デフォルト表紙
市場調査レポート
商品コード
1566740

オンラインエンターテインメントの世界市場レポート 2024

Online Entertainment Global Market Report 2024


出版日
ページ情報
英文 175 Pages
納期
2~10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=146.99円
オンラインエンターテインメントの世界市場レポート 2024
出版日: 2024年10月09日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

オンラインエンターテインメント市場規模は、今後数年で急成長が見込まれます。2028年の年間平均成長率(CAGR)は14.9%で、6,745億6,000万米ドルに成長します。予測期間中に予想される成長の要因としては、スマートフォンの普及拡大、消費者の嗜好の進化、オリジナルコンテンツへの投資の増加、ゲームとeスポーツの拡大などが挙げられます。この期間に予想される主な動向には、サブスクリプション型サービスの台頭、動画ストリーミングの成長、eスポーツの拡大、仮想現実・拡張現実(VR/AR)の進歩、ソーシャルメディアとの統合の拡大などがあります。

消費者のインターネット普及率の上昇が、オンラインエンターテインメント市場の成長を牽引すると予測されます。インターネット普及率は、ある地域の人口のうち、インターネットにアクセスし、利用している人口の割合を示します。この成長の原動力となっているのは、インターネット対応機器の価格が手頃になり、高速インターネットが広く利用できるようになったことです。インターネットへのアクセスが普及するにつれ、オンラインエンターテインメントへのアクセスやエンゲージメントの能力が高まり、視聴者が拡大し、さまざまなプラットフォームでのコンテンツ消費が向上します。例えば、カナダ統計局の2023年7月の調査によると、15歳以上のカナダ人のインターネット利用率は、2020年の92%から2022年には95%に増加しました。最も顕著な増加は75歳以上のカナダ人で、インターネット利用率は2020年の62%から2022年には72%に上昇しました。したがって、インターネット普及率の上昇がオンラインエンターテインメント市場の拡大に拍車をかけています。

オンラインエンターテインメント市場の各企業は、市場での地位を維持するため、革新的な製品の開発に注力しています。その一つが、オンラインエンターテインメントコンテンツハブの開発です。コンテンツハブとは、エンターテインメント用のさまざまなデジタルコンテンツを集約し、配信する集中型プラットフォームのことです。例えば、2021年2月、Disney+は新しい総合エンターテイメントコンテンツハブであるStarブランドを一部の国際市場で立ち上げました。Starブランドでは、ディズニーテレビジョンスタジオ、FXプロダクションズ、20世紀スタジオ、サーチライトピクチャーズなど、ディズニーの多様なスタジオや子会社が提供する何千時間もの映画や番組が楽しめる。また、新しいペアレンタルコントロールも導入され、ユーザーはコンテンツのレーティングを設定したり、成熟したコンテンツへのアクセスを制限するためのPINを追加したりできるようになった。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 マクロ経済シナリオ

  • 高インフレが市場に与える影響
  • ウクライナ・ロシア戦争が市場に与える影響
  • COVID-19による市場への影響

第5章 世界の市場規模と成長

  • 世界のオンラインエンターテインメント市場:促進要因と抑制要因
    • 市場促進要因
    • 市場抑制要因
  • 世界のオンラインエンターテインメント市場の実績:規模と成長, 2018-2023
  • 世界のオンラインエンターテインメント市場の予測:規模と成長, 2023-2028, 2033F

第6章 市場セグメンテーション

  • 世界のオンラインエンターテインメント市場:形式別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • ビデオ
  • オーディオ
  • ゲーム
  • インターネットラジオ
  • その他の形式
  • 世界のオンラインエンターテインメント市場:デバイス別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • スマートフォン
  • スマートテレビ(TV)
  • プロジェクターとモニター
  • ラップトップ
  • デスクトップとタブレット
  • その他のデバイス
  • 世界のオンラインエンターテインメント市場:収益モデル別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • サブスクリプション
  • 広告
  • スポンサーシップ
  • その他の収益モデル
  • 世界のオンラインエンターテインメント市場:用途別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • 個人
  • 家族
  • その他の用途

第7章 地域別・国別分析

  • 世界のオンラインエンターテインメント市場:地域別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • 世界のオンラインエンターテインメント市場:国別、実績と予測, 2018-2023, 2023-2028F, 2033F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • オンラインエンターテインメント市場:競合情勢
  • オンラインエンターテインメント市場:企業プロファイル
    • Tencent Video
    • Netflix Inc.
    • Paramount+
    • Spotify AB
    • Hulu

第31章 その他の大手企業と革新的企業

  • TikTok Pte. Ltd.
  • Disney+
  • Apple Music
  • HBO Max
  • Amazon Prime Video
  • iQIYI
  • Bilibili
  • Roku Inc.
  • Pandora Media LLC
  • DAZN
  • Deezer
  • Crunchyroll LLC
  • Twitch
  • Sling TV
  • Peacock

第32章 競合ベンチマーキング

第33章 競合ダッシュボード

第34章 主要な合併と買収

第35章 将来の見通しと潜在的な分析

第36章 付録

目次
Product Code: r19731

Online entertainment encompasses digital content and activities accessed over the internet, including streaming services, social media, online gaming, and virtual events. It offers a range of interactive and on-demand experiences available through computers, smartphones, and other connected devices. This sector has expanded rapidly due to technological advancements and increased internet access.

The main forms of online entertainment include video, audio, games, internet radio, and other formats. Video entertainment involves streaming movies, TV shows, live broadcasts, and video clips online. Devices used for accessing online entertainment include smartphones, smart TVs, projectors and monitors, laptops, desktops, tablets, and other connected devices. Revenue models in this sector vary and include subscription-based, advertisement-supported, sponsorship-driven, and other models. Applications of online entertainment cater to individuals, families, and other groups.

The online entertainment market research report is one of a series of new reports from The Business Research Company that provides online entertainment market statistics, including online entertainment industry global market size, regional shares, competitors with a online entertainment market share, detailed online entertainment market segments, market trends and opportunities, and any further data you may need to thrive in the online entertainment industry. This online entertainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The online entertainment market size has grown rapidly in recent years. It will grow from $337.21 billion in 2023 to $387.00 billion in 2024 at a compound annual growth rate (CAGR) of 14.8%. The growth during the historic period can be attributed to several factors, increasing internet penetration, advancements in technology, the rise of social media, the expansion of digital content creation, and the proliferation of subscription services.

The online entertainment market size is expected to see rapid growth in the next few years. It will grow to $674.56 billion in 2028 at a compound annual growth rate (CAGR) of 14.9%. The anticipated growth during the forecast period can be attributed to several factors, increasing adoption of smartphones, evolving consumer preferences, higher investment in original content, and expansion in gaming and e-sports. Key trends expected during this period include the rise of subscription-based services, growth in video streaming, expansion of eSports, advancements in virtual and augmented reality (VR/AR), and greater integration with social media.

The rise in internet penetration among consumers is anticipated to drive the growth of the online entertainment market. Internet penetration measures the percentage of the population in a given area that has access to and uses the internet. This growth is fueled by the increasing affordability of internet-enabled devices and the broad availability of high-speed internet. As internet access becomes more widespread, it enhances the ability to access and engage with online entertainment, expanding the audience and improving content consumption across different platforms. For example, a July 2023 survey by Statistics Canada revealed that internet usage among Canadians aged 15 and older increased to 95% in 2022 from 92% in 2020. The most notable increase was among Canadians aged 75 and older, with internet usage rising from 62% in 2020 to 72% in 2022. Hence, the rise in internet penetration is fueling the expansion of the online entertainment market.

Companies in the online entertainment market are focusing on creating innovative products to maintain their market position. One such innovation is the development of online entertainment content hubs, which are centralized platforms that aggregate and distribute various forms of digital content for entertainment. For instance, in February 2021, Disney+ launched the Star brand, a new general entertainment content hub, in select international markets. The Star brand features thousands of hours of movies and shows from Disney's diverse studios and subsidiaries, including Disney Television Studios, FX Productions, 20th Century Studios, and Searchlight Pictures. The launch also introduced new parental controls, allowing users to set content ratings and add PINs to restrict access to mature content.

In January 2022, MarketCast, a US-based media company, acquired Invoke for an undisclosed amount. This acquisition enables MarketCast to extend its media and entertainment research capabilities to include audience testing for pre-release streaming and broadcast content, such as series concepts and episodes. Invoke, based in France, offers an online platform for entertainment companies to conduct real-time audience research and content testing for streaming and television shows.

Major companies operating in the online entertainment market are Tencent Video, Netflix Inc., Paramount+, Spotify AB, Hulu, TikTok Pte. Ltd., Disney+, Apple Music, HBO Max, Amazon Prime Video, iQIYI, Bilibili, Roku Inc., Pandora Media LLC, DAZN, Deezer, Crunchyroll LLC, Twitch, Sling TV, Peacock, SoundCloud, Vevo LLC, Tidal, Vudu, Sony Crackle

North America was the largest region in the online entertainment market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the online entertainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the online entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The online entertainment market consists of revenues earned by entities by providing services such as streaming services, video-on-demand, music streaming services, and spoken-word entertainment services. The market value includes the value of related goods sold by the service provider or included within the service offering. The online entertainment market also includes sales of streaming devices, home assistants, bluetooth speakers, and gaming monitors. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Online Entertainment Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on online entertainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for online entertainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The online entertainment market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of COVID-19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Form: Video; Audio; Games; Internet Radio; Other Forms
  • 2) By Devices: Smartphones; Smart Televisions (TVs); Projectors And Monitors; Laptop; Desktops And Tablets; Other Devices
  • 3) By Revenue Model: Subscription; Advertisement; Sponsorship; Other Revenue Models
  • 4) By Application: Individual; Family; Other Applications
  • Companies Mentioned: Tencent Video; Netflix Inc.; Paramount+; Spotify AB; Hulu
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Online Entertainment Market Characteristics

3. Online Entertainment Market Trends And Strategies

4. Online Entertainment Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Online Entertainment Market Size and Growth

  • 5.1. Global Online Entertainment Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Online Entertainment Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Online Entertainment Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Online Entertainment Market Segmentation

  • 6.1. Global Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Video
  • Audio
  • Games
  • Internet Radio
  • Other Forms
  • 6.2. Global Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Smartphones
  • Smart Televisions (TVs)
  • Projectors And Monitors
  • Laptop
  • Desktops And Tablets
  • Other Devices
  • 6.3. Global Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Subscription
  • Advertisement
  • Sponsorship
  • Other Revenue Models
  • 6.4. Global Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Individual
  • Family
  • Other Applications

7. Online Entertainment Market Regional And Country Analysis

  • 7.1. Global Online Entertainment Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Online Entertainment Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Online Entertainment Market

  • 8.1. Asia-Pacific Online Entertainment Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Online Entertainment Market

  • 9.1. China Online Entertainment Market Overview
  • 9.2. China Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Online Entertainment Market

  • 10.1. India Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Online Entertainment Market

  • 11.1. Japan Online Entertainment Market Overview
  • 11.2. Japan Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Online Entertainment Market

  • 12.1. Australia Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Online Entertainment Market

  • 13.1. Indonesia Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Online Entertainment Market

  • 14.1. South Korea Online Entertainment Market Overview
  • 14.2. South Korea Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Online Entertainment Market

  • 15.1. Western Europe Online Entertainment Market Overview
  • 15.2. Western Europe Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Online Entertainment Market

  • 16.1. UK Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Online Entertainment Market

  • 17.1. Germany Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Online Entertainment Market

  • 18.1. France Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Online Entertainment Market

  • 19.1. Italy Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Online Entertainment Market

  • 20.1. Spain Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Online Entertainment Market

  • 21.1. Eastern Europe Online Entertainment Market Overview
  • 21.2. Eastern Europe Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Online Entertainment Market

  • 22.1. Russia Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Online Entertainment Market

  • 23.1. North America Online Entertainment Market Overview
  • 23.2. North America Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Online Entertainment Market

  • 24.1. USA Online Entertainment Market Overview
  • 24.2. USA Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Online Entertainment Market

  • 25.1. Canada Online Entertainment Market Overview
  • 25.2. Canada Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Online Entertainment Market

  • 26.1. South America Online Entertainment Market Overview
  • 26.2. South America Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Online Entertainment Market

  • 27.1. Brazil Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Online Entertainment Market

  • 28.1. Middle East Online Entertainment Market Overview
  • 28.2. Middle East Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Online Entertainment Market

  • 29.1. Africa Online Entertainment Market Overview
  • 29.2. Africa Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Online Entertainment Market Competitive Landscape And Company Profiles

  • 30.1. Online Entertainment Market Competitive Landscape
  • 30.2. Online Entertainment Market Company Profiles
    • 30.2.1. Tencent Video
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Netflix Inc.
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Paramount+
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Spotify AB
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Hulu
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Online Entertainment Market Other Major And Innovative Companies

  • 31.1. TikTok Pte. Ltd.
  • 31.2. Disney+
  • 31.3. Apple Music
  • 31.4. HBO Max
  • 31.5. Amazon Prime Video
  • 31.6. iQIYI
  • 31.7. Bilibili
  • 31.8. Roku Inc.
  • 31.9. Pandora Media LLC
  • 31.10. DAZN
  • 31.11. Deezer
  • 31.12. Crunchyroll LLC
  • 31.13. Twitch
  • 31.14. Sling TV
  • 31.15. Peacock

32. Global Online Entertainment Market Competitive Benchmarking

33. Global Online Entertainment Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Online Entertainment Market

35. Online Entertainment Market Future Outlook and Potential Analysis

  • 35.1 Online Entertainment Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Online Entertainment Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Online Entertainment Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer