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Regional Analysis

Global Online Entertainment Market Size, Share, Growth: By Form: Video, Audio, Games, Others; By Revenue Model: Subscription, Advertisement, Sponsorship, Others; By Device: Smartphones, Smart TVs, Projectors, and Monitors, Others; Regional Analysis; Market Dynamics: SWOT Analysis; Competitive Landscape; 2024-2032

Global Online Entertainment Market Analysis by Region

North America to dominate the market due to the rising availability of advanced digital infrastructure and expansion of gaming culture

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, and increase in the popularity of online games. Further, over-the-top (OTT) media services have gained notable popularity in the region as they offer original and unique content, are convenient to use, and are compatible with smartphones.

 

In the region, United States dominates the online entertainment market share 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 United States online entertainment market.

 

Europe is the second-largest market for online entertainment as the region has a diverse and mature online entertainment landscape, with a mix of local and global players offering various types of content and services. The rising popularity of online gaming, esports, live streaming, podcasts, and online education are some of the key factors boosting the online entertainment market value in Europe.

 

However, Asia Pacific is the fastest-growing market for online entertainment, owing to the rapid expansion of the internet and mobile user base, especially in emerging countries such as China, India, Indonesia, and Vietnam. The region also has a large and growing young population, which is more inclined to consume online entertainment than traditional media. The emergence of regional and niche online entertainment platforms, such as iQiyi, Hotstar, Viu, and Joox, and the increasing investments by global players, such as Netflix, Amazon, and Disney, further increase the online entertainment market size in Asia Pacific.

 

Online Entertainment Market Report Snapshots

Online Entertainment Market Size

Online Entertainment Market Trends

Online Entertainment Market Regional Analysis

Online Entertainment Companies

 

*While we strive to always give you current and accurate information, the numbers depicted on the website are indicative and may differ from the actual numbers in the main report. At Expert Market Research, we aim to bring you the latest insights and trends in the market. Using our analyses and forecasts, stakeholders can understand the market dynamics, navigate challenges, and capitalize on opportunities to make data-driven strategic decisions.

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    Opportunities and Challenges in the Market
8    Global Online Entertainment Market Analysis

    8.1    Key Industry Highlights
    8.2    Global Online Entertainment Historical Market (2018-2023) 
    8.3    Global Online Entertainment Market Forecast (2024-2032)
    8.4    Global Online Entertainment Market by Form
        8.4.1    Video
            8.4.1.1    Historical Trend (2018-2023)
            8.4.1.2    Forecast Trend (2024-2032)
        8.4.2    Audio
            8.4.2.1    Historical Trend (2018-2023)
            8.4.2.2    Forecast Trend (2024-2032)
        8.4.3    Games
            8.4.3.1    Historical Trend (2018-2023)
            8.4.3.2    Forecast Trend (2024-2032)
        8.4.4    Others
    8.5    Global Online Entertainment Market by Revenue Model
        8.5.1    Subscription
            8.5.1.1    Historical Trend (2018-2023)
            8.5.1.2    Forecast Trend (2024-2032)
        8.5.2    Advertisement
            8.5.2.1    Historical Trend (2018-2023)
            8.5.2.2    Forecast Trend (2024-2032)
        8.5.3    Sponsorship
            8.5.3.1    Historical Trend (2018-2023)
            8.5.3.2    Forecast Trend (2024-2032)
        8.5.4    Others
    8.6    Global Online Entertainment Market by Device
        8.6.1    Smartphones
            8.6.1.1    Historical Trend (2018-2023)
            8.6.1.2    Forecast Trend (2024-2032)
        8.6.2    Smart TVs, Projectors, and Monitors
            8.6.2.1    Historical Trend (2018-2023)
            8.6.2.2    Forecast Trend (2024-2032)
        8.6.3    Others    
    8.7    Global Online Entertainment Market by Region
        8.7.1    North America
            8.7.1.1    Historical Trend (2018-2023) 
            8.7.1.2    Forecast Trend (2024-2032)
        8.7.2    Europe
            8.7.2.1    Historical Trend (2018-2023) 
            8.7.2.2    Forecast Trend (2024-2032)
        8.7.3    Asia Pacific
            8.7.3.1    Historical Trend (2018-2023) 
            8.7.3.2    Forecast Trend (2024-2032)
        8.7.4    Latin America
            8.7.4.1    Historical Trend (2018-2023) 
            8.7.4.2    Forecast Trend (2024-2032)
        8.7.5    Middle East and Africa
            8.7.5.1    Historical Trend (2018-2023) 
            8.7.5.2    Forecast Trend (2024-2032)
9    North America Online Entertainment Market Analysis
    9.1    United States of America 
        9.1.1    Historical Trend (2018-2023) 
        9.1.2    Forecast Trend (2024-2032)
    9.2    Canada
        9.2.1    Historical Trend (2018-2023) 
        9.2.2    Forecast Trend (2024-2032)
10    Europe Online Entertainment Market Analysis
    10.1    United Kingdom
        10.1.1    Historical Trend (2018-2023) 
        10.1.2    Forecast Trend (2024-2032)
    10.2    Germany
        10.2.1    Historical Trend (2018-2023) 
        10.2.2    Forecast Trend (2024-2032)
    10.3    France
        10.3.1    Historical Trend (2018-2023) 
        10.3.2    Forecast Trend (2024-2032)
    10.4    Italy
        10.4.1    Historical Trend (2018-2023) 
        10.4.2    Forecast Trend (2024-2032)
    10.5    Others
11    Asia Pacific Online Entertainment Market Analysis
    11.1    China
        11.1.1    Historical Trend (2018-2023) 
        11.1.2    Forecast Trend (2024-2032)
    11.2    Japan
        11.2.1    Historical Trend (2018-2023) 
        11.2.2    Forecast Trend (2024-2032)
    11.3    India
        11.3.1    Historical Trend (2018-2023) 
        11.3.2    Forecast Trend (2024-2032)
    11.4    ASEAN
        11.4.1    Historical Trend (2018-2023) 
        11.4.2    Forecast Trend (2024-2032)
    11.5    Australia
        11.5.1    Historical Trend (2018-2023) 
        11.5.2    Forecast Trend (2024-2032)
    11.6    Others
12    Latin America Online Entertainment Market Analysis
    12.1    Brazil
        12.1.1    Historical Trend (2018-2023) 
        12.1.2    Forecast Trend (2024-2032)
    12.2    Argentina
        12.2.1    Historical Trend (2018-2023) 
        12.2.2    Forecast Trend (2024-2032)
    12.3    Mexico
        12.3.1    Historical Trend (2018-2023) 
        12.3.2    Forecast Trend (2024-2032)
    12.4    Others
13    Middle East and Africa Online Entertainment Market Analysis
    13.1    Saudi Arabia
        13.1.1    Historical Trend (2018-2023) 
        13.1.2    Forecast Trend (2024-2032)
    13.2    United Arab Emirates
        13.2.1    Historical Trend (2018-2023) 
        13.2.2    Forecast Trend (2024-2032)
    13.3    Nigeria
        13.3.1    Historical Trend (2018-2023) 
        13.3.2    Forecast Trend (2024-2032)
    13.4    South Africa
        13.4.1    Historical Trend (2018-2023) 
        13.4.2    Forecast Trend (2024-2032)
    13.5    Others
14    Market Dynamics
    14.1    SWOT Analysis
        14.1.1    Strengths
        14.1.2    Weaknesses
        14.1.3    Opportunities
        14.1.4    Threats
    14.2    Porter’s Five Forces Analysis
        14.2.1    Supplier’s Power
        14.2.2    Buyer’s Power
        14.2.3    Threat of New Entrants
        14.2.4    Degree of Rivalry
        14.2.5    Threat of Substitutes
    14.3    Key Indicators for Demand
    14.4    Key Indicators for Price
15    Competitive Landscape
    15.1    Market Structure
    15.2    Company Profiles
        15.2.1    Netflix, Inc
            15.2.1.1    Company Overview
            15.2.1.2    Product Portfolio
            15.2.1.3    Demographic Reach and Achievements
            15.2.1.4    Certifications
        15.2.2    Amazon.com, Inc.
            15.2.2.1    Company Overview
            15.2.2.2    Product Portfolio
            15.2.2.3    Demographic Reach and Achievements
            15.2.2.4    Certifications
        15.2.3    MetaMedia Tech Inc.
            15.2.3.1    Company Overview
            15.2.3.2    Product Portfolio
            15.2.3.3    Demographic Reach and Achievements
            15.2.3.4    Certifications
        15.2.4    Google LLC
            15.2.4.1    Company Overview
            15.2.4.2    Product Portfolio
            15.2.4.3    Demographic Reach and Achievements
            15.2.4.4    Certifications
        15.2.5    The Walt Disney Company
            15.2.5.1    Company Overview
            15.2.5.2    Product Portfolio
            15.2.5.3    Demographic Reach and Achievements
            15.2.5.4    Certifications
        15.2.6    Spotify AB
            15.2.6.1    Company Overview
            15.2.6.2    Product Portfolio
            15.2.6.3    Demographic Reach and Achievements
            15.2.6.4    Certifications
        15.2.7    Tencent Holdings Ltd.,
            15.2.7.1    Company Overview
            15.2.7.2    Product Portfolio
            15.2.7.3    Demographic Reach and Achievements
            15.2.7.4    Certifications
        15.2.8    Others
16    Key Trends and Developments in the Market

 

List of Key Figures and Tables

1.    Global Online Entertainment Market: Key Industry Highlights, 2018 and 2032
2.    Global Online Entertainment Historical Market: Breakup by Form (USD Billion), 2018-2023
3.    Global Online Entertainment Market Forecast: Breakup by Form (USD Billion), 2024-2032
4.    Global Online Entertainment Historical Market: Breakup by Revenue Model (USD Billion), 2018-2023
5.    Global Online Entertainment Market Forecast: Breakup by Revenue Model (USD Billion), 2024-2032
6.    Global Online Entertainment Historical Market: Breakup by Device (USD Billion), 2018-2023
7.    Global Online Entertainment Market Forecast: Breakup by Device (USD Billion), 2024-2032
8.    Global Online Entertainment Historical Market: Breakup by Region (USD Billion), 2018-2023
9.    Global Online Entertainment Market Forecast: Breakup by Region (USD Billion), 2024-2032
10.    North America Online Entertainment Historical Market: Breakup by Country (USD Billion), 2018-2023
11.    North America Online Entertainment Market Forecast: Breakup by Country (USD Billion), 2024-2032
12.    Europe Online Entertainment Historical Market: Breakup by Country (USD Billion), 2018-2023
13.    Europe Online Entertainment Market Forecast: Breakup by Country (USD Billion), 2024-2032
14.    Asia Pacific Online Entertainment Historical Market: Breakup by Country (USD Billion), 2018-2023
15.    Asia Pacific Online Entertainment Market Forecast: Breakup by Country (USD Billion), 2024-2032
16.    Latin America Online Entertainment Historical Market: Breakup by Country (USD Billion), 2018-2023
17.    Latin America Online Entertainment Market Forecast: Breakup by Country (USD Billion), 2024-2032
18.    Middle East and Africa Online Entertainment Historical Market: Breakup by Country (USD Billion), 2018-2023
19.    Middle East and Africa Online Entertainment Market Forecast: Breakup by Country (USD Billion), 2024-2032
20.    Global Online Entertainment Market Structure.

Key Questions Answered in the Report

In 2023, the online entertainment market reached an approximate value of USD 419.87 billion.

The market is expected to grow at a CAGR of 9.3% between 2024 and 2032.

The online entertainment market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach USD 934.75 billion by 2032.

The major drivers of the market include the increase in popularity of the OTT media services, rise in the digital transformation in the media and entertainment industry, and increase in the expenditure on a digital advertisement.

Key trends aiding online entertainment market expansion include the increasing use of smartphones, availability of affordable internet access, rising popularity of gaming form, and growing shift towards e-learning.

Major regions in the market 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.

Key players in the market 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 419.87 billion in 2023, 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 2024-2032, growing at a CAGR of 9.3%. The market is projected to reach USD 934.75 billion by 2032.

 

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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