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Global Online Entertainment Market: By Form: Video, Audio, Games, Others; By Revenue Model: Subscription, Advertisement, Sponsorship, Others; By Device: Smartphones, Others; Regional Analysis; Historical Market and Forecast (2017-2027); Market Dynamics: SWOT Analysis; Competitive Landscape; Industry Events and Developments

Global Online Entertainment Market Outlook

The global online entertainment market reached a value of about USD 297.5 billion in 2021. The market is further expected to grow at a CAGR of about 18.80% in the forecast period of 2022-2027 to reach a value of around USD 865.6 billion by 2027.

 

North America to be a Significant Region for Online Entertainment

North America is expected to dominate the market for online entertainment during the forecast period. The key factors driving the growth of the online entertainment market in the region include the rising availability of advanced digital infrastructure, a high rate of digital literacy, quick adoption, and a favourable response to technological advancements. An increase in the popularity of online games supports the growth of online entertainment in the region. Further, over-the-top media services have gained notable popularity in the North American region owing to the benefits associated with them. They offer original and unique content, are convenient to use, and are compatible with smartphones. The United States dominates the online entertainment market due to advancements in different aspects, such as graphics and experience. Moreover, the advent of cross-platform gaming has become highly beneficial for online gaming market players. Thus, the increase in popularity of the OTT media services and online gaming is expected to propel the online entertainment demand in the United States.

 

Based on Form, Video Segment Holds the Largest Market Share

Based on form, the video segment accounts for the largest market share and is expected to hold its share during the forecast period. This can be attributed to the increase in the use of digital media for advertisements and promotions of products and services. The surge in popularity of the video content through various social media platforms, such as YouTube, Instagram, and Facebook, is further driving the segment growth. Additionally, OTT media services are majorly contributing to the growth of the market, owing to the surge in popularity of OTT players, including Netflix, Hulu, Disney+, and Amazon Prime Video in developing countries such as India and China.

 

Market Segmentations

Live video streaming, multi-player gaming, video chat communications, music, and video streaming, and social networking services like social graph management, forums, reviews, ratings, and geo-location choices, are forms of online entertainment. It offers different benefits, such as convenience, cost, and timing.

The different forms in the market are as follows:

  • Video
  • Audio
  • Games
  • Others

Based on the revenue model, the market is segmented into:

  • Subscription
  • Advertisement
  • Sponsorship
  • Others

The various devices in the market are:

  • Smartphones
  • Smart TVs, Projectors, and Monitors
  • Others

The regional markets for online entertainment can be divided into North America, Europe, the Asia Pacific, Latin America, the Middle East and Africa.

 

Rise in Penetration of Smartphones Augmenting the Market Growth

The expansion of the online entertainment market is predicted to be fuelled by the increasing use of smartphones and the availability of affordable internet access. Advancements in smartphone technology and an increase in the utility of smartphones are expected to create huge demand for smartphones. The increase in the size of smartphones and touchscreen displays has enhanced viewers' visual and listening experience. Thus, a surge in the use of smartphones is expected to fuel the market growth of online entertainment during the forecast period. The market is further driven by the decline in the cost of internet charges and technological advancements in smartphones, such as the introduction of mobile phones supporting 5G networks, folding smartphones, 3D-enabled mobile phones, and artificial intelligence and augmented reality-integrated phones.

Furthermore, the fast adoption of internet-enabled smart gadgets, such as smart TVs, desktops, laptops, and smart projectors, has dramatically increased the demand for online entertainment content. Entertainment over the internet gained significant traction due to its benefits such as convenience, low cost, and timings. The rise in the digital transformation in the media and entertainment industry and increase in the expenditure on the digital advertisement will further create new opportunities for the online entertainment market in the forecast period.

 

Key Players in the Global Market for Online Entertainment

The report gives a detailed analysis of the following key players in the global online entertainment market, covering their competitive landscape, capacity, and latest developments like mergers, acquisitions, and investments, expansions of capacity, and plant turnarounds:

  • Netflix, Inc
  • Amazon.com, Inc.
  • MetaMedia Tech Inc.
  • Google LLC
  • The Walt Disney Company
  • Spotify AB
  • Tencent Holdings Ltd.,
  • Others

The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis.

 

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2021
Historical Period 2017-2021
Forecast Period 2022-2027
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Form
  • Revenue Model
  • Device
  • Region
Breakup by Form
  • Video
  • Audio
  • Games
  • Others
Breakup by Revenue Model
  • Subscription
  • Advertisement
  • Sponsorship
  • Others
Breakup by Device
  • Smartphones
  • Smart TVs, Projectors, and Monitors
  • Others
Breakup by Region
  • North America
    • United States of America 
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • ASEAN
    • Australia
    • Others
  • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • United Arab Emirates
    • Nigeria
    • South Africa
    • Others
Market Dynamics
  • SWOT
  • Porter's Five Forces
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Netflix, Inc
  • Amazon.com, Inc.
  • MetaMedia Tech Inc.
  • Google LLC
  • The Walt Disney Company
  • Spotify AB
  • Tencent Holdings Ltd.,
  • Others
Report Price and Purchase Option Explore our purchase options that are best suited to your resources and industry needs.
Delivery Format Delivered as an attached PDF and Excel through email, with an option of receiving an editable PPT, according to the purchase option.

 

*We at Expert Market Research always strive to give you the latest information. The numbers in the article are only indicative and may be different from the actual report.

1    Preface 
2    Report Coverage – Key Segmentation and Scope
3    Report Description

    3.1    Market Definition and Outlook
    3.2    Properties and Applications
    3.3    Market Analysis
    3.4    Key Players
4    Key Assumptions   
5    Executive Summary

    5.1    Overview
    5.2    Key Drivers
    5.3    Key Developments  
    5.4    Competitive Structure
    5.5    Key Industrial Trends
6    Market Snapshot
    6.1    Global
    6.2    Region
7    Industry Opportunities and Challenges  
8    Global Online Entertainment Market Analysis

    8.1    Key Industry Highlights
    8.2    Global Online Entertainment Historical Market (2017-2021) 
    8.3    Global Online Entertainment Market Forecast (2022-2027)
    8.4    Global Online Entertainment Market by Form
        8.4.1    Video
            8.4.1.1    Market Share
            8.4.1.2    Historical Trend (2017-2021)
            8.4.1.3    Forecast Trend (2022-2027)
        8.4.2    Audio
            8.4.2.1    Market Share
            8.4.2.2    Historical Trend (2017-2021)
            8.4.2.3    Forecast Trend (2022-2027)
        8.4.3    Games
            8.4.3.1    Market Share
            8.4.3.2    Historical Trend (2017-2021)
            8.4.3.3    Forecast Trend (2022-2027)
        8.4.4    Others
    8.5    Global Online Entertainment Market by Revenue Model
        8.5.1    Subscription
            8.5.1.1    Market Share
            8.5.1.2    Historical Trend (2017-2021)
            8.5.1.3    Forecast Trend (2022-2027)
        8.5.2    Advertisement
            8.5.2.1    Market Share
            8.5.2.2    Historical Trend (2017-2021)
            8.5.2.3    Forecast Trend (2022-2027)
        8.5.3    Sponsorship
            8.5.3.1    Market Share
            8.5.3.2    Historical Trend (2017-2021)
            8.5.3.3    Forecast Trend (2022-2027)
        8.5.4    Others
    8.6    Global Online Entertainment Market by Device
        8.6.1    Smartphones
            8.6.1.1    Market Share
            8.6.1.2    Historical Trend (2017-2021)
            8.6.1.3    Forecast Trend (2022-2027)
        8.6.2    Smart TVs, Projectors, and Monitors
            8.6.2.1    Market Share
            8.6.2.2    Historical Trend (2017-2021)
            8.6.2.3    Forecast Trend (2022-2027)
        8.6.3    Others
    8.7    Global Online Entertainment Market by Region
        8.7.1    Market Share
            8.7.1.1    North America
            8.7.1.2    Europe
            8.7.1.3    Asia Pacific
            8.7.1.4    Latin America
            8.7.1.5    Middle East and Africa
9    Regional Analysis
    9.1    North America
        9.1.1    Historical Trend (2017-2021)
        9.1.2    Forecast Trend (2022-2027)
        9.1.3    Breakup by Country
            9.1.3.1    United States of America 
            9.1.3.2    Canada
    9.2    Europe
        9.2.1    Historical Trend (2017-2021)
        9.2.2    Forecast Trend (2022-2027)
        9.2.3    Breakup by Country 
            9.2.3.1    United Kingdom
            9.2.3.2    Germany
            9.2.3.3    France
            9.2.3.4    Italy
            9.2.3.5    Others
    9.3    Asia Pacific
        9.3.1    Historical Trend (2017-2021)
        9.3.2    Forecast Trend (2022-2027)
        9.3.3    Breakup by Country
            9.3.3.1    China
            9.3.3.2    Japan
            9.3.3.3    India
            9.3.3.4    ASEAN
            9.3.3.5    Australia
            9.3.3.6    Others
    9.4    Latin America
        9.4.1    Historical Trend (2017-2021)
        9.4.2    Forecast Trend (2022-2027)
        9.4.3    Breakup by Country
            9.4.3.1    Brazil
            9.4.3.2    Argentina
            9.4.3.3    Mexico
            9.4.3.4    Others
    9.5    Middle East and Africa
        9.5.1    Historical Trend (2017-2021)
        9.5.2    Forecast Trend (2022-2027)
        9.5.3    Breakup by Country
            9.5.3.1    Saudi Arabia
            9.5.3.2    United Arab Emirates
            9.5.3.3    Nigeria
            9.5.3.4    South Africa
            9.5.3.5    Others
10    Market Dynamics
    10.1    SWOT Analysis
        10.1.1    Strengths
        10.1.2    Weaknesses
        10.1.3    Opportunities
        10.1.4    Threats
    10.2    Porter’s Five Forces Analysis
        10.2.1    Supplier’s Power
        10.2.2    Buyer’s Power
        10.2.3    Threat of New Entrants
        10.2.4    Degree of Rivalry
        10.2.5    Threat of Substitutes
    10.3    Key Indicators for Demand
    10.4    Key Indicators for Price
11    Competitive Landscape
    11.1    Market Structure
    11.2    Company Profiles
        11.2.1    Netflix, Inc
            11.2.1.1    Company Overview
            11.2.1.2    Product Portfolio
            11.2.1.3    Demographic Reach and Achievements
            11.2.1.4    Certifications
        11.2.2    Amazon.com, Inc. 
            11.2.2.1    Company Overview
            11.2.2.2    Product Portfolio
            11.2.2.3    Demographic Reach and Achievements
            11.2.2.4    Certifications
        11.2.3    MetaMedia Tech Inc.
            11.2.3.1    Company Overview
            11.2.3.2    Product Portfolio
            11.2.3.3    Demographic Reach and Achievements
            11.2.3.4    Certifications
        11.2.4    Google LLC
            11.2.4.1    Company Overview
            11.2.4.2    Product Portfolio
            11.2.4.3    Demographic Reach and Achievements
            11.2.4.4    Certifications
        11.2.5    The Walt Disney Company
            11.2.5.1    Company Overview
            11.2.5.2    Product Portfolio
            11.2.5.3    Demographic Reach and Achievements
            11.2.5.4    Certifications
        11.2.6    Spotify AB
            11.2.6.1    Company Overview
            11.2.6.2    Product Portfolio
            11.2.6.3    Demographic Reach and Achievements
            11.2.6.4    Certifications
        11.2.7    Tencent Holdings Ltd.,
            11.2.7.1    Company Overview
            11.2.7.2    Product Portfolio
            11.2.7.3    Demographic Reach and Achievements
            11.2.7.4    Certifications
        11.2.8    Others
12    Industry Events and Developments

 

List of Key Figures and Tables

1.    Global Online Entertainment Market: Key Industry Highlights, 2017 and 2027
2.    Global Online Entertainment Historical Market: Breakup by Form (USD Billion), 2017-2021
3.    Global Online Entertainment Market Forecast: Breakup by Form (USD Billion), 2022-2027
4.    Global Online Entertainment Historical Market: Breakup by Revenue Model (USD Billion), 2017-2021
5.    Global Online Entertainment Market Forecast: Breakup by Revenue Model (USD Billion), 2022-2027
6.    Global Online Entertainment Historical Market: Breakup by Device (USD Billion), 2017-2021
7.    Global Online Entertainment Market Forecast: Breakup by Device (USD Billion), 2022-2027
8.    Global Online Entertainment Historical Market: Breakup by Region (USD Billion), 2017-2021
9.    Global Online Entertainment Market Forecast: Breakup by Region (USD Billion), 2022-2027
10.    North America Online Entertainment Historical Market: Breakup by Country (USD Billion), 2017-2021
11.    North America Online Entertainment Market Forecast: Breakup by Country (USD Billion), 2022-2027
12.    Europe Online Entertainment Historical Market: Breakup by Country (USD Billion), 2017-2021
13.    Europe Online Entertainment Market Forecast: Breakup by Country (USD Billion), 2022-2027
14.    Asia Pacific Online Entertainment Historical Market: Breakup by Country (USD Billion), 2017-2021
15.    Asia Pacific Online Entertainment Market Forecast: Breakup by Country (USD Billion), 2022-2027
16.    Latin America Online Entertainment Historical Market: Breakup by Country (USD Billion), 2017-2021
17.    Latin America Online Entertainment Market Forecast: Breakup by Country (USD Billion), 2022-2027
18.    Middle East and Africa Online Entertainment Historical Market: Breakup by Country (USD Billion), 2017-2021
19.    Middle East and Africa Online Entertainment Market Forecast: Breakup by Country (USD Billion), 2022-2027
20.    Global Online Entertainment Market Structure.

Key Questions Answered in the Report

In 2021, the global online entertainment market attained a value of nearly USD 297.5 billion.

The market is projected to grow at a CAGR of 18.80% between 2022 and 2027.

The market is estimated to witness healthy growth in the forecast period of 2022-2027 to reach USD 865.6 billion by 2027.

The major drivers of the market include the increase in the popularity of online games, the increase in popularity of the OTT media services, the decline in the cost of internet charges, technological advancements, rise in the digital transformation in the media and entertainment industry, and increase in the expenditure on a digital advertisement.

The increasing use of smartphones and the availability of affordable internet access are the key industry trends propelling the growth of the market.

The major regions in the industry are North America, Latin America, the Middle East and Africa, Europe, and the Asia Pacific.

The different forms in the market are video, audio, and games, among others.

Based on the revenue model, the market is segmented into subscription, advertisement, and sponsorship, among others.

The various devices in the market are smartphones, smart TVs, projectors, and monitors, among others.

The major players in the industry are Netflix, Inc, Amazon.com, Inc., MetaMedia Tech Inc., Google LLC, The Walt Disney Company, Spotify AB, and Tencent Holdings Ltd., among others.

Analyst Review

The global online entertainment market attained a value of USD 297.5 billion in 2021, driven by the increasing use of smartphones. Aided by the rise in the digital transformation in the media and entertainment industry and the availability of affordable internet access, the market is expected to witness further growth in the forecast period of 2022-2027, growing at a CAGR of 18.80%. The market is projected to reach USD 865.6 billion by 2027.

EMR’s meticulous research methodology delves deep into the market, covering the macro and micro aspects of the industry. The different forms in the market are video, audio, and games, among others. Based on the revenue model, the market is segmented into subscription, advertisement, and sponsorship, among others. The various devices in the market are smartphones, smart TVs, projectors, and monitors, among others. The major regional markets for online entertainment are North America, Europe, the Asia Pacific, Latin America, the Middle East and Africa. The key players in the above market are Netflix, Inc, Amazon.com, Inc., MetaMedia Tech Inc., Google LLC, The Walt Disney Company, Spotify AB, and Tencent Holdings Ltd., among others.

EMR’s research methodology uses a combination of cutting-edge analytical tools and the expertise of their highly accomplished team, thus, providing their customers with market insights that are accurate, actionable and help them remain ahead of their competition.

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