市場調査レポート
商品コード
1296906

メディアとエンターテインメントの世界市場2023-2030

Global Media and Entertainment Market 2023-2030

出版日: | 発行: Orion Market Research | ページ情報: 英文 140 Pages | 納期: 2~3営業日

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価格
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本日の銀行送金レート: 1USD=156.70円
メディアとエンターテインメントの世界市場2023-2030
出版日: 2023年05月27日
発行: Orion Market Research
ページ情報: 英文 140 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のメディアとエンターテインメント市場は、予測期間中(2022-2030年)にCAGR 8.5%という著しい成長を遂げています。メディア・娯楽産業は、デジタル化の進展とオンライン・メディア・プラットフォームへのアクセスによって牽引されています。インターネット普及率の上昇、スマートフォンやタブレット端末の普及によるオンラインビデオやオンデマンドビデオの需要増は、市場の成長を後押しする重要な要因のひとつです。ほとんどのスポーツ・イベントやその他の大規模なイベントはライブ・ストリーム配信されています。これとは別に、フェイスブックやインスタグラムなどの多くのソーシャルメディア・プラットフォームは、ライブ・ビデオ・ストリーミングのための設備を個人に提供しています。これは、世界中のかなりの数の個人によって採用されている新しい機能です。

さらに、イベントや見本市もメディアとエンターテインメント市場の成長に大きく貢献しています。スポーツ産業は、最も人気のあるスポーツやチームが世界経済に好影響を与えることを示す、最大のエンターテインメント産業のひとつです。しかし、COVID-19パンデミックの発生は、2020年と2021年の半期における市場成長に確実に影響を与えると思われます。イベント、見本市、遊園地といったオフラインのメディア・娯楽プラットフォームは、2020年に収益が減少します。これは、政府が社交的な集まりを伴うあらゆる活動を禁止せざるを得なくなった状況の急速な変化によるものです。米国、中国、インド、英国、ドイツなど、ほぼすべての先進経済諸国と新興経済諸国の政府が最初にとった措置は、劇場、ライブ・イベント、遊園地を閉鎖することだっています。しかし、このような世界の大危機によって人々が家に閉じこもらざるを得なくなったため、テレビの全体的な利用率は歴史的な時代と比べて上昇しています。このことは、エンターテインメント業界におけるオンライン・ビデオ・ストリーミングにプラスの影響を与えており、パンデミックの発生により、かなりの成長が見込まれています。

セグメント別の見通し

オンライン/デジタルセグメントがかなりの市場シェアを占めると予測される

オンライン/デジタルプラットフォームは、予測期間中、メディアとエンターテインメント市場においてかなりのCAGRを予測されます。この成長は、世界中でビデオストリーミングプラットフォームの需要が継続的に高まっていることが背景にあります。デジタルインフラの発達と相まって、オンラインビデオ視聴へのシフトがオンラインビデオストリーミングプラットフォームへの需要をエスカレートさせています。また、動画配信事業者は、世界中で加入者を増やすための新しいソリューションを打ち出しています。例えば、NetflixはGoogle Chromeブラウザの拡張機能「Netflix Party」を立ち上げ、ユーザーがグループに分かれて動画にアクセスし、一緒に視聴できるようにしました。

地域別展望

アジア太平洋地域は世界市場においてかなりの成長率で推進すると予想される

アジア太平洋地域は、世界のメディアとエンターテインメント市場においてかなりのCAGRを予測されます。アジア太平洋で市場成長に貢献している国には、中国、インド、日本が含まれます。中国は、世界的に最も急成長している映画産業のひとつです。2020年までに、中国は興行収入で北米を上回り、世界最大の産業になると予想されています。映画産業における結束力のある政策と新たなプレイヤーの出現が、その価値を押し上げています。また、インドのメディアとエンターテインメント産業は2018年中に10.9%以上のCAGRを記録し、2018年から2023年にかけて13.1%のCAGRで成長し、2018年の222億米ドルから2023年には396億米ドルに達するとIndian Brand Equity Foundation(IBEF)は予測しています。今後10年間は、デジタル技術による大幅な進化が予想され、その影響力は業界全体に拡大し、各分野の消費者行動に変化をもたらすと思われます。したがって、メディアとエンターテインメント市場は、予測期間中にアジア太平洋地域で大きな成長を遂げると予想されます。

目次

第1章 レポート概要

  • 業界の現状分析と成長ポテンシャルの展望
  • 調査方法とツール
  • 市場内訳
    • セグメント別
    • 地域別

第2章 市場概要と洞察

  • 調査範囲
  • アナリストの洞察と現在の市場動向
    • 主な調査結果
    • 推奨事項
    • 結論

第3章 競合情勢

  • 主要企業分析
  • 主要戦略分析

第4章 市場セグメンテーション

  • メディアとエンターテインメントの世界市場:タイプ別
    • オンライン/デジタルプラットフォーム
      • テレビ
      • ラジオ・音楽
      • デジタルサイネージ
      • 映画・演劇
      • ゲーム
      • ビデオストリーミング
      • その他(バーチャルリアリティ、ポッドキャスト)
    • オフライン・プラットフォーム
      • イベント・見本市
      • アミューズメントパーク
      • その他(新聞・雑誌)

第5章 地域分析

  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • ドイツ
    • イタリア
    • スペイン
    • フランス
    • その他欧州
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • 世界のその他の地域

第6章 企業プロファイル

  • Amazon Web Services, Inc.
  • AMC Entertainment Holdings, Inc.
  • Apple Inc.
  • AT&T Inc.(Warner Bros. Entertainment Inc.)
  • Barco NV
  • Bertelsmann SE & Co. KGaA
  • Cinemark Holdings, Inc.
  • Cineplex Inc.
  • Cineworld Group PLC
  • Eros International PLC
  • Facebook, Inc.
  • Fox Corp.
  • Google LLC
  • Intel Corp.
  • LG Electronics Inc.
  • Microsoft Corp.
  • Netflix Inc.
  • News Corp.
  • Samsung Electronics Co., Ltd.
  • Sony Corp.(Sony Pictures Entertainment)
  • The New York Times Co.
  • The Walt Disney
  • Thomson Reuters Corp.
  • Viacom CBS Inc.(Paramount Pictures Corp.)
図表

LIST OF TABLES

  • 1. GLOBAL MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 2. GLOBAL ONLINE/DIGITAL PLATFORM FOR MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 3. GLOBAL OFFLINE PLATFORM FOR MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 4. GLOBAL TELEVISION MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 5. GLOBAL RADIO & MUSIC MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 6. GLOBAL DIGITAL SIGNAGE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 7. GLOBAL FILM AND THEATRICAL PRODUCTIONS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 8. GLOBAL GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 9. GLOBAL VIDEO STREAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 10. GLOBAL OTHERS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 11. GLOBAL EVENTS AND TRADE SHOWS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 12. GLOBAL AMUSEMENT PARKS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 13. GLOBAL OTHERS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 14. GLOBAL MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY,2022-2030 ($ MILLION)
  • 15. NORTH AMERICAN MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 16. NORTH AMERICAN MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE,2022-2030 ($ MILLION)
  • 17. EUROPEAN MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY,2022-2030 ($ MILLION)
  • 18. EUROPEAN MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 19. ASIA-PACIFIC MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY,2022-2030 ($ MILLION)
  • 20. ASIA-PACIFIC MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 21. REST OF THE WORLD MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE,2022-2030 ($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL MEDIA AND ENTERTAINMENT MARKET SHARE BY TYPE, 2022 VS 2030 (%)
  • 2. GLOBAL TELEVISION MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 3. GLOBAL RADIO & MUSIC MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030(%)
  • 4. GLOBAL DIGITAL SIGNAGE MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 5. GLOBAL FILM AND THEATRICAL PRODUCTIONS MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 6. GLOBAL GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 7. GLOBAL VIDEO STREAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 8. GLOBAL OTHERS MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 9. GLOBAL EVENTS AND TRADE SHOWS MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 10. GLOBAL AMUSEMENT PARKS MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 11. GLOBAL OTHERS MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 12. GLOBAL MEDIA AND ENTERTAINMENT MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 13. US MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 14. CANADA MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 15. UK MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 16. FRANCE MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 17. GERMANY MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 18. ITALY MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 19. SPAIN MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 20. ROE MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 21. INDIA MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 22. CHINA MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 23. JAPAN MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 24. REST OF ASIA-PACIFIC MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 25. REST OF THE WORLD MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
目次
Product Code: OMR2027380

Global media and entertainment market is growing at a significant CAGR of 8.5% during the forecast period (2022-2030). The media and entertainment industry is driven by the growing digitalization and access to online media platforms. Rising internet penetration and rising demand for online and on-demand videos owing to the considerable adoption of smartphones and tablets are some crucial factors boosting the growth of the market. Most sports events or any other large events are live-streamed. Apart from this, many social media platforms, such as Facebook, and Instagram are providing the facilities to individuals for live video streaming. It is a new feature that is being adopted by a significant number of individuals across the globe.

In addition, the events and trade shows contribute considerably to the growth of the media and entertainment market. The sports industry is one of the largest entertainment industries with the most popular sports and teams showcasing a positive impact on the global economy. However, the outbreak of the COVID-19 pandemic will certainly affect the market growth in 2020 and a half phase of 2021. The offline media and entertainment platforms, such as events, trade shows, and amusement parks will see a decline in revenue in 2020. This is due to rapidly changing circumstances which have compelled the government to impose a ban on all activities that involve social gatherings. The first step taken by the government of almost all the developed and emerging economies, which includes the US, China, India, the UK, and Germany, was to shut down theaters, live events, and amusement parks. However, due to this major crisis across the globe that has forced people to stay at home, the overall TV usage has raised in comparison with historical times. This has positively impacted the online video streaming vertical in the entertainment industry, which, therefore, is projecting considerable growth due to the outbreak of the pandemic.

Segmental Outlook

The media and entertainment market is bifurcated into two types, namely online platforms and offline platforms. The online/digital platform media and entertainment market includes television, radio & music, digital signage, theatrical productions, gaming, video streaming, and others. The offline platform media and entertainment market include events and trade shows, amusement parks, and others. Based on online/digital platforms the digital signage segment is anticipated to grow at a significant rate. Digital signage is transforming the information and media sectors by permitting the central and quick update of content and instantaneous distribution of information to audiences in precise locations. The market is driven by the rising trend of digital signage in the commercial sector coupled with the continuous deployment of advanced technologies in the market, which includes 4K and 8K displays. Moreover, some groups and initiatives across the globe are calling for interoperability to enable the rollout of large-scale digital signage networks, foster innovative applications, and avoid vendor lock-in.

The online/Digital segment is Projected to Hold a Considerable Market Share

Online/digital platform is estimated to project a considerable CAGR in the media and entertainment market during the forecast period. This growth can be accredited to the continuous rise in demand for video streaming platforms across the globe. A shift towards online video watching coupled with the development of digital infrastructure has escalated the demand for online video streaming platforms. In addition, video streaming companies are coming up with new solutions to increase their subscribers across the globe. For instance, Netflix launched a Google Chrome browser extension named Netflix Party which allows users to access the video in groups and watch them together.

Regional Outlooks

The global media and entertainment market is further segmented based on geography, including North America (the US and Canada), Europe (Italy, Spain, Germany, France, and Others), Asia-Pacific (India, China, Japan, South Korea, and Others), and the Rest of the World (the Middle East & Africa and Latin America). The market can be analyzed for a particular region or country level as per the requirement. Among these, North America holds a significant share of the global media and entertainment market. The US plays a critical role in the geographic contribution of North America in the global media and entertainment market, attributing to the existence of the most popular amusement parks, theatrical and film productions, sports, and live events and trade shows. Moreover, the market players show a keen interest in providing their services to the developed markets, considering the US as its predominant country, which in turn, drives the market growth in North America. Several video streaming companies have their headquarters in the country. Google's YouTube, Netflix, Amazon's Prime Video, and Hulu are some of the major video streaming providers in the country. In addition, the US largely contributes to the growth of the online platform of the media and entertainment market, as the country significantly adopts digital signage across various locations such as restaurants, airports, and shopping malls.

Asia-Pacific is expected to propel with a considerable growth rate in the global market

Asia-Pacific is estimated to project a considerable CAGR in the global media and entertainment market. Countries in Asia-Pacific that are contributing to the market growth include China, India, and Japan. China is one of the fastest-growing film industries, globally. By 2020, China is expected to exceed North America as the world's largest industry in box office revenue. The value has been driven by the cohesive policies and emergence of the new players in the film industry. In addition, the Indian media and entertainment industry registered a CAGR of more than 10.9% during 2018 and is expected to grow at a CAGR of 13.1% during 2018-2023 and is projected to hit $39.6 billion in 2023 from $22.2 billion in 2018, as per the Indian Brand Equity Foundation (IBEF). The next decade is expected to witness significant evolution through digital technologies which will increase their influence across the industry-leading to a change in consumer behavior across the segments. Therefore, the media and entertainment market is expected to see significant growth in Asia-Pacific during the forecast period.

Market Players Outlook

The key players in the media and entertainment market are contributing significantly by providing advanced technology-based products and expanding their geographical presence across the globe. The key players operating in the global media and entertainment market include Warner Bros, Sony Pictures Entertainment Inc., Walt Disney Studios, Paramount Pictures, Netflix Inc., and Apple Inc. These market players adopt various strategies such as product launches, partnerships, collaborations, mergers, and acquisitions to sustain a strong position in the market. For instance, in September 2019, Apple Inc. launched Apple TV+, an original video subscription service in over 100 countries and regions.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Company
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global Media and Entertainment Market by Type
    • 4.1.1. Online/Digital Platform
      • 4.1.1.1. Television
      • 4.1.1.2. Radio & Music
      • 4.1.1.3. Digital Signage
      • 4.1.1.4. Film and Theatrical Productions
      • 4.1.1.5. Gaming
      • 4.1.1.6. Video Streaming
      • 4.1.1.7. Others (Virtual Reality and Podcasts)
    • 4.1.2. Offline Platform
      • 4.1.2.1. Events and Trade Shows
      • 4.1.2.2. Amusement Parks
      • 4.1.2.3. Others (Newspaper/Magazines)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. Amazon Web Services, Inc.
  • 6.2. AMC Entertainment Holdings, Inc.
  • 6.3. Apple Inc.
  • 6.4. AT&T Inc. (Warner Bros. Entertainment Inc.)
  • 6.5. Barco NV
  • 6.6. Bertelsmann SE & Co. KGaA
  • 6.7. Cinemark Holdings, Inc.
  • 6.8. Cineplex Inc.
  • 6.9. Cineworld Group PLC
  • 6.10. Eros International PLC
  • 6.11. Facebook, Inc.
  • 6.12. Fox Corp.
  • 6.13. Google LLC
  • 6.14. Intel Corp.
  • 6.15. LG Electronics Inc.
  • 6.16. Microsoft Corp.
  • 6.17. Netflix Inc.
  • 6.18. News Corp.
  • 6.19. Samsung Electronics Co., Ltd.
  • 6.20. Sony Corp. (Sony Pictures Entertainment)
  • 6.21. The New York Times Co.
  • 6.22. The Walt Disney
  • 6.23. Thomson Reuters Corp.
  • 6.24. Viacom CBS Inc. (Paramount Pictures Corp.)