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オンラインエンターテインメント市場 - 世界の産業規模、シェア、動向、機会、予測、タイプ別、用途別、デバイス別、地域別、競合別、2020年~2030年

Online-Entertainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented by Type, By Application, By Device, By Region, and By Competition 2020-2030F


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英文 186 Pages
納期
2~3営業日
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オンラインエンターテインメント市場 - 世界の産業規模、シェア、動向、機会、予測、タイプ別、用途別、デバイス別、地域別、競合別、2020年~2030年
出版日: 2025年03月24日
発行: TechSci Research
ページ情報: 英文 186 Pages
納期: 2~3営業日
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  • 全表示
  • 概要
  • 目次
概要

世界のオンラインエンターテインメント市場は、2024年に991億4,000万米ドルと評価され、予測期間中のCAGRは8.1%で2030年までには1,596億2,000万米ドルに達すると予測されています。

Netflixのようなストリーミングサービスや、YouTubeやTikTokのようなソーシャルメディアプラットフォームは、多くの視聴者を惹きつけています。オンラインゲームやモバイルゲームを中心としたゲーム産業の成長も市場拡大の原動力となっています。VRやAIを含む技術の進歩は、ユーザー体験を向上させます。COVID-19の流行は、オンラインエンターテインメントへのシフトを加速させました。多様でローカライズされたコンテンツは様々な文化的選好に対応し、サブスクリプションベースのモデルは安定した収益をもたらします。バーチャルコンサートなどのインタラクティブな体験や、広告やアプリ内課金などの効果的な収益化戦略が、成長をさらに促進します。世界化により、企業はより多くの視聴者にリーチできるようになり、市場範囲が拡大しています。

市場概要
予測期間 2026年~2030年
市場規模:2024年 991億4,000万米ドル
市場規模:2030年 1,596億2,000万米ドル
CAGR:2025年~2030年 8.1%
急成長セグメント ビデオ
最大市場 北米

主要な市場促進要因

インターネット普及率とスマートフォン普及率の増加

主要な市場課題

コンテンツの飽和と消費者の維持

主要市場動向

先端技術の統合

目次

第1章 サービス概要

  • 市場の定義
  • 市場の範囲
    • 対象市場
    • 調査対象年
    • 主要市場セグメンテーション

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 世界のオンラインエンターテインメント市場にCOVID-19が与える影響

第5章 顧客の声

第6章 世界のオンラインエンターテインメント市場概要

第7章 世界のオンラインエンターテインメント市場の見通し

  • 市場規模・予測
    • 金額別
  • 市場シェア・予測
    • タイプ別(ビデオ、オーディオ)
    • 用途別(個人、家族)
    • デバイス別(スマートフォン、スマートテレビ、プロジェクター、モニター、その他)
    • 地域別(北米、欧州、南米、中東・アフリカ、アジア太平洋)
  • 企業別(2024年)
  • 市場マップ

第8章 北米のオンラインエンターテインメント市場の見通し

  • 市場規模・予測
  • 市場シェア・予測
  • 北米:国別分析
    • 米国
    • カナダ
    • メキシコ

第9章 欧州のオンラインエンターテインメント市場の見通し

  • 市場規模・予測
  • 市場シェア・予測
  • 欧州:国別分析
    • ドイツ
    • フランス
    • 英国
    • イタリア
    • スペイン
    • オランダ
    • ベルギー

第10章 南米のオンラインエンターテインメント市場の見通し

  • 市場規模・予測
  • 市場シェア・予測
  • 南米:国別分析
    • ブラジル
    • コロンビア
    • アルゼンチン
    • チリ

第11章 中東・アフリカのオンラインエンターテインメント市場の見通し

  • 市場規模・予測
  • 市場シェア・予測
  • 中東・アフリカ:国別分析
    • サウジアラビア
    • アラブ首長国連邦
    • 南アフリカ
    • トルコ

第12章 アジア太平洋のオンラインエンターテインメント市場の展望

  • 市場規模・予測
  • 市場シェア・予測
  • アジア太平洋:国別分析
    • 中国
    • インド
    • 日本
    • 韓国
    • オーストラリア
    • タイ
    • マレーシア

第13章 市場力学

  • 促進要因
  • 課題

第14章 市場動向と発展

第15章 企業プロファイル

  • Google, Inc.
  • Sony Corporation
  • Amazon.com, Inc.
  • Netflix, Inc.
  • Rakuten Group Inc.
  • Ubisoft Entertainment SA
  • Meta Platforms, Inc.
  • Spotify AB

第16章 戦略的提言

第17章 調査会社について・免責事項

目次
Product Code: 24856

Global Online Entertainment Market was valued at USD 99.14 billion in 2024 and is expected to reach USD 159.62 billion by 2030 with a CAGR of 8.1% during the forecast period. Streaming services like Netflix and social media platforms such as YouTube and TikTok attract large audiences. The gaming industry's growth, particularly online and mobile games, also fuels market expansion. Advancements in technology, including VR and AI, enhance user experiences. The COVID-19 pandemic accelerated the shift to online entertainment. Diverse and localized content caters to various cultural preferences, while subscription-based models provide steady revenue. Interactive experiences, such as virtual concerts, and effective monetization strategies, including ads and in-app purchases, further drive growth. Globalization allows companies to reach wider audiences, expanding their market reach.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 99.14 Billion
Market Size 2030USD 159.62 Billion
CAGR 2025-20308.1%
Fastest Growing SegmentVideo
Largest MarketNorth America

Key Market Drivers

Increased Internet Penetration and Smartphone Adoption

One of the primary drivers of the global online entertainment market is the significant increase in internet penetration and the widespread adoption of smartphones. Over the past decade, there has been a substantial expansion of internet infrastructure, particularly in emerging economies, making high-speed internet more accessible to a larger portion of the global population. According to a report by the International Telecommunication Union (ITU), by the end of 2021, approximately 63% of the world's population had access to the internet, a figure that continues to grow each year. This widespread connectivity has enabled consumers to easily access online entertainment platforms, ranging from streaming services to social media and online gaming. High-speed internet is crucial for streaming high-definition content without interruptions, which significantly enhances the user experience and encourages prolonged engagement with online entertainment platforms.

Key Market Challenges

Content Saturation and Consumer Retention

One of the major challenges facing the global online entertainment market is content saturation and the subsequent struggle for consumer retention. The proliferation of streaming services, social media platforms, and online gaming options has led to an overwhelming abundance of content available to consumers. While this diversity offers numerous choices, it also results in intense competition among providers to capture and retain the attention of users. With new shows, movies, games, and social media trends emerging constantly, consumers have limited time and attention spans to dedicate to any single platform. This saturation makes it increasingly difficult for individual providers to stand out and maintain a loyal user base. To address this challenge, companies must invest heavily in creating high-quality, original content that can differentiate their offerings from those of competitors. However, producing premium content requires significant financial resources and carries inherent risks, as there is no guarantee that new releases will resonate with audiences.

Additionally, the challenge of consumer retention is compounded by the low switching costs in the digital world. Unlike traditional media, where consumers were often locked into long-term contracts or subscriptions, online entertainment platforms generally offer month-to-month subscriptions with the flexibility to cancel at any time. This ease of switching means that consumers can move between services based on their current preferences or promotional offers, leading to fluctuating subscriber numbers and revenue instability for providers. Companies are therefore under constant pressure to innovate and keep their content libraries fresh and engaging to prevent churn. Personalized recommendations and user-friendly interfaces are crucial in enhancing user experience and encouraging longer engagement periods. Yet, these strategies also require sophisticated technology and data analytics, adding another layer of complexity and expense. The balancing act of producing compelling content, managing operational costs, and ensuring continuous user engagement represents a significant ongoing challenge for the global online entertainment market.

Key Market Trends

Integration of Advanced Technologies

One of the key market trends in the global online entertainment market is the integration of advanced technologies, such as artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and blockchain. These technologies are revolutionizing the way content is produced, distributed, and consumed, offering more immersive and personalized experiences for users. AI is particularly transformative, enhancing content recommendations, improving user interfaces, and enabling the creation of hyper-personalized content. Streaming platforms like Netflix and Spotify utilize sophisticated AI algorithms to analyze user behavior and preferences, delivering tailored recommendations that keep users engaged and subscribed. AI is also being used in content creation, with tools that can generate music, scripts, and even entire videos, reducing production costs and time.

Virtual reality (VR) and augmented reality (AR) are pushing the boundaries of immersive entertainment. VR creates entirely virtual environments that users can interact with, providing deeply engaging experiences in gaming, virtual concerts, and immersive storytelling. Companies like Oculus and HTC are continuously advancing VR technology, making it more accessible and appealing to a broader audience. Augmented reality, on the other hand, overlays digital content onto the real world, enhancing experiences without isolating users from their surroundings. AR applications in gaming, such as Pokemon Go, have demonstrated the immense potential of this technology to capture public imagination and drive user engagement. The integration of VR and AR into online entertainment is expected to grow, offering new revenue streams and opportunities for content creators and platforms.

Key Market Players

  • Google, LLC
  • Sony Corporation
  • Amazon.com, Inc.
  • Netflix, Inc.
  • Rakuten Group Inc.
  • Ubisoft Entertainment SA
  • Meta Platforms, Inc.
  • Spotify AB

Report Scope:

In this report, the Global Online Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Online Entertainment Market, By Type:

  • Video
  • Audio

Online Entertainment Market, By Application:

  • Individual
  • Family

Online Entertainment Market, By Device:

  • Smartphones
  • Smart TVs
  • Projectors
  • Monitors
  • Others

Online Entertainment Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
    • Netherlands
    • Belgium
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • Thailand
    • Malaysia
  • South America
    • Brazil
    • Argentina
    • Colombia
    • Chile
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE
    • Turkey

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Online Entertainment Market.

Available Customizations:

Global Online Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Service Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1.Markets Covered
    • 1.2.2.Years Considered for Study
    • 1.2.3.Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Formulation of the Scope
  • 2.4. Assumptions and Limitations
  • 2.5. Sources of Research
    • 2.5.1.Secondary Research
    • 2.5.2.Primary Research
  • 2.6. Approach for the Market Study
    • 2.6.1.The Bottom-Up Approach
    • 2.6.2.The Top-Down Approach
  • 2.7. Methodology Followed for Calculation of Market Size & Market Shares
  • 2.8. Forecasting Methodology
    • 2.8.1.Data Triangulation & Validation

3. Executive Summary

4. Impact of COVID-19 on Global Online Entertainment Market

5. Voice of Customer

6. Global Online Entertainment Market Overview

7. Global Online Entertainment Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1.By Value
  • 7.2. Market Share & Forecast
    • 7.2.1.By Type (Video, Audio)
    • 7.2.2.By Application (Individual, Family)
    • 7.2.3.By Device (Smartphones, Smart TVs, Projectors, and Monitors, Others
    • 7.2.4.By Region (North America, Europe, South America, Middle East & Africa, Asia-Pacific)
  • 7.3. By Company (2024)
  • 7.4. Market Map

8. North America Online Entertainment Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1.By Value
  • 8.2. Market Share & Forecast
    • 8.2.1.By Type
    • 8.2.2.By Application
    • 8.2.3.By Device
    • 8.2.4.By Country
  • 8.3. North America: Country Analysis
    • 8.3.1.United States Online Entertainment Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Type
        • 8.3.1.2.2. By Application
        • 8.3.1.2.3. By Device
    • 8.3.2.Canada Online Entertainment Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Type
        • 8.3.2.2.2. By Application
        • 8.3.2.2.3. By Device
    • 8.3.3.Mexico Online Entertainment Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Type
        • 8.3.3.2.2. By Application
        • 8.3.3.2.3. By Device

9. Europe Online Entertainment Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1.By Value
  • 9.2. Market Share & Forecast
    • 9.2.1.By Type
    • 9.2.2.By Application
    • 9.2.3.By Device
    • 9.2.4.By Country
  • 9.3. Europe: Country Analysis
    • 9.3.1.Germany Online Entertainment Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Type
        • 9.3.1.2.2. By Application
        • 9.3.1.2.3. By Device
    • 9.3.2.France Online Entertainment Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Type
        • 9.3.2.2.2. By Application
        • 9.3.2.2.3. By Device
    • 9.3.3.United Kingdom Online Entertainment Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Type
        • 9.3.3.2.2. By Application
        • 9.3.3.2.3. By Device
    • 9.3.4.Italy Online Entertainment Market Outlook
      • 9.3.4.1. Market Size & Forecast
        • 9.3.4.1.1. By Value
      • 9.3.4.2. Market Share & Forecast
        • 9.3.4.2.1. By Type
        • 9.3.4.2.2. By Application
        • 9.3.4.2.3. By Device
    • 9.3.5.Spain Online Entertainment Market Outlook
      • 9.3.5.1. Market Size & Forecast
        • 9.3.5.1.1. By Value
      • 9.3.5.2. Market Share & Forecast
        • 9.3.5.2.1. By Type
        • 9.3.5.2.2. By Application
        • 9.3.5.2.3. By Device
    • 9.3.6.Netherlands Online Entertainment Market Outlook
      • 9.3.6.1. Market Size & Forecast
        • 9.3.6.1.1. By Value
      • 9.3.6.2. Market Share & Forecast
        • 9.3.6.2.1. By Type
        • 9.3.6.2.2. By Application
        • 9.3.6.2.3. By Device
    • 9.3.7.Belgium Online Entertainment Market Outlook
      • 9.3.7.1. Market Size & Forecast
        • 9.3.7.1.1. By Value
      • 9.3.7.2. Market Share & Forecast
        • 9.3.7.2.1. By Type
        • 9.3.7.2.2. By Application
        • 9.3.7.2.3. By Device

10. South America Online Entertainment Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Type
    • 10.2.2. By Application
    • 10.2.3. By Device
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Online Entertainment Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Type
        • 10.3.1.2.2. By Application
        • 10.3.1.2.3. By Device
    • 10.3.2. Colombia Online Entertainment Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Type
        • 10.3.2.2.2. By Application
        • 10.3.2.2.3. By Device
    • 10.3.3. Argentina Online Entertainment Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Type
        • 10.3.3.2.2. By Application
        • 10.3.3.2.3. By Device
    • 10.3.4. Chile Online Entertainment Market Outlook
      • 10.3.4.1. Market Size & Forecast
        • 10.3.4.1.1. By Value
      • 10.3.4.2. Market Share & Forecast
        • 10.3.4.2.1. By Type
        • 10.3.4.2.2. By Application
        • 10.3.4.2.3. By Device

11. Middle East & Africa Online Entertainment Market Outlook

  • 11.1. Market Size & Forecast
    • 11.1.1. By Value
  • 11.2. Market Share & Forecast
    • 11.2.1. By Type
    • 11.2.2. By Application
    • 11.2.3. By Device
    • 11.2.4. By Country
  • 11.3. Middle East & Africa: Country Analysis
    • 11.3.1. Saudi Arabia Online Entertainment Market Outlook
      • 11.3.1.1. Market Size & Forecast
        • 11.3.1.1.1. By Value
      • 11.3.1.2. Market Share & Forecast
        • 11.3.1.2.1. By Type
        • 11.3.1.2.2. By Application
        • 11.3.1.2.3. By Device
    • 11.3.2. UAE Online Entertainment Market Outlook
      • 11.3.2.1. Market Size & Forecast
        • 11.3.2.1.1. By Value
      • 11.3.2.2. Market Share & Forecast
        • 11.3.2.2.1. By Type
        • 11.3.2.2.2. By Application
        • 11.3.2.2.3. By Device
    • 11.3.3. South Africa Online Entertainment Market Outlook
      • 11.3.3.1. Market Size & Forecast
        • 11.3.3.1.1. By Value
      • 11.3.3.2. Market Share & Forecast
        • 11.3.3.2.1. By Type
        • 11.3.3.2.2. By Application
        • 11.3.3.2.3. By Device
    • 11.3.4. Turkey Online Entertainment Market Outlook
      • 11.3.4.1. Market Size & Forecast
        • 11.3.4.1.1. By Value
      • 11.3.4.2. Market Share & Forecast
        • 11.3.4.2.1. By Type
        • 11.3.4.2.2. By Application
        • 11.3.4.2.3. By Device

12. Asia-Pacific Online Entertainment Market Outlook

  • 12.1. Market Size & Forecast
    • 12.1.1. By Value
  • 12.2. Market Share & Forecast
    • 12.2.1. By Type
    • 12.2.2. By Application
    • 12.2.3. By Device
    • 12.2.4. By Country
  • 12.3. Asia-Pacific: Country Analysis
    • 12.3.1. China Online Entertainment Market Outlook
      • 12.3.1.1. Market Size & Forecast
        • 12.3.1.1.1. By Value
      • 12.3.1.2. Market Share & Forecast
        • 12.3.1.2.1. By Type
        • 12.3.1.2.2. By Application
        • 12.3.1.2.3. By Device
    • 12.3.2. India Online Entertainment Market Outlook
      • 12.3.2.1. Market Size & Forecast
        • 12.3.2.1.1. By Value
      • 12.3.2.2. Market Share & Forecast
        • 12.3.2.2.1. By Type
        • 12.3.2.2.2. By Application
        • 12.3.2.2.3. By Device
    • 12.3.3. Japan Online Entertainment Market Outlook
      • 12.3.3.1. Market Size & Forecast
        • 12.3.3.1.1. By Value
      • 12.3.3.2. Market Share & Forecast
        • 12.3.3.2.1. By Type
        • 12.3.3.2.2. By Application
        • 12.3.3.2.3. By Device
    • 12.3.4. South Korea Online Entertainment Market Outlook
      • 12.3.4.1. Market Size & Forecast
        • 12.3.4.1.1. By Value
      • 12.3.4.2. Market Share & Forecast
        • 12.3.4.2.1. By Type
        • 12.3.4.2.2. By Application
        • 12.3.4.2.3. By Device
    • 12.3.5. Australia Online Entertainment Market Outlook
      • 12.3.5.1. Market Size & Forecast
        • 12.3.5.1.1. By Value
      • 12.3.5.2. Market Share & Forecast
        • 12.3.5.2.1. By Type
        • 12.3.5.2.2. By Application
        • 12.3.5.2.3. By Device
    • 12.3.6. Thailand Online Entertainment Market Outlook
      • 12.3.6.1. Market Size & Forecast
        • 12.3.6.1.1. By Value
      • 12.3.6.2. Market Share & Forecast
        • 12.3.6.2.1. By Type
        • 12.3.6.2.2. By Application
        • 12.3.6.2.3. By Device
    • 12.3.7. Malaysia Online Entertainment Market Outlook
      • 12.3.7.1. Market Size & Forecast
        • 12.3.7.1.1. By Value
      • 12.3.7.2. Market Share & Forecast
        • 12.3.7.2.1. By Type
        • 12.3.7.2.2. By Application
        • 12.3.7.2.3. By Device

13. Market Dynamics

  • 13.1. Drivers
  • 13.2. Challenges

14. Market Trends and Developments

15. Company Profiles

  • 15.1. Google, Inc.
    • 15.1.1. Business Overview
    • 15.1.2. Key Revenue and Financials
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel/Key Contact Person
    • 15.1.5. Key Product/Services Offered
  • 15.2. Sony Corporation
    • 15.2.1. Business Overview
    • 15.2.2. Key Revenue and Financials
    • 15.2.3. Recent Developments
    • 15.2.4. Key Personnel/Key Contact Person
    • 15.2.5. Key Product/Services Offered
  • 15.3. Amazon.com, Inc.
    • 15.3.1. Business Overview
    • 15.3.2. Key Revenue and Financials
    • 15.3.3. Recent Developments
    • 15.3.4. Key Personnel/Key Contact Person
    • 15.3.5. Key Product/Services Offered
  • 15.4. Netflix, Inc.
    • 15.4.1. Business Overview
    • 15.4.2. Key Revenue and Financials
    • 15.4.3. Recent Developments
    • 15.4.4. Key Personnel/Key Contact Person
    • 15.4.5. Key Product/Services Offered
  • 15.5. Rakuten Group Inc.
    • 15.5.1. Business Overview
    • 15.5.2. Key Revenue and Financials
    • 15.5.3. Recent Developments
    • 15.5.4. Key Personnel/Key Contact Person
    • 15.5.5. Key Product/Services Offered
  • 15.6. Ubisoft Entertainment SA
    • 15.6.1. Business Overview
    • 15.6.2. Key Revenue and Financials
    • 15.6.3. Recent Developments
    • 15.6.4. Key Personnel/Key Contact Person
    • 15.6.5. Key Product/Services Offered
  • 15.7. Meta Platforms, Inc.
    • 15.7.1. Business Overview
    • 15.7.2. Key Revenue and Financials
    • 15.7.3. Recent Developments
    • 15.7.4. Key Personnel/Key Contact Person
    • 15.7.5. Key Product/Services Offered
  • 15.8. Spotify AB
    • 15.8.1. Business Overview
    • 15.8.2. Key Revenue and Financials
    • 15.8.3. Recent Developments
    • 15.8.4. Key Personnel/Key Contact Person
    • 15.8.5. Key Product/Services Offered

16. Strategic Recommendations

17. About Us & Disclaimer