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Online Entertainment Market

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 Outlook

The global online entertainment market size was valued at USD 419.87 billion in 2023. The market is further projected to grow at a CAGR of 19.30% between 2024 and 2032, reaching a value of USD 2048.33 billion by 2032.

 

Key Takeaways

  • In the U.S. in 2023, 96% of millennials engaged in gaming for 13 hours weekly.
  • In the UK, 95% of millennials gamed for 12 hours weekly in 2023.
  • Television advertising revenue is forecast to grow by about 0.3% by 2023.
  • As of 2022, Netflix had a massive user base of 225 million globally.

 

Online entertainment is a broad term that refers to any form of entertainment that is delivered through the internet. It can include various types of media, such as video, audio, games, social media, e-books, podcasts, and live streaming. Online entertainment can be accessed through different devices, such as smartphones, laptops, smart TVs, tablets, and gaming consoles.

 

The online entertainment market is experiencing rapid growth due to several factors. These include the increasing availability and affordability of high-speed internet and mobile data, the rising demand for personalised, interactive, and on-demand content, the emergence of new platforms, services, and formats catering to diverse tastes and preferences, the growing popularity of online gaming, esports, and live streaming among younger generations, and the shift in consumer behavior and preferences due to the COVID-19 pandemic and lockdowns.

 

Moreover, the online entertainment market outlook has been positive as the industry has witnessed significant growth in North America, Europe, and Asia-Pacific due to advancements in internet-enabled devices and the increasing popularity of OTT services and online gaming.

 

online-entertainment-market

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Key Trends and Developments

Wide availability of streaming services, rising popularity of gaming form, and growing shift towards e-learning are boosting the market growth

 

Date Company Event Description
February 2023 Disney Collaborated with Epic Games It will create a new "entertainment universe" connected to Fortnite, which will expand Disney stories and experiences
July 2023 Netflix Introduced "My Netflix" A feature that serves as a one-stop shop tailored to individual users, providing easy shortcuts to help them choose what to watch
November 2021 Spotify AB Acquired Findaway A leading provider of audiobook distribution and production services to enhance its audiobook catalog and capabilities
September 2021 Tencent Holdings Ltd. Invested USD 100 million in StreamElements A platform that helps creators monetise and grow their live-streaming audiences, to expand its global presence and product offerings

 

 

Trends Impact
Wide availability of streaming services Streaming services in the online entertainment market offer a wide range of content, including movies, music, live events, TV shows, and podcasts. Streaming services are attracting more subscribers and revenue, as well as competing with traditional media outlets and cable providers.
Rising popularity of gaming platforms Gaming is one of the most popular and profitable forms of online entertainment, especially among younger audiences. Gaming platforms are expanding their offerings, such as cloud gaming, esports, and social gaming. Gaming is also driving innovation in technology, such as augmented reality, artificial intelligence, and virtual reality.
Increasing demand for e-learning E-learning is gaining popularity as more people seek to learn new skills, hobbies, and languages online. E-learning platforms provide diverse and interactive content, such as courses, videos, podcasts, and quizzes. E-learning is also creating new opportunities for educators, learners, and employers.
Emerging user-generated content User-generated content is another trend in the entertainment industry, as more people create and share their own content, such as videos, podcasts, blogs, and memes. User-generated content is empowering users to express themselves, connect with others, and earn money. User-generated content is also challenging the traditional media industry and its gatekeepers.

 

Global Online Entertainment Market Trends

The online entertainment market is growing rapidly as more people consume digital content on various platforms and devices. The increasing use of smartphones and the availability of affordable internet access have resulted in online entertainment market expansion. 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 online entertainment market growth during the forecast period.

 

The entertainment 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 as these gadgets offer various benefits to consumers, such as convenience, choice, flexibility, and affordability.

 

However, the market also faces certain challenges, such as piracy, privacy, security, regulation, and quality. Therefore, online entertainment companies need to constantly innovate and adapt to the changing needs and expectations of their audiences. Meanwhile, 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 in the forecast period.

 

online-entertainment-market-by-segmentation

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Market Segmentation

Global Online Entertainment Market Report and Forecast 2024-2032 offers a detailed analysis of the market based on the following segments:

 

Market Breakup Categories
Form Video, Audio, Games, Others
Revenue Model Subscription, Advertisement, Sponsorship, Others
Devices Smartphones, Smart TVs, Projectors, and Monitors, Others
Region North America, Europe, Asia Pacific, Latin America, Middle East and Africa

 

Video segment hold the largest online entertainment market share due to rising popularity of OTT platforms for watching movies and series

Based on form, the video segment accounts for the largest market share due 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’s 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 countries such as India, China, and USA, among others.

 

Meanwhile, as per online entertainment market analysis, other forms, such as audio and games are also gaining traction. The key factors driving the growth of the audio segment are the rising adoption of smartphones, the expansion of music streaming services like Spotify, Apple Music, and Gaana, and the growing popularity of podcasts and audiobooks. The gaming segment is growing due to the rapid development of gaming technology, the emergence of cloud gaming and e-sports, and the increasing penetration of social media and mobile devices.

 

Subscription models holds a significant market share due to high demand for ad-free forms of online entertainment

Subscription segment leads the online entertainment market share owing to the increasing demand for premium content and exclusive features from online entertainment platforms. The subscription revenue model refers to the practice of charging users a periodic fee to access online entertainment content, such as streaming services, ad-free music, games, or e-books. This model offers a steady and predictable income stream for the content providers, as well as a high customer retention rate. The subscription segment is expected to maintain its dominance over the forecast period, as more consumers opt for subscription-based services that offer ad-free and uninterrupted access to various forms of online entertainment.

 

Meanwhile, advertisement revenue model refers to the practice of displaying ads to users while they consume online entertainment content, such as videos, music, podcasts, or games. This model allows the content providers to offer free or low-cost access to their content, while generating revenue from advertisers who want to reach their target audience. As per the online entertainment market report, the advertisement segment is projected to witness the fastest growth rate as online entertainment platforms leverage their large and diverse user base to generate revenue from targeted and personalised ads.

 

On the other hand, sponsorship revenue model refers to the practice of partnering with brands or organisations that sponsor online entertainment content, such as events, shows, influencers, or creators. This model allows the content providers to generate revenue from sponsors who want to enhance their brand awareness, image, or loyalty among the content consumers. Due to these factors, the sponsorship segment is expected to register a moderate growth rate, thereby increasing the demand for online entertainment. The segment is also influenced by the rising popularity of influencer marketing and live streaming, which offer lucrative opportunities for online entertainment platforms to monetise their content and reach new audiences.

 

online-entertainment-market-by-region

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Competitive Landscape

Market players are continuously developing new interfaces to meet the growing demand of consumers. They are also involved in collaborations and acquisitions to expand their global presence.

 

Company Name Year Founded Headquarters Products/Services
Netflix, Inc. 1997 California, United States Streaming media, video-on-demand, film and television production and distribution
Amazon.com, Inc. 1994 Washington, United States E-commerce, cloud computing, digital streaming, artificial intelligence, online marketplace, devices, video games, music, publishing, and more
MetaMedia Tech Inc. 2019 Wisconsin, United States Augmented reality, virtual reality, mixed reality, and spatial computing solutions
Google LLC 1998 California, United States Search engine, online advertising, cloud computing, software, hardware, artificial intelligence, and more

 

Other key players in the global online entertainment market include The Walt Disney Company, Spotify AB, and Tencent Holdings Ltd., among others.

 

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.

 

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2023
Historical Period 2018-2023
Forecast Period 2024-2032
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 Analysis
  • Porter's Five Forces Analysis
  • 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.

 

*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR 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    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 19.30% 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 2048.33 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 19.30%. The market is projected to reach USD 2048.33 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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