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市場調査レポート
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1705504

オンラインエンターテインメントの世界市場レポート 2025

Online Entertainment Global Market Report 2025


出版日
ページ情報
英文 200 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=144.36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 2025
出版日: 2025年04月01日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
GIIご利用のメリット
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  • 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。2029年の年間平均成長率(CAGR)は14.8%で、7,741億2,000万米ドルに成長します。予測期間における成長の背景には、スマートフォンの普及率の上昇、消費者の嗜好の変化、オリジナルコンテンツへの投資の増加、ゲームとeスポーツの成長があります。予測期間における主な動向としては、サブスクリプション型サービスの増加、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)、ソーシャルメディアとの統合などが挙げられます。

消費者のインターネット普及率の高まりが、オンラインエンターテインメント市場の拡大を牽引すると予測されます。インターネット普及率とは、特定の地理的地域(国や地域など)で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指します。この普及率は、インターネット対応デバイスの低価格化と、高速インターネットインフラの普及により増加しています。インターネットの普及が進むと、視聴者のリーチが拡大し、さまざまなプラットフォームでシームレスなコンテンツ消費が可能になるため、オンラインエンターテインメントへのアクセスが向上します。たとえば、2023年2月、オランダのソフトウェア会社Meltwaterは、2022年から2023年にかけて英国のインターネットユーザー数が22万4,000人(0.3%)増加したと報告しました。その結果、消費者のインターネット普及率の増加がオンラインエンターテインメント市場の成長を促進しています。

オンラインエンターテインメント市場の主なプレーヤーは、シームレスでスケーラブルなゲーム体験を提供するために、クラウドゲーミングなどの技術的に高度なソリューションの開発に注力しています。クラウド・ゲーミングでは、遠隔地のサーバーを利用してゲームを処理するため、ユーザーはハイエンドのハードウェアを必要とせず、さまざまなデバイスでビデオゲームをストリーミング再生できます。例えば、2023年3月、インドの通信会社GTPL Hathway LimitedはGTPL Buzzを発表しました。この顧客向けアプリケーションは、さまざまなサービスを提供することで、ユーザー体験を向上させることを目的としています。これには、ユーザーがモバイルデバイスでライブTVを視聴できる「TV Everywhere」、Blacknut Cloud Gamingの開始による「Cloud Gaming」、多言語でコンテンツをストリーミングする「Distro TV」などの機能が含まれます。AndroidとiOSの両方で利用可能なこのアプリは、ユーザーがアカウントを管理し、サービスを更新し、エンターテインメントへの中断のないアクセスを楽しむことを可能にします。さらに、GTPLのAI搭載チャットボット「GIVA」を統合し、カスタマーサポートを強化しています。このアプリは、幅広い顧客層に向けてGTPLのサービスの利便性と柔軟性を高めるよう設計されています。

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 市場- 金利、インフレ、地政学、新型コロナウイルス感染症、そして景気回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界オンラインエンターテインメント PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のオンラインエンターテインメント市場:成長率分析
  • 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, 2019-2024
  • 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, 2024-2029, 2034F
  • 世界オンラインエンターテインメント総アドレス可能市場(TAM)

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:形態別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 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, 2019-2024, 2024-2029F, 2034F
  • 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, 2019-2024, 2024-2029F, 2034F
  • 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, 2019-2024, 2024-2029F, 2034F
  • 個人
  • 家族
  • その他の用途
  • 世界のオンラインエンターテインメント市場、ビデオの種類別のサブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 映画やテレビ番組
  • 短編動画
  • ライブストリーミング
  • 世界のオンラインエンターテインメント市場、オーディオのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 音楽ストリーミング
  • ポッドキャスト
  • オーディオブック
  • 世界のオンラインエンターテインメント市場、ゲームの種類別のサブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • モバイルゲーム
  • PCまたはコンソールゲーム
  • クラウドゲーム
  • eスポーツ
  • 世界のオンラインエンターテインメント市場インターネットラジオの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • オンラインラジオ局
  • インターネットラジオアグリゲーター
  • 世界のオンラインエンターテインメント市場、その他のフォームのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • バーチャルリアリティ(VR)コンテンツ
  • 拡張現実(AR)体験
  • インタラクティブメディアまたは体験

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, 2019-2024, 2024-2029F, 2034F
  • 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, 2019-2024, 2024-2029F, 2034F

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 Overview, Products and Services, Strategy and Financial Analysis
    • Netflix Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Paramount+Overview, Products and Services, Strategy and Financial Analysis
    • Spotify AB Overview, Products and Services, Strategy and Financial Analysis
    • Hulu Overview, Products and Services, Strategy and Financial Analysis

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 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • オンラインエンターテインメント市場2029:新たな機会を提供する国
  • オンラインエンターテインメント市場2029:新たな機会を提供するセグメント
  • オンラインエンターテインメント市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r30817

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 $387 billion in 2024 to $445.7 billion in 2025 at a compound annual growth rate (CAGR) of 15.2%. The growth in the historic period can be attributed to rising internet penetration, advancements in technology, the rise of social media, digital content creation, and subscription services.

The online entertainment market size is expected to see rapid growth in the next few years. It will grow to $774.12 billion in 2029 at a compound annual growth rate (CAGR) of 14.8%. The growth in the forecast period can be attributed to rising smartphone adoption, changing consumer preferences, increased investment in original content, and growth in gaming and e-sports. Major trends in the forecast period include increasing subscription-based services, growth of video streaming, expansion of eSports, virtual and augmented reality (VR/AR), and social media integration.

The growing internet penetration among consumers is expected to drive the expansion of the online entertainment market. Internet penetration refers to the percentage of the population in a specific geographic area (such as a country or region) that has access to and uses the internet. This penetration is increasing due to the rising affordability of internet-enabled devices and the broader availability of high-speed internet infrastructure. Greater internet penetration enhances access to online entertainment by expanding the reach of audiences and enabling seamless content consumption across various platforms. For example, in February 2023, Meltwater, a Netherlands-based software company, reported that the number of internet users in the UK grew by 224 thousand (0.3 percent) from 2022 to 2023. As a result, the increasing internet penetration among consumers is driving the growth of the online entertainment market.

Key players in the online entertainment market are concentrating on developing technologically advanced solutions, such as cloud gaming, to provide a seamless and scalable gaming experience. Cloud gaming allows users to stream and play video games on various devices without the need for high-end hardware, by using remote servers to process the games. For example, in March 2023, GTPL Hathway Limited, an India-based telecommunications company, introduced GTPL Buzz. This customer application aims to enhance the user experience by offering a range of services. It includes features like "TV Everywhere," allowing users to watch live TV on their mobile devices, "Cloud Gaming" with the launch of Blacknut Cloud Gaming, and "Distro TV," which streams content in multiple languages. Available on both Android and iOS, the app enables users to manage their accounts, update services, and enjoy uninterrupted access to entertainment. Furthermore, it integrates GTPL's AI-powered chatbot, GIVA, to enhance customer support. The app is designed to increase the convenience and flexibility of GTPL's services for its broad customer base.

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 2024. 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 2025 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.

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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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • 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
  • Subsegments:
  • 1) By Video: Movies Or TV Shows; Short-Form Video; Live Streaming
  • 2) By Audio: Music Streaming; Podcasts; Audiobooks
  • 3) By Games: Mobile Gaming; PC Or Console Gaming; Cloud Gaming; eSports
  • 4) By Internet Radio: Online Radio Stations; Internet Radio Aggregators
  • 5) By Other Forms: Virtual Reality (VR) Content; Augmented Reality (AR) Experiences; Interactive Media Or Experiences
  • 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 Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Online Entertainment Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Online Entertainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Online Entertainment Market Growth Rate Analysis
  • 5.4. Global Online Entertainment Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Online Entertainment Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Online Entertainment Total Addressable Market (TAM)

6. Online Entertainment Market Segmentation

  • 6.1. Global Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Video
  • Audio
  • Games
  • Internet Radio
  • Other Forms
  • 6.2. Global Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Subscription
  • Advertisement
  • Sponsorship
  • Other Revenue Models
  • 6.4. Global Online Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Individual
  • Family
  • Other Applications
  • 6.5. Global Online Entertainment Market, Sub-Segmentation Of Video, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Movies Or TV Shows
  • Short-Form Video
  • Live Streaming
  • 6.6. Global Online Entertainment Market, Sub-Segmentation Of Audio, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Music Streaming
  • Podcasts
  • Audiobooks
  • 6.7. Global Online Entertainment Market, Sub-Segmentation Of Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Mobile Gaming
  • PC Or Console Gaming
  • Cloud Gaming
  • eSports
  • 6.8. Global Online Entertainment Market, Sub-Segmentation Of Internet Radio, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Online Radio Stations
  • Internet Radio Aggregators
  • 6.9. Global Online Entertainment Market, Sub-Segmentation Of Other Forms, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality (VR) Content
  • Augmented Reality (AR) Experiences
  • Interactive Media Or Experiences

7. Online Entertainment Market Regional And Country Analysis

  • 7.1. Global Online Entertainment Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Online Entertainment Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Online Entertainment Market

  • 8.1. Asia-Pacific Online Entertainment Market Overview
  • Region Information, 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Online Entertainment Market

  • 10.1. India Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Online Entertainment Market

  • 12.1. Australia Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Online Entertainment Market

  • 13.1. Indonesia Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Online Entertainment Market

  • 16.1. UK Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Online Entertainment Market

  • 17.1. Germany Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Online Entertainment Market

  • 18.1. France Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Online Entertainment Market

  • 19.1. Italy Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Online Entertainment Market

  • 20.1. Spain Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Online Entertainment Market

  • 22.1. Russia Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Online Entertainment Market

  • 27.1. Brazil Online Entertainment Market, Segmentation By Form, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Online Entertainment Market, Segmentation By Devices, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Online Entertainment Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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 Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Netflix Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Paramount+ Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Spotify AB Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Hulu Overview, Products and Services, Strategy and Financial Analysis

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 And Dashboard

33. Key Mergers And Acquisitions In The Online Entertainment Market

34. Recent Developments In The Online Entertainment Market

35. Online Entertainment Market High Potential Countries, Segments and Strategies

  • 35.1 Online Entertainment Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Online Entertainment Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Online Entertainment Market In 2029 - 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