デフォルト表紙
市場調査レポート
商品コード
1661654

世界のオンラインエンターテインメント市場評価、形態別、対応デバイス別、収益モデル別、地域別、機会と予測、2018-2032年

Global Online Entertainment Market Assessment, By Form, By Supporting Device, By Revenue Model, By Region, Opportunities and Forecast, 2018-2032F


出版日
ページ情報
英文 238 Pages
納期
3~5営業日
カスタマイズ可能
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=146.99円
世界のオンラインエンターテインメント市場評価、形態別、対応デバイス別、収益モデル別、地域別、機会と予測、2018-2032年
出版日: 2025年02月25日
発行: Market Xcel - Markets and Data
ページ情報: 英文 238 Pages
納期: 3~5営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

Z世代の台頭により、オンライン・エンターテインメント・コンテンツ、メディア、プラットフォームに対する需要が増加しています。このため、世界のオンライン・エンターテインメント市場は、2024年の1,388億8,000万米ドルから2032年には4,435億1,000万米ドルに達すると予測されています。同市場は、2025年から2032年にかけての予測期間中、CAGR 15.62%というダイナミックな2桁成長を続けると予想されます。この分野は、アクセスのしやすさ、利便性、技術の進歩、ストリーミング・プラットフォームの普及といった要因に後押しされ、繁栄を続けています。

さらに、ソーシャルメディアのインフルエンサーの台頭は、口コミによる宣伝、スポンサー付きコンテンツの共有などの効果的なマーケティング戦略によって、オンライン・エンターテインメント市場の世界の成長に大きく貢献しています。ソーシャルメディアやその他のプラットフォームを通じてエンターテインメント製品やサービスを宣伝するインフルエンサーは、オンライン・エンターテインメントに新たな可能性を生み出しています。例えば、The Influencer Marketing Benchmark Report 2023によると、ソーシャルメディアのインフルエンサー・クリエイター領域への投資額は2022年だけで50億米ドルに達し、インフルエンサーとしてタグ付けしている人は世界中で5,000万人を超えています。さらに、フェイスブック、インスタグラム、ユーチューブは、ビデオベースのコンテンツ、ライブストリーミング、ユーザー生成コンテンツを提供し、オンライン・エンターテインメント分野の重要な参加者に成長しました。さらに、オンライン・エンターテインメントの台頭は、ポッドキャストなどの新しい形態のコンテンツを生み出し、近年人気が高まっています。さらに、ストリーミング・サービスの拡大がゲーム業界の技術革新に拍車をかけており、Google StadiaやAmazon Lunaのようなクラウドベースのゲーム・サービスは、高価で高価なハードウェアを必要とせずにゲームをプレイする新しい方法を提供しています。これにより、ゲームはより安価に、より多くの人々がアクセスできるようになります。

Z世代やソーシャルメディア・インフルエンサーの台頭に加え、スマートフォン、スマートテレビ、ノートパソコンなどのスマートデバイスの利用拡大も、オンライン・エンターテインメント産業の世界の成長の大きな原動力となっています。また、インドなどでの5Gのような高速インターネット接続の開始、インターネット対応テレビのイントロダクション、多くの機器への人工知能(AI)の統合といった技術的進歩も市場成長を後押ししています。さらに、インターネット対応スマートデバイスの人気の高まりは、オンライン・エンターテインメント・プロバイダーがより多くの視聴者にリーチし、よりパーソナライズされた魅力的なコンテンツを提供するための新たな道を開いており、これが世界のオンライン・エンターテインメント産業の成長を促進しています。

目次

第1章 調査手法

第2章 プロジェクトの範囲と定義

第3章 エグゼクティブサマリー

第4章 顧客の声

  • 市場認識と製品情報
  • ブランド認知度とロイヤルティ
  • 購入決定時に考慮される要素
    • ブランド名
    • 品質
    • 数量
    • 価格
    • 製品仕様
    • 使いやすさ
    • グラフィック品質
    • テクニカルサポート
  • 購入頻度
  • 購入媒体

第5章 世界のオンラインエンターテイメント市場の展望、2018年~2032年

  • 市場規模と予測
    • 金額別
  • 形態別
    • オンラインゲーム
    • 音楽ストリーミング
    • ビデオストリーミング
    • ウェブラジオ
    • ソーシャルメディア
    • その他
  • 対応デバイス別
    • スマートフォン
    • スマートテレビ(TV)
    • ノートパソコンとデスクトップ
    • その他
  • 収益モデル別
    • 購読とメンバーシップ
    • 広告
    • スポンサーシップ
    • 直接購入
    • その他
  • 地域別
    • 北米
    • 欧州
    • 南米
    • アジア太平洋
    • 中東およびアフリカ
  • 企業別市場シェア(%)、2024年

第6章 世界のオンラインエンターテイメント市場の展望、地域別、2018年~2032年

  • 北米
    • 形態別
      • オンラインゲーム
      • 音楽ストリーミング
      • ビデオストリーミング
      • ウェブラジオ
      • ソーシャルメディア
      • その他
    • 対応デバイス別
      • スマートフォン
      • スマートテレビ(TV)
      • ノートパソコンとデスクトップ
      • その他
    • 収益モデル別
      • 購読とメンバーシップ
      • 広告
      • スポンサーシップ
      • 直接購入
      • その他
    • 米国
      • 形態別
      • 対応デバイス別
      • 収益モデル別
    • カナダ
    • メキシコ

すべてのセグメントは、対象となるすべての地域と国で提供されます。

  • 欧州
    • ドイツ
    • フランス
    • イタリア
    • 英国
    • ロシア
    • オランダ
    • スペイン
    • トルコ
    • ポーランド
  • 南米
    • ブラジル
    • アルゼンチン
  • アジア太平洋
    • インド
    • 中国
    • 日本
    • オーストラリア
    • ベトナム
    • 韓国
    • インドネシア
    • フィリピン
  • 中東・アフリカ
    • サウジアラビア
    • アラブ首長国連邦
    • 南アフリカ

第7章 2024年の市場マッピング

  • 形態別
  • 対応デバイス別
  • 収益モデル別
  • 地域別

第8章 マクロ環境と産業構造

  • 供給需要分析
  • サプライ/バリューチェーン分析
  • PESTEL分析
    • 政治的要因
    • 経済システム
    • 社会的影響
    • 技術の進歩
    • 環境への影響
    • 法令遵守と規制ポリシー(法定機関を含む)
  • ポーターのファイブフォース分析
    • サプライヤーの力
    • バイヤーの力
    • 代替の脅威
    • 新規参入の脅威
    • 競争企業間の敵対関係

第9章 市場力学

  • 成長の原動力
  • 成長阻害因子(課題、制約)

第10章 主要プレーヤーの情勢

  • 市場リーダー上位5社の競合マトリックス
  • 上位5つの市場リーダーの市場収益分析(%、2024年)
  • 合併および買収/合弁事業(該当する場合)
  • SWOT分析(市場プレーヤー5社向け)
  • 特許分析(該当する場合)

第11章 ケーススタディ

第12章 主要プレーヤーの展望

  • Amazon.com, Inc.
    • 会社概要
    • 主要経営陣
    • 製品とサービス
    • 財務状況(報告通り)
    • 主要市場への注力と地理的プレゼンス
    • 最近の動向
  • Netflix, Inc.
  • Vivendi SE
  • Sony Group Corporation
  • Spotify AB
  • AT&T Inc.
  • Meta Platforms, Inc.(Facebook)
  • Ubisoft Entertainment SA
  • Bandai Namco Entertainment Inc.
  • Google LLC
  • Take-Two Interactive Software, Inc.
  • Paramount Global
  • The Walt Disney Company
  • Hulu, LLC
  • Tencent Holdings Limited

上記の企業は市場シェアに基づいて注文を保留しておらず、調査作業中に入手可能な情報に応じて変更される可能性があります。

第13章 戦略的提言

第14章 調査会社について・免責事項

図表

List of Tables

  • Table 1. Competition Matrix of Top 5 Market Leaders
  • Table 2. Mergers & Acquisitions/ Joint Ventures (If Applicable)
  • Table 3. About Us - Regions and Countries Where We Have Executed Client Projects

List of Figures

  • Figure 1. Global Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 2. Global Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 3. Global Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 4. Global Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 5. Global Online Entertainment Market Share, By Region, In USD Billion, 2018-2032F
  • Figure 6. North America Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 7. North America Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 8. North America Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 9. North America Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 10. North America Online Entertainment Market Share, By Country, In USD Billion, 2018-2032F
  • Figure 11. United States Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 12. United States Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 13. United States Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 14. United States Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 15. Canada Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 16. Canada Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 17. Canada Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 18. Mexico Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 19. Mexico Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 20. Mexico Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 21. Mexico Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 22. Europe Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 23. Europe Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 24. Europe Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 25. Europe Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 26. Europe Online Entertainment Market Share, By Country, In USD Billion, 2018-2032F
  • Figure 27. Germany Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 28. Germany Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 29. Germany Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 30. Germany Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 31. France Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 32. France Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 33. France Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 34. France Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 35. Italy Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 36. Italy Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 37. Italy Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 38. Italy Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 39. United Kingdom Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 40. United Kingdom Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 41. United Kingdom Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 42. Russia Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 43. Russia Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 44. Russia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 45. Russia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 46. Netherlands Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 47. Netherlands Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 48. Netherlands Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 49. Netherlands Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 50. Spain Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 51. Spain Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 52. Spain Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 53. Spain Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 54. Turkey Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 55. Turkey Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 56. Turkey Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 57. Turkey Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 58. Poland Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 59. Poland Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 60. Poland Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 61. Poland Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 62. South America Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 63. South America Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 64. South America Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 65. South America Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 66. South America Online Entertainment Market Share, By Country, In USD Billion, 2018-2032F
  • Figure 67. Brazil Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 68. Brazil Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 69. Brazil Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 70. Brazil Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 71. Argentina Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 72. Argentina Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 73. Argentina Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 74. Argentina Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 75. Asia-Pacific Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 76. Asia-Pacific Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 77. Asia-Pacific Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 78. Asia-Pacific Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 79. Asia-Pacific Online Entertainment Market Share, By Country, In USD Billion, 2018-2032F
  • Figure 80. India Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 81. India Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 82. India Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 83. India Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 84. China Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 85. China Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 86. China Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 87. China Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 88. Japan Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 89. Japan Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 90. Japan Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 91. Japan Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 92. Australia Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 93. Australia Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 94. Australia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 95. Australia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 96. Vietnam Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 97. Vietnam Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 98. Vietnam Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 99. Vietnam Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 100. South Korea Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 101. South Korea Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 102. South Korea Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 103. South Korea Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 104. Indonesia Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 105. Indonesia Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 106. Indonesia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 107. Indonesia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 108. Philippines Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 109. Philippines Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 110. Philippines Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 111. Philippines Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 112. Middle East & Africa Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 113. Middle East & Africa Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 114. Middle East & Africa Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 115. Middle East & Africa Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 116. Middle East & Africa Online Entertainment Market Share, By Country, In USD Billion, 2018-2032F
  • Figure 117. Saudi Arabia Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 118. Saudi Arabia Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 119. Saudi Arabia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 120. Saudi Arabia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 121. UAE Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 122. UAE Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 123. UAE Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 124. UAE Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 125. South Africa Online Entertainment Market, By Value, In USD Billion, 2018-2032F
  • Figure 126. South Africa Online Entertainment Market Share, By Form, In USD Billion, 2018-2032F
  • Figure 127. South Africa Online Entertainment Market Share, By Supporting Device, In USD Billion, 2018-2032F
  • Figure 128. South Africa Online Entertainment Market Share, By Revenue Models, In USD Billion, 2018-2032F
  • Figure 129. By Form Map-Market Size (USD Billion) & Growth Rate (%), 2024
  • Figure 130. By Supporting Device Map-Market Size (USD Billion) & Growth Rate (%), 2024
  • Figure 131. By Revenue Models Map-Market Size (USD Billion) & Growth Rate (%), 2024
  • Figure 132. By Region Map-Market Size (USD Billion) & Growth Rate (%), 2024
目次
Product Code: MX10086

The rise of Gen Z has led to an increase in demand for online entertainment content, mediums, and platforms owing to their likelihood to use technology for entertainment and social interaction than previous generations. Thus, the Global Online Entertainment Market is projected to reach USD 443.51 billion by 2032 from USD 138.88 billion in 2024. The market is expected to continue to witness a dynamic double-digit growth of 15.62% CAGR for the forecast period between 2025 and 2032. The sector continues to flourish, driven by factors such as accessibility, convenience, technological advancements, and the proliferation of streaming platforms.

Moreover, the rise of social media influencers has largely contributed to the growth of online entertainment market globally with their effective marketing strategies like word-of-mouth promotion, sharing sponsored content, etc. Influencers promoting entertainment products and services through social media and other platforms have created new potential for online entertainment. For instance, The Influencer Marketing Benchmark Report 2023 reveals that Investments into the social media influencer and creator space totaled USD 5 billion in 2022 alone and there more than 50 million people around the world who tag themselves as the influencers. Moreover, Facebook, Instagram, and YouTube have matured into key participants in the online entertainment sector, providing video-based content, live streaming, and user-generated content. In addition, the rise of online entertainment has given rise to new forms of content, such as podcasts, which have grown in popularity in recent years. Furthermore, the expansion of streaming services is fueling gaming industry innovation, with cloud-based gaming services like Google Stadia and Amazon Luna giving new ways to play games without the need for pricey and expensive hardware. This makes games more inexpensive and accessible to a broader audience.

In addition to the rise of Gen Z and social media influencers, the increased use of smart devices such as smartphones, smart TVs, and laptops is a major driver of the global growth of the online entertainment industry. Technological advancements such as the launch of fast-speed internet connections like 5G in countries such as India, the introduction of internet-enabled TVs, and the integration of artificial intelligence (AI) in many devices are also fueling market growth. Furthermore, the growing popularity of internet-enabled smart devices is opening new avenues for online entertainment providers to reach a larger audience and provide more personalized and engaging content, which is driving growth in the global online entertainment industry.

Rising Popularity of Streaming Services

The increasing popularity of entertainment streaming services heavily influenced the worldwide online entertainment market, transforming the way people consume entertainment. Streaming services and OTT platforms like Netflix, Amazon Prime Video, and Disney+ are upending old forms of content distribution, opening new opportunities. In addition, the drop in traditional cable and satellite TV subscriptions is one of the most important effects of streaming services as more people are inclining towards adoption of OTT Platforms. Moreover, streaming services are also transforming the film and television production industries. Netflix and Amazon Prime Video have emerged as major content producers, funding and creating their own original content. For instance, Netflix obtained nearly 5% of new subscriptions whereas regained around 13% of its former subscribers primarily due to their original content and popular show "Stranger Things". Hence, the rise of streaming services and OTT platforms is influencing the growth of online entertainment market towards positive trajectory worldwide.

Strategic Partnerships Drive Market Growth

Strategic partnerships are significantly driving the growth of the global online entertainment market by enhancing content offerings and thus expanding market reach for all parties involved. Partnerships not only improve content diversity but also facilitate access to new technologies, enabling companies to innovate and enhance user experience, allowing them to expand their subscriber base and increase revenue.

For instance, in June 2024, Inspired Entertainment, Inc. announced the extension of their partnership agreement with William Hill. Under this six-year agreement, Inspired will provide managed services for William Hill's gaming terminals, including the deployment of 5,000 new Vantage terminals. This upgrade aims to significantly enhance the gaming experience, attracting more players and increasing revenue potential. By improving product quality and expanding their gaming portfolio, both companies are positioned to capitalize on the growing demand for online entertainment and gaming solutions, ultimately contributing to market expansion and increased consumer engagement.

Increasing Demand for Interactive Entertainment

Consumers are looking for interesting, interactive experiences that allow them to connect with others and immerse themselves in virtual worlds. This tendency is fueling growth in a wide range of online entertainment industries, including gaming, social networking, and virtual reality. The tremendous expansion of internet gaming is one illustration of this growth. These games allow players to communicate with one another in virtual environments, fostering a feeling of community and social connection. Hence, owing to the surging demand for interactive entertainment like social gaming apps, many startups have emerged offering diverse content. For instance, Hiber, a Sweden-based social-gaming platform, raised USD 2.03 million in August 2020. This platform allows users to develop 3D social games on PC and mobile. Hence, emergence of platforms like Hiber have drastically contributed to demand for interactive entertainment by resolving supply side content constraints in the market.

Government Initiatives

Major governments around the globe enforce copyright laws and intellectual property rights to protect content creators and ensure fair compensation. There are regulations and frameworks in place that prevent unauthorized distribution or piracy of online entertainment content and encourage innovation and investment in the industry. For instance, the Digital Millennium Copyright Act (DMCA) in the United States provides legal protection for copyrighted material, including online entertainment content. It enables copyright holders to issue takedown notices to platforms hosting infringing content.

Apart from this, various governments are investing in digital infrastructure, such as broadband connectivity and high-speed internet networks, to ensure reliable and widespread access to online entertainment content. In January 2019, China's The Ministry of Industry and Information Technology MIIT announced that an interim 5G licenses will be awarded in certain locations. In April 2019, the first 5G mobile phone was released in Beijing in April. The government has since been working to expand the coverage and capabilities of 5G networks, with a focus on urban areas and key entertainment hubs. Likewise other nations are also working on providing seamless and fast internet connection to promote growth of the online entertainment market.

Global Rise of E-sports and Livestreaming

The online gaming market is increasingly getting fragmented as the demand for online games and the rising penetration of mobile apps fuels market competition. This industry is developing due to the increasing popularity of multi-functional gaming consoles, competitive multiplayer games, and AR/VR gaming. E-sports has progressed beyond basic virtualization of sports to professional leagues and contests with million-dollar prize pools. Large tech companies such as Facebook and Amazon are joining the E-sports sector with large-scale investment and innovation. In 2021, e-sports produced around USD 243 million in revenue in the United States and approximately USD 360 million in China. Furthermore, sports federations, game publishers, and broadcasters, are increasingly hosting worldwide competitions via a variety of social platforms, including YouTube and Twitch.

Adoption of Various Monetization Models

By offering different options such as advertising-supported content, pay-per-view events, brand partnerships, merchandise sales, and subscription tiers, key providers cater to a wide range of consumer preferences and sustain their business operations in a competitive market. For instance, YouTube, the renowned video-sharing network, provides free access to a massive library of user-generated material, which is backed up by adverts that play before, during, or alongside the videos. Additionally, ad income produced by these advertisements enables content providers to monetize their channels while delivering free entertainment to consumers. Similarly, Netflix's hit series "Stranger Things" showcases the monetization potential of merchandise. The show's popularity has led to a range of licensed merchandise, including t-shirts, action figures, and collectibles. Such merchandise has further enabled effective marketing thereby driving the demand for online entertainment content and market growth.

Impact of COVID-19

The COVID-19 pandemic has caused widespread disruptions in the offline entertainment sector, with theatres, cinemas, and other public venues closing for lengthy periods of time. As a result, demand for the online entertainment sector spiked as people seek online entertainment to watch movies and shows from the comfort and safety of their homes. Furthermore, the online gaming sector has grown significantly, with many individuals using gaming for enjoyment and social interaction.

More than 80% of worldwide consumers played video games and viewed video game content during the peak of the COVID-19 pandemic lockdown. In addition, subscriptions and memberships for streaming video and music services such as Netflix, Amazon Prime and Spotify have increased. Additionally, virtual events such as competitions, conferences, and concerts have grown in popularity. Overall, the pandemic has hastened the transition towards internet entertainment, which is projected to continue in the future.

Impact of Russia-Ukraine War

The Russia-Ukraine war has had a considerable influence on the worldwide online entertainment industry, in addition to politics and economics. Economic sanctions and online restrictions have reduced consumer demand and income for online entertainment providers, particularly in conflict-affected countries. This has created a difficult climate in which small businesses must navigate uncertainties and plan for the future. As the dispute continues, the negative impact on the online entertainment business is likely to endure.

Key Players Landscape and Outlook

As more individuals have access to media, major companies operating in this industry pay greater attention to unexpected consumer behavior, technological updates, changing lifestyle trends, celebrity endorsements, and promotional offers. Apart from this, creation of original content and providing exclusive deals are the most prominent trends in this industry. The competition among major streaming platforms has intensified, leading to a surge in original content production. Streaming giants like Netflix, Amazon Prime Video, Disney+, and Apple TV+ are investing heavily in creating exclusive content to attract and retain subscribers.

Netflix, known as a pioneer in the streaming industry, has invested heavily in creating original shows and movies. Their acclaimed series like "Stranger Things," "The Crown," and "Ozark" have garnered massive popularity and critical acclaim, drawing in millions of subscribers. The success of their original content strategy has inspired other players to follow suit.

Table of Contents

1. Research Methodology

2. Project Scope & Definitions

3. Executive Summary

4. Voice of Customer

  • 4.1. Market Awareness and Product Information
  • 4.2. Brand Awareness and Loyalty
  • 4.3. Factors Considered in Purchase Decision
    • 4.3.1. Brand Name
    • 4.3.2. Quality
    • 4.3.3. Quantity
    • 4.3.4. Price
    • 4.3.5. Product Specification
    • 4.3.6. Ease of Use
    • 4.3.7. Graphics Quality
    • 4.3.8. Technical Support
  • 4.4. Frequency of Purchase
  • 4.5. Medium of Purchase

5. Global Online Entertainment Market Outlook, 2018-2032F

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. By Form
    • 5.2.1. Online Gaming
    • 5.2.2. Music Streaming
    • 5.2.3. Video Streaming
    • 5.2.4. Web Radio
    • 5.2.5. Social Media
    • 5.2.6. Others
  • 5.3. By Supporting Device
    • 5.3.1. Smartphones
    • 5.3.2. Smart Televisions (TVs)
    • 5.3.3. Laptops and Desktops
    • 5.3.4. Others
  • 5.4. By Revenue Model
    • 5.4.1. Subscription and Membership
    • 5.4.2. Advertisement
    • 5.4.3. Sponsorship
    • 5.4.4. Direct Purchase
    • 5.4.5. Others
  • 5.5. By Region
    • 5.5.1. North America
    • 5.5.2. Europe
    • 5.5.3. South America
    • 5.5.4. Asia-Pacific
    • 5.5.5. Middle East and Africa
  • 5.6. By Company Market Share (%), 2024

6. Global Online Entertainment Market Outlook, By Region, 2018-2032F

  • 6.1. North America*
    • 6.1.1. By Form
      • 6.1.1.1. Online Gaming
      • 6.1.1.2. Music Streaming
      • 6.1.1.3. Video Streaming
      • 6.1.1.4. Web Radio
      • 6.1.1.5. Social Media
      • 6.1.1.6. Others
    • 6.1.2. By Supporting Device
      • 6.1.2.1. Smartphones
      • 6.1.2.2. Smart Televisions (TVs)
      • 6.1.2.3. Laptops and Desktops
      • 6.1.2.4. Others
    • 6.1.3. By Revenue Model
      • 6.1.3.1. Subscription and Membership
      • 6.1.3.2. Advertisement
      • 6.1.3.3. Sponsorship
      • 6.1.3.4. Direct Purchase
      • 6.1.3.5. Others
    • 6.1.4. United States*
      • 6.1.4.1. By Form
        • 6.1.4.1.1. Online Gaming
        • 6.1.4.1.2. Music Streaming
        • 6.1.4.1.3. Video Streaming
        • 6.1.4.1.4. Web Radio
        • 6.1.4.1.5. Social Media
        • 6.1.4.1.6. Others
      • 6.1.4.2. By Supporting Device
        • 6.1.4.2.1. Smartphones
        • 6.1.4.2.2. Smart Televisions (TVs)
        • 6.1.4.2.3. Laptops and Desktops
        • 6.1.4.2.4. Others
      • 6.1.4.3. By Revenue Model
        • 6.1.4.3.1. Subscription and Membership
        • 6.1.4.3.2. Advertisement
        • 6.1.4.3.3. Sponsorship
        • 6.1.4.3.4. Direct Purchase
        • 6.1.4.3.5. Others
    • 6.1.5. Canada
    • 6.1.6. Mexico

All segments will be provided for all regions and countries covered

  • 6.2. Europe
    • 6.2.1. Germany
    • 6.2.2. France
    • 6.2.3. Italy
    • 6.2.4. United Kingdom
    • 6.2.5. Russia
    • 6.2.6. Netherlands
    • 6.2.7. Spain
    • 6.2.8. Turkey
    • 6.2.9. Poland
  • 6.3. South America
    • 6.3.1. Brazil
    • 6.3.2. Argentina
  • 6.4. Asia-Pacific
    • 6.4.1. India
    • 6.4.2. China
    • 6.4.3. Japan
    • 6.4.4. Australia
    • 6.4.5. Vietnam
    • 6.4.6. South Korea
    • 6.4.7. Indonesia
    • 6.4.8. Philippines
  • 6.5. Middle East & Africa
    • 6.5.1. Saudi Arabia
    • 6.5.2. UAE
    • 6.5.3. South Africa

7. Market Mapping, 2024

  • 7.1. By Form
  • 7.2. By Supporting Device
  • 7.3. By Revenue Model
  • 7.4. By Region

8. Macro Environment and Industry Structure

  • 8.1. Supply Demand Analysis
  • 8.2. Supply/Value Chain Analysis
  • 8.3. PESTEL Analysis
    • 8.3.1. Political Factors
    • 8.3.2. Economic System
    • 8.3.3. Social Implications
    • 8.3.4. Technological Advancements
    • 8.3.5. Environmental Impacts
    • 8.3.6. Legal Compliances and Regulatory Policies (Statutory Bodies Included)
  • 8.4. Porter's Five Forces Analysis
    • 8.4.1. Supplier Power
    • 8.4.2. Buyer Power
    • 8.4.3. Substitution Threat
    • 8.4.4. Threat from New Entrant
    • 8.4.5. Competitive Rivalry

9. Market Dynamics

  • 9.1. Growth Drivers
  • 9.2. Growth Inhibitors (Challenges, Restraints)

10. Key Players Landscape

  • 10.1. Competition Matrix of Top Five Market Leaders
  • 10.2. Market Revenue Analysis of Top Five Market Leaders (in %, 2024)
  • 10.3. Mergers and Acquisitions/Joint Ventures (If Applicable)
  • 10.4. SWOT Analysis (For Five Market Players)
  • 10.5. Patent Analysis (If Applicable)

11. Case Studies

12. Key Players Outlook

  • 12.1. Amazon.com, Inc.
    • 12.1.1. Company Details
    • 12.1.2. Key Management Personnel
    • 12.1.3. Products & Services
    • 12.1.4. Financials (As reported)
    • 12.1.5. Key Market Focus & Geographical Presence
    • 12.1.6. Recent Developments
  • 12.2. Netflix, Inc.
  • 12.3. Vivendi SE
  • 12.4. Sony Group Corporation
  • 12.5. Spotify AB
  • 12.6. AT&T Inc.
  • 12.7. Meta Platforms, Inc. (Facebook)
  • 12.8. Ubisoft Entertainment SA
  • 12.9. Bandai Namco Entertainment Inc.
  • 12.10. Google LLC
  • 12.11. Take-Two Interactive Software, Inc.
  • 12.12. Paramount Global
  • 12.13. The Walt Disney Company
  • 12.14. Hulu, LLC
  • 12.15. Tencent Holdings Limited

Companies mentioned above DO NOT hold any order as per market share and can be changed as per information available during research work

13. Strategic Recommendations

14. About Us & Disclaimer