The global online entertainment industry is expected to reach $1.049 billion by 2027 | Aici


DUBLIN, January 23, 2023 /PRNewswire/ — The “Online Entertainment Market: Industry Trends, Share, Size, Growth, Opportunities and Forecast 2022-2027” report has been added. ResearchAndMarkets.com’s offering.

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The size of the global online entertainment market has been reached 294.16 billion US dollars in 2021. Publishers are looking forward to market arrival 1,049.31 billion US dollars by 2027, showing a CAGR of 23.61% during 2021-2027.

Keeping in mind the uncertainty of COVID-19, we are continuously monitoring and evaluating the direct and indirect impact of the pandemic on end-use sectors. These concepts are included in the report as major contributors to the market.

The concept of online entertainment refers to access to material on the Internet, such as music, movies and programs on the Internet. Today, there are many entertainment services available on the Internet, which provide users with more selective content.

The most common sources of entertainment on the Internet include video streaming, music streaming, video chat connections, and multiplayer games.

In addition, this form of entertainment also includes functions and content related to entertainment, such as social network services, graph management, forums, geolocation ideas, and ratings.

As a result, users can choose from a variety of easily accessible tools, most of which are free and inexpensive. Online entertainment has gained a lot of momentum due to the popularity of content on demand and OTT platforms.

The market is driven by continuous technological advancements in smart devices providing visual and auditory experiences to users. This can be attributed to the huge increase in smartphone penetration among the people. In addition, the widespread use of Internet-enabled smart devices, including smart TVs, laptops, desktops, and smart projectors, has led to growth the demand for online entertainment content, thus increasing the market.

In addition, easy access to internet services at low cost, along with rising data costs, is fueling the market growth. The market continues to be driven by rapid digitization in the media and entertainment sectors. In addition, the growing popularity of subscriptions on the OTT platform and the increasing number of OTT app downloads create a positive outlook for the market.

Some of the other factors contributing to the market are increasing touchscreen displays, increasing digital advertising spend, emergence of high-speed 5G internet, increasing income levels. – capital available and extensive research and development (R&D) is key. player.

Competitive landscape:

The competitive landscape of the industry is also analyzed with profiles of key players namely Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King. com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company and Ubisoft Entertainment SA.

Key questions answered in this report:

  • How has the global online entertainment market fared so far and how will it fare in the coming year?

  • How has COVID-19 affected the global online entertainment market?

  • What are the main regional markets?

  • What is the market segmentation based on design?

  • What is the market breakdown based on revenue model?

  • What is the market breakdown based on equipment?

  • What are the various stages of the value chain in the industry?

  • What are the key drivers and challenges in the industry?

  • What is the structure of the global online entertainment market and who are the key players?

  • What is the level of competition in the industry?

Key Topics Covered:

1 Preface

2 Scope and procedures

3 Executive summary

4 Introduction
4.1 Overview
4.2 Major Industry Trends

5 Global Online Entertainment Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Estimates

6 Market segmentation by format
6.1 Videos
6.1.1 Market Trends
6.1.2 Market Estimates
6.2 Audio
6.2.1 Market Trends
6.2.2 Market Estimates
6.3 Games
6.3.1 Market Trends
6.3.2 Market Estimates
6.4 Internet Radio
6.4.1 Market Trends
6.4.2 Market Estimates
6.5 Others
6.5.1 Market Trends
6.5.2 Market Estimates

7 Market Segmentation by Revenue Model
7.1 Booking
7.1.1 Market Trends
7.1.2 Market Estimates
7.2 Advertisements
7.2.1 Market Trends
7.2.2 Market Estimates
7.3 Support
7.3.1 Market Trends
7.3.2 Market Estimates
7.4 Others
7.4.1 Market Trends
7.4.2 Market Estimates

8 Equipment Market Segmentation
8.1 Smartphones
8.1.1 Market Trends
8.1.2 Market Estimates
8.2 Smart TVs, Projectors and Monitors
8.2.1 Market Trends
8.2.2 Market Estimates
8.3 Computers, Desktops and Tablets
8.3.1 Market Trends
8.3.2 Market Estimates
8.4 Others
8.4.1 Market Trends
8.4.2 Market Estimates

9 Market Segmentation by Region

10 SWOT analysis

11 Value chain analysis

12 Porters Five Forces Analysis

13 Price Analysis

14 Competitive position
14.1 Market Structure
14.2 Key Players
14.3 Profile of Key Players
14.3.1 Amazon Web Services Inc. (Amazon.com Inc.)
14.3.1.1 Overview of the Company
14.3.1.2 Product portfolio
14.3.1.3 SWOT analysis
14.3.2 Charter Communications Inc.
14.3.2.1 Company overview
14.3.2.2 Product portfolio
14.3.2.3 Finance
14.3.2.4 SWOT analysis
14.3.3 Comcast Corporation
14.3.3.1 Overview of the Company
14.3.3.2 Product portfolio
14.3.3.3 Finance
14.3.3.4 SWOT analysis
14.3.4 Google LLC (Alphabet Inc.)
14.3.4.1 Overview of the Company
14.3.4.2 Product portfolio
14.3.4.3 Finance
14.3.4.4 SWOT analysis
14.3.5 King.com Limited (Activision Blizzard Inc.)
14.3.5.1 Company overview
14.3.5.2 Product portfolio
14.3.6 Meta Platforms Inc.
14.3.6.1 Company overview
14.3.6.2 Product portfolio
14.3.6.3 Finance
14.3.6.4 SWOT analysis
14.3.7 Netflix Inc.
14.3.7.1 Overview of the Company
14.3.7.2 Product portfolio
14.3.7.3 Finance
14.3.7.4 SWOT analysis
14.3.8 Rakuten Group Inc.
14.3.8.1 Overview of the Company
14.3.8.2 Product portfolio
14.3.8.3 Finance
14.3.8.4 SWOT analysis
14.3.9 Sony Pictures Networks India Pvt. Ltd. (Sony Corporation)
14.3.9.1 Overview of the Company
14.3.9.2 Product portfolio
14.3.10 Spotify AB
14.3.10.1 Company Overview
14.3.10.2 Product Portfolio
14.3.11 The Walt Disney Company
14.3.11.1 Overview of the Company
14.3.11.2 Product Portfolio
14.3.11.3 Finance
14.3.11.4 SWOT analysis
14.3.12 Ubisoft Entertainment SA
14.3.12.1 Overview of the Company
14.3.12.2 Product portfolio
14.3.12.3 Finance
14.3.12.4 SWOT analysis

For more information on this report, visit https://www.researchandmarkets.com/r/qb8233

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