロックチェーンベースのロイヤリティ追跡システムの導入
  • IP寿命を延ばすために、クロスフランチャイズの映画の世界とトランスメディアストーリーテリングの需要が高まっている
  • 環境意識の高いファンにアピールするために、持続可能な素材を使用した環境に配慮した商品ラインの成長

第6章 市場洞察

  • ポーターのファイブフォース分析
  • PESTEL分析

第7章 米国の関税の累積的な影響2025

第8章 エンタテインメントコンテンツおよびグッズ市場:タイプ別

  • デジタルコンテンツ
    • アニメーションとウェブトゥーン
    • 映画とテレビ番組
    • 音楽とオーディオコンテンツ
      • ダウンロード
      • ストリーミング
    • ビデオゲーム
  • ライブコンテンツ
    • コンサートと音楽
    • スポーツイベント
    • 演劇と舞台芸術
  • 物理的な商品
    • ボードゲームとカードゲーム
    • 漫画
    • 雑誌
    • 物理メディア
      • CD
      • DVD

第9章 エンタテインメントコンテンツおよびグッズ市場:プラットフォーム別

  • コンソール
  • デスクトップ
    • macOS
    • Windows
  • モバイル
    • Android
    • iOS
  • スマートテレビ

第10章 エンタテインメントコンテンツおよびグッズ市場:年齢層別

  • 大人
  • シニア
  • ティーンエイジャー

第11章 エンタテインメントコンテンツおよびグッズ市場:ビジネスモデル別

  • フリーミアム&広告サポート
  • ライセンシングおよび権利販売
  • サブスクリプション

第12章 エンタテインメントコンテンツおよびグッズ市場:エンドユーザー別

  • 商業
  • 個人

第13章 エンタテインメントコンテンツおよびグッズ市場:流通チャネル別

  • オフライン
    • 小売店
    • 劇場
  • オンライン
    • 消費者直販
    • サードパーティプラットフォーム

第14章 南北アメリカのエンタテインメントコンテンツおよびグッズ市場

  • 米国
  • カナダ
  • メキシコ
  • ブラジル
  • アルゼンチン

第15章 欧州・中東・アフリカのエンタテインメントコンテンツおよびグッズ市場

  • 英国
  • ドイツ
  • フランス
  • ロシア
  • イタリア
  • スペイン
  • アラブ首長国連邦
  • サウジアラビア
  • 南アフリカ
  • デンマーク
  • オランダ
  • カタール
  • フィンランド
  • スウェーデン
  • ナイジェリア
  • エジプト
  • トルコ
  • イスラエル
  • ノルウェー
  • ポーランド
  • スイス

第16章 アジア太平洋地域のエンタテインメントコンテンツおよびグッズ市場

  • 中国
  • インド
  • 日本
  • オーストラリア
  • 韓国
  • インドネシア
  • タイ
  • フィリピン
  • マレーシア
  • シンガポール
  • ベトナム
  • 台湾

第17章 競合情勢

  • 市場シェア分析, 2024
  • FPNVポジショニングマトリックス, 2024
  • 競合分析
    • Konami Group Corporation
    • Warner Bros. Discovery, Inc.
    • Adidas AG
    • Bandai Namco Holdings
    • Banijay Group
    • Comcast Corporation
    • Dalian Wanda Group
    • DreamWorks Animation LLC
    • Electronic Arts
    • Fanatics, Inc.
    • Hasbro, Inc.
    • Legendary Entertainment, LLC
    • LG Electronics
    • Live Nation Entertainment, Inc.
    • Mattel, Inc.
    • Merchbar, Inc.
    • NetEase, Inc.
    • Netflix, Inc.
    • New Era Cap Company
    • Nike, Inc.
    • Nintendo Co., Ltd.
    • Samsung Electronics Co Ltd
    • Sony Group Corporation
    • Super Cassettes Industries Private Limited(T-Series)
    • Tencent Holdings Limited
    • The Walt Disney Company
    • Universal City Studios LLC
    • Yamaha Corporation

第18章 リサーチAI

第19章 リサーチ統計

第20章 リサーチコンタクト

第21章 リサーチ記事

第22章 付録

図表

LIST OF FIGURES

  • FIGURE 1. ENTERTAINMENT CONTENT & GOODS MARKET RESEARCH PROCESS
  • FIGURE 2. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 3. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY REGION, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 4. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2024 VS 2030 (%)
  • FIGURE 6. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 7. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2024 VS 2030 (%)
  • FIGURE 8. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 9. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2024 VS 2030 (%)
  • FIGURE 10. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 11. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2024 VS 2030 (%)
  • FIGURE 12. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 13. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2024 VS 2030 (%)
  • FIGURE 14. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 15. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2024 VS 2030 (%)
  • FIGURE 16. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 17. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 18. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 19. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STATE, 2024 VS 2030 (%)
  • FIGURE 20. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STATE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 21. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 22. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 23. ASIA-PACIFIC ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 24. ASIA-PACIFIC ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 25. ENTERTAINMENT CONTENT & GOODS MARKET SHARE, BY KEY PLAYER, 2024
  • FIGURE 26. ENTERTAINMENT CONTENT & GOODS MARKET, FPNV POSITIONING MATRIX, 2024
  • FIGURE 27. ENTERTAINMENT CONTENT & GOODS MARKET: RESEARCHAI
  • FIGURE 28. ENTERTAINMENT CONTENT & GOODS MARKET: RESEARCHSTATISTICS
  • FIGURE 29. ENTERTAINMENT CONTENT & GOODS MARKET: RESEARCHCONTACTS
  • FIGURE 30. ENTERTAINMENT CONTENT & GOODS MARKET: RESEARCHARTICLES

LIST OF TABLES

  • TABLE 1. ENTERTAINMENT CONTENT & GOODS MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2024
  • TABLE 3. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, 2018-2024 (USD MILLION)
  • TABLE 4. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, 2025-2030 (USD MILLION)
  • TABLE 5. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 6. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 7. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2018-2024 (USD MILLION)
  • TABLE 8. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2025-2030 (USD MILLION)
  • TABLE 9. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 10. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 11. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 12. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 13. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ANIMATIONS & WEBTOONS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 14. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ANIMATIONS & WEBTOONS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 15. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOVIES & TV SHOWS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 16. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOVIES & TV SHOWS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 17. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 18. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 19. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DOWNLOADS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 20. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DOWNLOADS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 21. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STREAMING, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 22. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STREAMING, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 23. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 24. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 25. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY VIDEO GAMES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 26. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY VIDEO GAMES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 27. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 28. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 29. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 30. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 31. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CONCERTS & MUSIC, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 32. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CONCERTS & MUSIC, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 33. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SPORTING EVENTS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 34. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SPORTING EVENTS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 35. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THEATER & PERFORMING ARTS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 36. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THEATER & PERFORMING ARTS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 37. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 38. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 39. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 40. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 41. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BOARD GAMES & CARD GAMES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 42. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BOARD GAMES & CARD GAMES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 43. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BOOKS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 44. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BOOKS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 45. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COMICS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 46. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COMICS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 47. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MAGAZINES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 48. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MAGAZINES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 49. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 50. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 51. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CDS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 52. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CDS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 53. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DVDS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 54. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DVDS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 55. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 56. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 57. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 58. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 59. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 60. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 61. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CONSOLE, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 62. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CONSOLE, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 63. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 64. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 65. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MACOS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 66. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MACOS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 67. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY WINDOWS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 68. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY WINDOWS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 69. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 70. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 71. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 72. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 73. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ANDROID, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 74. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ANDROID, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 75. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY IOS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 76. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY IOS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 77. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 78. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 79. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SMART TV, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 80. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SMART TV, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 81. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 82. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 83. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ADULTS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 84. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ADULTS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 85. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SENIORS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 86. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SENIORS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 87. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TEENAGERS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 88. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TEENAGERS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 89. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 90. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 91. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY FREEMIUM & AD-SUPPORTED, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 92. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY FREEMIUM & AD-SUPPORTED, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 93. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LICENSING & RIGHTS SALES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 94. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LICENSING & RIGHTS SALES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 95. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SUBSCRIPTION, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 96. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SUBSCRIPTION, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 97. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 98. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 99. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COMMERCIAL, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 100. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COMMERCIAL, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 101. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY INDIVIDUAL, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 102. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY INDIVIDUAL, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 103. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 104. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 105. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 106. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 107. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY RETAIL STORES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 108. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY RETAIL STORES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 109. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THEATRICAL VENUES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 110. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THEATRICAL VENUES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 111. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 112. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 113. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 114. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 115. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIRECT-TO-CONSUMER, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 116. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIRECT-TO-CONSUMER, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 117. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THIRD-PARTY PLATFORMS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 118. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THIRD-PARTY PLATFORMS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 119. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 120. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 121. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 122. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 123. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 124. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 125. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 126. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 127. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 128. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 129. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 130. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 131. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 132. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 133. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 134. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 135. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 136. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 137. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 138. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 139. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 140. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 141. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 142. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 143. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 144. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 145. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 146. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 147. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 148. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 149. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 150. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 151. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2018-2024 (USD MILLION)
  • TABLE 152. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2025-2030 (USD MILLION)
  • TABLE 153. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 154. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 155. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 156. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 157. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 158. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 159. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 160. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 161. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 162. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 163. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 164. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 165. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 166. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 167. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 168. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 169. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 170. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 171. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 172. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 173. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 174. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 175. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 176. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 177. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 178. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 179. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 180. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 181. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 182. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 183. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STATE, 2018-2024 (USD MILLION)
  • TABLE 184. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STATE, 2025-2030 (USD MILLION)
  • TABLE 185. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 186. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 187. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 188. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 189. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 190. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 191. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 192. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 193. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 194. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 195. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 196. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 197. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 198. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 199. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 200. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 201. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 202. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 203. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 204. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 205. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 206. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 207. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 208. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 209. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 210. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 211. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 212. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 213. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 214. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 215. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 216. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 217. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 218. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 219. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 220. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 221. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 222. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 223. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 224. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 225. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 226. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 227. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 228. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 229. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 230. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 231. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 232. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 233. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 234. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 235. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 236. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 237. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 238. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 239. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 240. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 241. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 242. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 243. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 244. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 245. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 246. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 247. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 248. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 249. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 250. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 251. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 252. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 253. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 254. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 255. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 256. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 257. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 258. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 259. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 260. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 261. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 262. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 263. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 264. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 265. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 266. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 267. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 268. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 269. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 270. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 271. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 272. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 273. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 274. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 275. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 276. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 277. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 278. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 279. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 280. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 281. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 282. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 283. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 284. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 285. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 286. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 287. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 288. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 289. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 290. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 291. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 292. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 293. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 294. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 295. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 296. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 297. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 298. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 299. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 300. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 301. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 302. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 303. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 304. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 305. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 306. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 307. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 308. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 309. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 310. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 311. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 312. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE C
目次
Product Code: MRR-5B49EE16FCFE

The Entertainment Content & Goods Market was valued at USD 157.75 billion in 2024 and is projected to grow to USD 167.70 billion in 2025, with a CAGR of 6.53%, reaching USD 230.68 billion by 2030.

KEY MARKET STATISTICS
Base Year [2024] USD 157.75 billion
Estimated Year [2025] USD 167.70 billion
Forecast Year [2030] USD 230.68 billion
CAGR (%) 6.53%

Entertainment content and goods have undergone a paradigm shift in recent years as technological innovation and evolving consumer behaviors converge to redefine the industry landscape. Traditional models centered on physical media and in-person events have been augmented by digital channels that deliver animations, webtoons, movies, TV shows, music, audio content, video games, and more through streaming, downloads, and online platforms. At the same time, live content experiences such as concerts, sporting events, theater, and performing arts are leveraging hybrid models that blend on-site attendance with virtual participation. The intersection of these models has created new opportunities for engagement, while also introducing complexities in production, licensing, distribution, and rights management.

Moreover, the physical segment remains resilient through board games, card games, books, comics, magazines, CDs, and DVDs, catering to collectors and enthusiasts who value tangible assets. As this industry continues to evolve, stakeholders must navigate a multifaceted environment that spans device platforms, demographic preferences, business models, end users, and distribution channels. This executive summary synthesizes the most critical developments-from the impact of regulatory changes to market segmentation insights and regional variances-offering a cohesive foundation for strategic decision-making in the entertainment content and goods ecosystem.

In this overview, the focus will extend to the cascading effects of recent trade policies, the emergence of platform-specific consumption patterns, and the strategic maneuvers of leading companies. Through a structured examination of transformative shifts, segmentation dynamics, and regional imperatives, we aim to equip industry leaders with actionable intelligence that aligns with consumer expectations and competitive pressures. By distilling complex data into strategic insights, this summary serves as a compass for navigating the next phase of growth and innovation in the global entertainment content and goods sector.

Exploring the Pivotal Transformative Shifts Reshaping the Entertainment Ecosystem Amid Digital Convergence and Consumer Expectations

Over the past decade, the entertainment landscape has experienced transformative shifts driven by digital convergence and evolving consumer expectations. Streaming platforms have expanded far beyond movies and TV shows to include animations, webtoons, and interactive content that blur the lines between traditional media categories. Simultaneously, music consumption has migrated from downloads to subscription-based streaming models, while video games have embraced live service architectures. These changes have not only redefined content creation workflows but have also elevated the importance of direct-to-consumer distribution and personalized engagement.

Furthermore, technological innovations such as virtual reality, augmented reality, and blockchain have introduced new paradigms for storytelling and ownership. Virtual concerts and immersive gaming environments are reshaping live experiences, while non fungible tokens enable digital collectibles that bridge the gap between creators and fans. At the same time, smart TVs, consoles, desktops, and mobile devices are converging into unified ecosystems, unlocking cross-platform experiences that were previously unattainable.

In addition, regulatory frameworks and data privacy considerations have emerged as critical factors influencing content strategies. As governments worldwide reevaluate copyright protections and digital trade agreements, stakeholders must adapt to shifting compliance requirements. This confluence of technological, regulatory, and consumer-driven forces underscores the dynamic environment in which entertainment content and goods are produced, distributed, and consumed today.

Assessing the Cumulative Impact of United States Tariffs on Entertainment Content and Goods Supply Chains in 2025 Global Operations

Throughout 2025, the cumulative impact of United States tariffs has reverberated across every segment of the entertainment content and goods supply chain. Physical goods such as board games, card games, CDs, and DVDs have faced elevated import costs, prompting manufacturers to reconsider sourcing strategies and optimize inventory planning. As a result, some producers have shifted toward regional suppliers or diversified component origins to mitigate exposure, while others have explored premium positioning to absorb cost increases without eroding brand equity.

Digital content has not been immune to these dynamics. Although tariffs traditionally affect tangible products, ancillary effects have emerged through higher licensing fees and adjusted royalty structures as rights holders seek to preserve margins. For live content, the imposition of duties on audio equipment, stage components, and merchandise has compelled event organizers to streamline production budgets and renegotiate supplier contracts. Consequently, hybrid and virtual event models have gained traction as cost-efficient alternatives that reduce reliance on cross-border logistics.

Moreover, the tariffs have accelerated conversations around nearshoring and localized production for physical media and event infrastructure. Strategic partnerships with domestic manufacturers and investment in automated production technologies are promising avenues for long-term resilience. At the same time, corporate negotiators are proactively engaging with policy makers to advocate for sector-specific exemptions, reflecting a collaborative approach to address trade barriers in the global entertainment ecosystem.

Revealing Key Segmentation Insights Illuminating Diverse Consumer Preferences Across Type Platform Age Group Business Model and End User Dimensions

Segmenting the entertainment market by type reveals distinct growth drivers and operational considerations. Digital content spans animations, webtoons, movies, TV shows, music, audio tracks, and video games, each demanding tailored content roadmaps and distribution strategies. Within music and audio, the shift from download-based ownership to streaming subscriptions has reshaped revenue models, while video games leverage both upfront sales and in-game monetization. Live content-encompassing concerts, sporting events, theater, and performing arts-has evolved to feature hybrid access, balancing in-person attendance with virtual participation. Physical goods, including board games, card games, books, comics, magazines, and physical media in the form of CDs and DVDs, continue to serve collectors and niche audiences, particularly where tactile experiences and packaging add perceived value.

Platform segmentation further highlights nuanced consumption patterns. Console gaming platforms maintain strong community engagement with multiplayer experiences, while desktop consumption on MacOS and Windows caters to both productivity and entertainment. Mobile access through Android and iOS drives on-the-go content usage, creating new advertising and freemium opportunities. Smart TVs have become central hubs for streaming media, integrating applications across varied content genres. Age group analysis indicates that adults embrace subscription-based bundles across multiple content types, seniors gravitate toward familiar physical formats and curated programming, and teenagers fuel rapid adoption of interactive digital experiences and content sharing.

Business model segmentation underscores the importance of agile monetization frameworks. Freemium and ad-supported offerings lower entry barriers for new users, licensing and rights sales enable bespoke content distribution partnerships, and subscription models deliver predictable revenue streams. End user perspectives reveal commercial customers prioritizing enterprise licensing for events and bulk content procurement, while individuals demand seamless user experiences and tailored recommendations. Finally, distribution channel dynamics emphasize offline retail stores and theatrical venues as experiential touchpoints, contrasting with online direct-to-consumer portals and third-party platforms that offer convenience and global reach.

Uncovering Pivotal Regional Insights Driving Consumer Engagement and Growth Opportunities Across Americas Europe Middle East and Asia Pacific Markets

Regional analysis uncovers diverse consumer behavior patterns and strategic imperatives across the Americas. In North America, digital acceleration continues to redefine traditional entertainment paradigms, with consumers favoring subscription-based streaming services for movies, TV shows, music, and gaming content. Live events have rebounded strongly, blending in-person attendance with interactive virtual components that enhance global reach. Latin American markets, meanwhile, exhibit vibrant physical goods consumption in board games, comics, and magazines, driven by localized content and community events, even as mobile streaming gains prominence in urban centers.

In Europe, the Middle East, and Africa, varying regulatory landscapes and cultural preferences shape market evolution. European countries emphasize stringent data protection and diversity mandates, influencing content licensing and distribution structures. The Middle East presents a dynamic mix of digital adoption and traditional content consumption, where local studios leverage regional storytelling for broader platform distribution. Africa's rapidly expanding mobile infrastructure is enabling first-time access to streaming services and online gaming, while physical media maintains relevance in areas with limited broadband connectivity.

Asia-Pacific stands out for rapid tech adoption and diverse demographic segments. East Asian markets are at the forefront of webtoon and animation innovation, with strong consumer bases in gaming. Southeast Asia exhibits surging mobile content consumption and a growing appetite for local language music and podcasts. Meanwhile, Oceania balances mature digital platforms with robust live event circuits. Across the region, partnerships between global media conglomerates and local content creators drive tailored offerings that resonate with national cultural identities.

Spotlight on Leading Companies Shaping the Future of Entertainment Content Production Distribution and Consumer Experience Worldwide

Analyzing leading companies in the entertainment content and goods sector reveals strategic patterns that drive competitive advantage. Major streaming platforms have invested heavily in original productions, leveraging proprietary data analytics to refine content recommendations and maximize user engagement. These entities also negotiate vertical integration through music rights acquisitions and interactive gaming partnerships, blurring traditional boundaries between media formats. In parallel, hardware companies have focused on ecosystem expansion, optimizing console and smart TV designs to support seamless content access and immersive audiovisual performance.

Meanwhile, publishers and physical goods manufacturers are adopting omnichannel strategies. By collaborating with online retailers, theatrical venues, and direct-to-consumer websites, these companies preserve the tactile appeal of books, comics, board games, and physical media while tapping into new consumer segments. Key industry players are also embracing sustainability initiatives, sourcing eco-friendly materials for packaging and exploring circular economy models to mitigate waste across production and distribution channels.

Additionally, event promoters and live experience curators have differentiated their offerings through hybrid event structures and branded digital collectibles. Strategic alliances with technology providers have enabled real-time audience analytics, enhancing sponsorship monetization and content personalization. Collectively, these approaches underscore a broader industry trend: integrating digital capabilities with traditional strengths to foster resilient business models and sustained relevance in a highly competitive entertainment ecosystem.

Emerging entrants are also disrupting traditional hierarchies, leveraging niche content verticals and community-driven platforms to challenge established players. Through targeted investments in indie studios and user-generated ecosystems, these companies foster grassroots innovation and accelerate time-to-market for specialized entertainment offerings. Such agility underscores the competitive imperative for legacy organizations to embrace open innovation and strategic venture partnerships.

Actionable Strategic Recommendations for Industry Leaders to Navigate Disruption Capitalize on Emerging Trends and Strengthen Competitive Positioning

In light of ongoing market transformation, industry leaders must prioritize strategic agility and innovation to capitalize on emerging opportunities. Companies should invest in robust digital infrastructures that support scalable content delivery across consoles, desktops, mobile devices, and smart TVs, ensuring seamless cross-platform experiences. Furthermore, forging partnerships with regional content creators and technology providers can accelerate localization efforts and unlock new audience segments, fostering deeper cultural resonance and brand loyalty.

Moreover, organizations should diversify sourcing strategies to mitigate the impact of trade policies. Nearshoring or establishing regional production hubs for physical goods and event infrastructure can reduce exposure to tariff volatility, while digital content providers should adopt flexible licensing agreements that account for evolving regulatory frameworks. Embracing data-driven decision making through advanced analytics and AI-powered insights will enable precise audience targeting and optimized monetization across freemium, subscription, ad-supported, and licensing models.

Finally, fostering immersive experiences through live-virtual hybrids and leveraging next-generation technologies-such as augmented reality overlays at concerts or blockchain-enabled digital collectibles-will differentiate offerings in crowded markets. To strengthen competitive positioning, companies should cultivate a culture of continuous learning, empower cross-functional teams to experiment with novel formats, and maintain open dialogues with policy makers to influence supportive industry regulations. By implementing these recommendations, stakeholders can navigate disruption proactively and sustain long-term growth in the dynamic entertainment content and goods sector.

In addition, cultivating a skilled workforce capable of bridging creative and technical domains is essential. Industry leaders should establish cross-disciplinary teams that combine content development expertise with data science, UX design, and supply chain optimization to foster holistic innovation. Ongoing training programs and strategic recruitment of specialized talent will enhance organizational agility and fortify competitive advantage.

Comprehensive Research Methodology Detailing Data Collection Analysis and Validation Approaches Underpinning the Entertainment Content and Goods Study

This study is underpinned by a rigorous research methodology that combines comprehensive primary and secondary data collection techniques. Primary research involved in-depth interviews with industry executives, content creators, platform operators, and distribution partners. These qualitative insights were complemented by large-scale consumer surveys, focus groups across diverse demographic segments, and expert panels to validate market trends and strategic imperatives.

Secondary research encompassed a systematic review of corporate filings, regulatory documents, trade association publications, and publicly available financial reports. Industry journals, conference proceedings, and academic studies were also analyzed to capture the latest technological advancements, policy developments, and consumer behavior shifts. Cross-referencing these data sources enabled triangulation of findings and identification of consistent patterns across the entertainment content ecosystem.

Data analysis employed both quantitative and qualitative approaches, including statistical modeling to assess intersegment correlations and thematic coding to extract nuanced insights from expert interviews. Validation techniques such as sensitivity analysis and peer review ensured the robustness and reliability of conclusions. Collectively, these methodological steps provide a transparent and repeatable framework for exploring the multifaceted dynamics of the entertainment content and goods market.

Ethical considerations and data privacy protocols were integral throughout the research process. All respondent information was anonymized in compliance with prevailing data protection standards, and survey methodologies adhered to ethical guidelines to ensure participant consent and confidentiality. This commitment to integrity reinforces the credibility of the study's findings.

Conclusion Summarizing Critical Insights and Underscoring Imperative Actions for Stakeholders in the Evolving Entertainment Content and Goods Sector

In conclusion, the entertainment content and goods industry stands at a pivotal juncture defined by digital innovation, shifting consumer preferences, and evolving regulatory landscapes. Key insights from this analysis include the transformative impact of digital convergence across content types, the operational ramifications of tariff policies on physical supply chains, and the critical importance of segmentation strategies that align with platform, demographic, business model, and distribution nuances. Regional considerations-from the robust streaming ecosystems of the Americas to the hybrid adoption patterns in EMEA and the tech-driven growth in Asia-Pacific-underscore the need for localized strategies that balance global scale with cultural specificity.

Moving forward, stakeholders must embrace proactive strategies that integrate digital capabilities with core competencies in content creation, distribution, and live event management. By diversifying sourcing approaches, leveraging data-driven audience insights, and exploring immersive technologies, industry participants can not only weather market disruptions but also capture new growth avenues. Anticipatory regulatory engagement and strategic alliances will further enhance resilience and innovation capacity. Continuous research monitoring and iterative strategy refinement will be vital as new technologies and policy shifts emerge, enabling stakeholders to stay ahead of market inflections and maintain sustainable growth trajectories. Ultimately, success in this dynamic landscape will hinge on the ability to respond swiftly to emerging trends while maintaining a clear focus on delivering compelling, differentiated experiences to audiences worldwide.

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

  • 4.1. Introduction
  • 4.2. Market Sizing & Forecasting

5. Market Dynamics

  • 5.1. Adoption of AI-driven personalized content recommendations to boost user retention across platforms
  • 5.2. Integration of immersive augmented reality merchandise experiences to enhance consumer engagement and sales
  • 5.3. Shift towards direct-to-consumer streaming tiers with ad-supported low-cost options driving subscription growth
  • 5.4. Expansion of virtual live events and metaverse concerts offering exclusive digital collectibles and fan interactions
  • 5.5. Rise of short-form mobile video challenges fueling viral brand partnerships and user-generated content trends
  • 5.6. Deployment of blockchain-based royalty tracking systems to ensure fair compensation for content creators
  • 5.7. Increasing demand for cross-franchise cinematic universes and transmedia storytelling to boost IP longevity
  • 5.8. Growth of eco-conscious merchandise lines using sustainable materials to appeal to environmentally aware fans

6. Market Insights

  • 6.1. Porter's Five Forces Analysis
  • 6.2. PESTLE Analysis

7. Cumulative Impact of United States Tariffs 2025

8. Entertainment Content & Goods Market, by Type

  • 8.1. Introduction
  • 8.2. Digital Content
    • 8.2.1. Animations & Webtoons
    • 8.2.2. Movies & TV Shows
    • 8.2.3. Music & Audio Content
      • 8.2.3.1. Downloads
      • 8.2.3.2. Streaming
    • 8.2.4. Video Games
  • 8.3. Live Content
    • 8.3.1. Concerts & Music
    • 8.3.2. Sporting Events
    • 8.3.3. Theater & Performing Arts
  • 8.4. Physical Goods
    • 8.4.1. Board Games & Card Games
    • 8.4.2. Books
    • 8.4.3. Comics
    • 8.4.4. Magazines
    • 8.4.5. Physical Media
      • 8.4.5.1. CDs
      • 8.4.5.2. DVDs

9. Entertainment Content & Goods Market, by Platform

  • 9.1. Introduction
  • 9.2. Console
  • 9.3. Desktop
    • 9.3.1. MacOS
    • 9.3.2. Windows
  • 9.4. Mobile
    • 9.4.1. Android
    • 9.4.2. iOS
  • 9.5. Smart TV

10. Entertainment Content & Goods Market, by Age Group

  • 10.1. Introduction
  • 10.2. Adults
  • 10.3. Seniors
  • 10.4. Teenagers

11. Entertainment Content & Goods Market, by Business Model

  • 11.1. Introduction
  • 11.2. Freemium & Ad-Supported
  • 11.3. Licensing & Rights Sales
  • 11.4. Subscription

12. Entertainment Content & Goods Market, by End User

  • 12.1. Introduction
  • 12.2. Commercial
  • 12.3. Individual

13. Entertainment Content & Goods Market, by Distribution Channel

  • 13.1. Introduction
  • 13.2. Offline
    • 13.2.1. Retail Stores
    • 13.2.2. Theatrical Venues
  • 13.3. Online
    • 13.3.1. Direct-To-Consumer
    • 13.3.2. Third-Party Platforms

14. Americas Entertainment Content & Goods Market

  • 14.1. Introduction
  • 14.2. United States
  • 14.3. Canada
  • 14.4. Mexico
  • 14.5. Brazil
  • 14.6. Argentina

15. Europe, Middle East & Africa Entertainment Content & Goods Market

  • 15.1. Introduction
  • 15.2. United Kingdom
  • 15.3. Germany
  • 15.4. France
  • 15.5. Russia
  • 15.6. Italy
  • 15.7. Spain
  • 15.8. United Arab Emirates
  • 15.9. Saudi Arabia
  • 15.10. South Africa
  • 15.11. Denmark
  • 15.12. Netherlands
  • 15.13. Qatar
  • 15.14. Finland
  • 15.15. Sweden
  • 15.16. Nigeria
  • 15.17. Egypt
  • 15.18. Turkey
  • 15.19. Israel
  • 15.20. Norway
  • 15.21. Poland
  • 15.22. Switzerland

16. Asia-Pacific Entertainment Content & Goods Market

  • 16.1. Introduction
  • 16.2. China
  • 16.3. India
  • 16.4. Japan
  • 16.5. Australia
  • 16.6. South Korea
  • 16.7. Indonesia
  • 16.8. Thailand
  • 16.9. Philippines
  • 16.10. Malaysia
  • 16.11. Singapore
  • 16.12. Vietnam
  • 16.13. Taiwan

17. Competitive Landscape

  • 17.1. Market Share Analysis, 2024
  • 17.2. FPNV Positioning Matrix, 2024
  • 17.3. Competitive Analysis
    • 17.3.1. Konami Group Corporation
    • 17.3.2. Warner Bros. Discovery, Inc.
    • 17.3.3. Adidas AG
    • 17.3.4. Bandai Namco Holdings
    • 17.3.5. Banijay Group
    • 17.3.6. Comcast Corporation
    • 17.3.7. Dalian Wanda Group
    • 17.3.8. DreamWorks Animation LLC
    • 17.3.9. Electronic Arts
    • 17.3.10. Fanatics, Inc.
    • 17.3.11. Hasbro, Inc.
    • 17.3.12. Legendary Entertainment, LLC
    • 17.3.13. LG Electronics
    • 17.3.14. Live Nation Entertainment, Inc.
    • 17.3.15. Mattel, Inc.
    • 17.3.16. Merchbar, Inc.
    • 17.3.17. NetEase, Inc.
    • 17.3.18. Netflix, Inc.
    • 17.3.19. New Era Cap Company
    • 17.3.20. Nike, Inc.
    • 17.3.21. Nintendo Co., Ltd.
    • 17.3.22. Samsung Electronics Co Ltd
    • 17.3.23. Sony Group Corporation
    • 17.3.24. Super Cassettes Industries Private Limited (T-Series)
    • 17.3.25. Tencent Holdings Limited
    • 17.3.26. The Walt Disney Company
    • 17.3.27. Universal City Studios LLC
    • 17.3.28. Yamaha Corporation

18. ResearchAI

19. ResearchStatistics

20. ResearchContacts

21. ResearchArticles

22. Appendix