Entertainment & Media Market Share, Growth & Forecast [2031]

Entertainment & Media Market Share, Growth & Forecast [2031]

Segments - Entertainment & Media Market by Type (Books & Magazines, Films, Gaming & Gambling, Social Media, Music & Theater, Animation, Outdoor Advertising, Radio Broadcasting, Amusement Park/Facilities, Sports, Toys, and Art), Application (Wired and Wireless), and Region (Asia Pacific, North America, Latin America, Europe, and Middle East & Africa) - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast 2023–2031

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Author : Debadatta Patel
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Fact-checked by : PARTHA PAUL
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Editor : Shruti Bhat

Upcoming | Report ID :CG-4089 | 4.9 Rating | 74 Reviews | 158 Pages | Format : PDF Excel PPT

Report Description


Entertainment & Media Market Outlook 2031

The global entertainment & media market size was USD 2763 Billion in 2022 and is projected to reach USD 5991 Billion by 2031, expanding at a CAGR of 8.98% during 2023–2031. The market growth is attributed to the high consumer spending on entertainment and media services.

Increasing internet penetration and smartphone usage are anticipated to fuel the market. The widespread availability of high-speed internet, coupled with the increasing affordability of smartphones, makes digital content accessible to a broader audience. The convenience of accessing entertainment and media content on smartphones allows consumers to enjoy their favorite movies, music, TV shows, games, and news on-demand, anytime and anywhere.

Entertainment & Media Market Outlook

Rising investments in advertising and marketing are likely to propel the market. The shift towards digital platforms opens up new avenues for targeted advertising, allowing companies to reach a more specific audience. This trend is supported by the growing use of data analytics, which enables advertisers to understand consumer preferences and deliver relevant ads. As a result, advertising revenues are expected to increase, contributing significantly to the fuel the market.

Impact of Artificial Intelligence (AI) in Entertainment & Media Market

Artificial Intelligence has a positive impact on entertainment & media market. AI's ability to analyze vast amounts of data and generate insights is enabling a personalized and engaging user experience. Streaming platforms leverage AI algorithms to recommend content based on a user's viewing history and preferences, enhancing user engagement and retention. In content creation, AI tools are being used to automate certain processes, such as video editing and animation, increasing efficiency and reducing costs. Furthermore, AI is playing a pivotal role in advertising within this sector. Advanced algorithms predict consumer behavior and preferences, allowing for targeted advertising that increases the effectiveness of marketing campaigns.

Entertainment & Media Market Dynamics

Entertainment & Media Market Dynamics

Major Drivers

Increasing consumer demand for high-quality content is expected to drive the entertainment & media market. This surge is primarily due to the growing preference for immersive and interactive experiences, particularly among younger demographics. The proliferation of digital platforms, such as streaming services and online gaming platforms, further fuels this demand, offering consumers a wider range of content options than ever before. Consequently, content creators and distributors are investing heavily in producing high-quality, original content to attract and retain audiences.

Existing Restraints

High cost of content production and distribution hamper the market. The creation of high-quality content requires significant investment in technology, talent, and marketing. Furthermore, the distribution of this content, particularly on digital platforms, involves additional costs related to bandwidth, data storage, and security. These high costs limit the ability of companies, especially smaller ones, to compete effectively in the market.

Emerging Opportunities

Growing technological advancements creates a lucrative opportunity for the market. Innovations in virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are transforming the way content is created, distributed, and consumed. These technologies enable the creation of engaging and personalized content, thereby enhancing the user experience. Furthermore, advancements in data analytics and machine learning are providing valuable insights into consumer behavior, enabling companies to tailor their offerings effectively.

Scope of the Entertainment & Media Market Report

The market report includes an assessment of the market trends, segments, and regional markets. Overview and dynamics are included in the report.

Attributes

Details

Report Title

Entertainment & Media Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast

Base Year

2022

Historic Data

2016 -2021

Forecast Period

2023–2031

Segmentation

Type (Books & Magazines, Films, Gaming & Gambling, Social Media, Music & Theater, Animation, Outdoor Advertising, Radio Broadcasting, Amusement Park/Facilities, Sports, Toys, and Art) and Application (Wired and Wireless)

Regional Scope

Asia Pacific, North America, Latin America, Europe, and Middle East & Africa

Report Coverage

Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, Market Trends, and Revenue Forecast

Key Players Covered in the Report

Advance; Alphabet Inc; Baidu, Inc; Bertelsmann SE & Co. KGaA; Comcast Corporation; Discovery, Inc.; Disney; Grupo Globo; Hasbro Inc.; Iheartmedia Inc.; Mattel Inc.; Meta Platforms, Inc.; News Corporation; Verizon Communications Inc.; Viacomcbs (Paramount); and Warner Media, Llc.


Entertainment & Media Market Segment Insights

Type Analysis

Based on type, the entertainment & media market is divided into books & magazines, films, gaming & gambling, social media, music & theater, animation, outdoor advertising, radio broadcasting, amusement park/facilities, sports, toys, and art. The films segment held the major share of the market in 2023 due to the rising global appeal of movies.

Many Hollywood films have a broad international appeal, allowing them to attract audiences not only in North America but also in markets around the world. The global distribution of films contributes to their dominance within the entertainment & media market. The rise of digital platforms also contributed to this growth, offering consumers convenient ways to access films. Furthermore, the production of high-budget blockbuster films, coupled with advancements in film technology that enhance the viewing experience, solidified the leading position of this segment.

The gaming & gambling segment is expected to expand at a significant growth rate in the coming years due to the increasing popularity of online and mobile gaming and the rising technological advancements. The proliferation of smartphones, coupled with advancements in internet connectivity, leads to a surge in online and mobile gaming. Players now have access to a wide variety of games on their smartphones, tablets, and computers, enabling gaming experiences on the go. This accessibility expands the gaming audience and increases engagement levels. Furthermore, the integration of advanced technologies, such as virtual reality and artificial intelligence, into gaming is enhancing the user experience, making games immersive and interactive.

Entertainment & Media Market Type

Application Segment Analysis

On the basis of application, the global market is segregated into wired and wireless. The wired segment held largest market share in 2023 due to the widespread use in broadcasting and distributing content, particularly in television and radio.

Wired connections, such as cable and fiber-optic networks, offer high levels of reliability and stability compared to wireless connections. This makes them ideal for broadcasting applications where uninterrupted transmission of content is crucial, such as live television and radio broadcasts. Furthermore, the high-quality signal transmission offered by wired technologies, free from interference and signal loss, contributes to propel the market.

The wireless segment is anticipated to grow at a substantial CAGR during the forecast period due to the increasing consumer preference for on-demand and mobile content. Wireless technologies, such as Wi-Fi and cellular networks, enable consumers to access content anytime, anywhere, enhancing convenience and flexibility. The proliferation of smartphones and tablets, coupled with the growing availability of high-speed wireless internet, is expected to further propel this trend. Furthermore, advancements in wireless technologies, such as the rollout of 5G networks, are likely to enhance the quality and speed of content delivery, thereby boosting the wireless application segment in the coming years.

Regional Outlook

In terms of region, the global entertainment & media market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. North America held a major market share in 2023 due to the rising technological advancements and the high consumption of both traditional and digital media in the region.

North America is recognized for its large and affluent consumer base with high levels of media consumption. The region has a strong appetite for various forms of entertainment, including movies, TV shows, music, video games, and digital content. This high demand boosts revenue within the entertainment and media sector. Furthermore, North America is often at the forefront of technological innovation, including advancements in internet infrastructure, mobile technology, and digital platforms. These innovations enable the widespread adoption of digital media consumption and facilitate the development of new entertainment experiences

The market in Asia Pacific is projected to grow at a significant pace in the years to come owing to the rapidly expanding middle-class population, increasing disposable incomes, and surging internet penetration in the region. The increasing popularity of local content, coupled with the government's push for digital transformation, is likely to fuel the market in Asia Pacific. Moreover, the rising demand for mobile-friendly content, given the high smartphone usage in the region, is expected to provide additional growth opportunities for companies in the entertainment and media market.

Entertainment & Media Market Region

Segments

The entertainment & media market has been segmented on the basis of

Type

  • Books & Magazines
  • Films
  • Gaming & Gambling
  • Social Media
  • Music & Theater
  • Animation
  • Outdoor Advertising
  • Radio Broadcasting
  • Amusement Park/Facilities
  • Sports
  • Toys
  • Art

Application

  • Wired
  • Wireless

Region

  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa

Key Players

  • Advance
  • Alphabet Inc
  • Baidu, Inc
  • Bertelsmann SE & Co. KGaA
  • Comcast Corporation
  • Discovery, Inc.
  • Disney
  • Grupo Globo
  • Hasbro Inc.
  • Iheartmedia Inc.
  • Mattel Inc.
  • Meta Platforms, Inc.
  • News Corporation
  • Verizon Communications Inc.
  • Viacomcbs (Paramount)
  • Warner Media, Llc

Competitive Landscape

Key players competing in the global entertainment & media market are Advance; Alphabet Inc; Baidu, Inc; Bertelsmann SE & Co. KGaA; Comcast Corporation; Discovery, Inc.; Disney; Grupo Globo; Hasbro Inc.; Iheartmedia Inc.; Mattel Inc.; Meta Platforms, Inc.; News Corporation; Verizon Communications Inc.; Viacomcbs (Paramount); and Warner Media, Llc.

These companies use development strategies including mergers, acquisitions, partnerships, collaboration, and product launches to expand their consumer base worldwide. For instance,

  • In March 2023, iHeartMedia launched Outspoken, a fresh podcast network distributed through iHeartPodcasts, aimed at amplifying, elevating, and reflecting the diversity, richness, and humanity of voices within the LGBTQ+ community.

Entertainment & Media Market Key Players

Table Of Content

1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Entertainment & Media Market Overview
  4.1. Introduction
     4.1.1. Market Taxonomy
     4.1.2. Market Definition
  4.2. Macro-Economic Factors
     4.2.1. Industry Outlook
  4.3. Entertainment & Media Market Dynamics
     4.3.1. Market Drivers
     4.3.2. Market Restraints
     4.3.3. Opportunity
     4.3.4. Market Trends
  4.4. Entertainment & Media Market - Supply Chain
  4.5. Global Entertainment & Media Market Forecast
     4.5.1. Entertainment & Media Market Size (US$ Mn) and Y-o-Y Growth
     4.5.2. Entertainment & Media Market Size (000’ Units) and Y-o-Y Growth
     4.5.3. Entertainment & Media Market Absolute $ Opportunity
5. Global Entertainment & Media Market Analysis and Forecast by Types
  5.1. Market Trends
  5.2. Introduction
     5.2.1. Basis Point Share (BPS) Analysis by Types
     5.2.2. Y-o-Y Growth Projections by Types
  5.3. Entertainment & Media Market Size and Volume Forecast by Types
     5.3.1. Books & Magazines
     5.3.2. Films
     5.3.3. Gaming & Gambling
     5.3.4. Social Media
     5.3.5. Music & Theater
     5.3.6. Animation
     5.3.7. Outdoor Advertising
     5.3.8. Radio Broadcasting
     5.3.9. Amusement Park/Facilities
     5.3.10. Sports
     5.3.11. Toys
     5.3.12. Art
  5.4. Absolute $ Opportunity Assessment by Types
  5.5. Market Attractiveness/Growth Potential Analysis by Types
6. Global Entertainment & Media Market Analysis and Forecast by Applications
  6.1. Market Trends
  6.2. Introduction
     6.2.1. Basis Point Share (BPS) Analysis by Applications
     6.2.2. Y-o-Y Growth Projections by Applications
  6.3. Entertainment & Media Market Size and Volume Forecast by Applications
     6.3.1. Wired
     6.3.2. Wireless
  6.4. Absolute $ Opportunity Assessment by Applications
  6.5. Market Attractiveness/Growth Potential Analysis by Applications
7. Global Entertainment & Media Market Analysis and Forecast by Region
  7.1. Market Trends
  7.2. Introduction
     7.2.1. Basis Point Share (BPS) Analysis by Region
     7.2.2. Y-o-Y Growth Projections by Region
  7.3. Entertainment & Media Market Size and Volume Forecast by Region
     7.3.1. North America
     7.3.2. Latin America
     7.3.3. Europe
     7.3.4. Asia Pacific
     7.3.5. Middle East and Africa (MEA)
  7.4. Absolute $ Opportunity Assessment by Region
  7.5. Market Attractiveness/Growth Potential Analysis by Region
  7.6. Global Entertainment & Media Demand Share Forecast, 2019-2026
8. North America Entertainment & Media Market Analysis and Forecast
  8.1. Introduction
     8.1.1. Basis Point Share (BPS) Analysis by Country
     8.1.2. Y-o-Y Growth Projections by Country
  8.2. North America Entertainment & Media Market Size and Volume Forecast by Country
     8.2.1. U.S.
     8.2.2. Canada
  8.3. Absolute $ Opportunity Assessment by Country
  8.4. North America Entertainment & Media Market Size and Volume Forecast by Types
     8.4.1. Books & Magazines
     8.4.2. Films
     8.4.3. Gaming & Gambling
     8.4.4. Social Media
     8.4.5. Music & Theater
     8.4.6. Animation
     8.4.7. Outdoor Advertising
     8.4.8. Radio Broadcasting
     8.4.9. Amusement Park/Facilities
     8.4.10. Sports
     8.4.11. Toys
     8.4.12. Art
  8.5. Basis Point Share (BPS) Analysis by Types
  8.6. Y-o-Y Growth Projections by Types
  8.7. North America Entertainment & Media Market Size and Volume Forecast by Applications
     8.7.1. Wired
     8.7.2. Wireless
  8.8. Basis Point Share (BPS) Analysis by Applications
  8.9. Y-o-Y Growth Projections by Applications
  8.10. Market Attractiveness/Growth Potential Analysis
     8.10.1. By Country
     8.10.2. By Product Type
     8.10.3. By Application
  8.11. North America Entertainment & Media Demand Share Forecast, 2019-2026
9. Latin America Entertainment & Media Market Analysis and Forecast
  9.1. Introduction
     9.1.1. Basis Point Share (BPS) Analysis by Country
     9.1.2. Y-o-Y Growth Projections by Country
     9.1.3. Latin America Average Pricing Analysis
  9.2. Latin America Entertainment & Media Market Size and Volume Forecast by Country
      9.2.1. Brazil
      9.2.2. Mexico
      9.2.3. Rest of Latin America
   9.3. Absolute $ Opportunity Assessment by Country
  9.4. Latin America Entertainment & Media Market Size and Volume Forecast by Types
     9.4.1. Books & Magazines
     9.4.2. Films
     9.4.3. Gaming & Gambling
     9.4.4. Social Media
     9.4.5. Music & Theater
     9.4.6. Animation
     9.4.7. Outdoor Advertising
     9.4.8. Radio Broadcasting
     9.4.9. Amusement Park/Facilities
     9.4.10. Sports
     9.4.11. Toys
     9.4.12. Art
  9.5. Basis Point Share (BPS) Analysis by Types
  9.6. Y-o-Y Growth Projections by Types
  9.7. Latin America Entertainment & Media Market Size and Volume Forecast by Applications
     9.7.1. Wired
     9.7.2. Wireless
  9.8. Basis Point Share (BPS) Analysis by Applications
  9.9. Y-o-Y Growth Projections by Applications
  9.10. Market Attractiveness/Growth Potential Analysis
     9.10.1. By Country
     9.10.2. By Product Type
     9.10.3. By Application
  9.11. Latin America Entertainment & Media Demand Share Forecast, 2019-2026
10. Europe Entertainment & Media Market Analysis and Forecast
  10.1. Introduction
     10.1.1. Basis Point Share (BPS) Analysis by Country
     10.1.2. Y-o-Y Growth Projections by Country
     10.1.3. Europe Average Pricing Analysis
  10.2. Europe Entertainment & Media Market Size and Volume Forecast by Country
     10.2.1. Germany
     10.2.2. France
     10.2.3. Italy
     10.2.4. U.K.
     10.2.5. Spain
     10.2.6. Russia
     10.2.7. Rest of Europe
  10.3. Absolute $ Opportunity Assessment by Country
  10.4. Europe Entertainment & Media Market Size and Volume Forecast by Types
     10.4.1. Books & Magazines
     10.4.2. Films
     10.4.3. Gaming & Gambling
     10.4.4. Social Media
     10.4.5. Music & Theater
     10.4.6. Animation
     10.4.7. Outdoor Advertising
     10.4.8. Radio Broadcasting
     10.4.9. Amusement Park/Facilities
     10.4.10. Sports
     10.4.11. Toys
     10.4.12. Art
  10.5. Basis Point Share (BPS) Analysis by Types
  10.6. Y-o-Y Growth Projections by Types
  10.7. Europe Entertainment & Media Market Size and Volume Forecast by Applications
     10.7.1. Wired
     10.7.2. Wireless
  10.8. Basis Point Share (BPS) Analysis by Applications
  10.9. Y-o-Y Growth Projections by Applications
  10.10. Market Attractiveness/Growth Potential Analysis
     10.10.1. By Country
     10.10.2. By Product Type
     10.10.3. By Application
  10.11. Europe Entertainment & Media Demand Share Forecast, 2019-2026
11. Asia Pacific Entertainment & Media Market Analysis and Forecast
  11.1. Introduction
     11.1.1. Basis Point Share (BPS) Analysis by Country
     11.1.2. Y-o-Y Growth Projections by Country
     11.1.3. Asia Pacific Average Pricing Analysis
  11.2. Asia Pacific Entertainment & Media Market Size and Volume Forecast by Country
     11.2.1. China
     11.2.2. Japan
     11.2.3. South Korea
     11.2.4. India
     11.2.5. Australia
     11.2.6. Rest of Asia Pacific (APAC)
  11.3. Absolute $ Opportunity Assessment by Country
  11.4. Asia Pacific Entertainment & Media Market Size and Volume Forecast by Types
     11.4.1. Books & Magazines
     11.4.2. Films
     11.4.3. Gaming & Gambling
     11.4.4. Social Media
     11.4.5. Music & Theater
     11.4.6. Animation
     11.4.7. Outdoor Advertising
     11.4.8. Radio Broadcasting
     11.4.9. Amusement Park/Facilities
     11.4.10. Sports
     11.4.11. Toys
     11.4.12. Art
  11.5. Basis Point Share (BPS) Analysis by Types
  11.6. Y-o-Y Growth Projections by Types
  11.7. Asia Pacific Entertainment & Media Market Size and Volume Forecast by Applications
     11.7.1. Wired
     11.7.2. Wireless
  11.8. Basis Point Share (BPS) Analysis by Applications
  11.9. Y-o-Y Growth Projections by Applications
  11.10. Market Attractiveness/Growth Potential Analysis
     11.10.1. By Country
     11.10.2. By Product Type
     11.10.3. By Application
  11.11. Asia Pacific Entertainment & Media Demand Share Forecast, 2019-2026
12. Middle East & Africa Entertainment & Media Market Analysis and Forecast
  12.1. Introduction
     12.1.1. Basis Point Share (BPS) Analysis by Country
     12.1.2. Y-o-Y Growth Projections by Country
     12.1.3. Middle East & Africa Average Pricing Analysis
  12.2. Middle East & Africa Entertainment & Media Market Size and Volume Forecast by Country
     12.2.1. Saudi Arabia
     12.2.2. South Africa
     12.2.3. UAE
     12.2.4. Rest of Middle East & Africa (MEA)
  12.3. Absolute $ Opportunity Assessment by Country
  12.4. Middle East & Africa Entertainment & Media Market Size and Volume Forecast by Types
     12.4.1. Books & Magazines
     12.4.2. Films
     12.4.3. Gaming & Gambling
     12.4.4. Social Media
     12.4.5. Music & Theater
     12.4.6. Animation
     12.4.7. Outdoor Advertising
     12.4.8. Radio Broadcasting
     12.4.9. Amusement Park/Facilities
     12.4.10. Sports
     12.4.11. Toys
     12.4.12. Art
  12.5. Basis Point Share (BPS) Analysis by Types
  12.6. Y-o-Y Growth Projections by Types
  12.7. Middle East & Africa Entertainment & Media Market Size and Volume Forecast by Applications
     12.7.1. Wired
     12.7.2. Wireless
  12.8. Basis Point Share (BPS) Analysis by Applications
  12.9. Y-o-Y Growth Projections by Applications
  12.10. Market Attractiveness/Growth Potential Analysis
     12.10.1. By Country
     12.10.2. By Product Type
     12.10.3. By Application
  12.11. Middle East & Africa Entertainment & Media Demand Share Forecast, 2019-2026
13. Competition Landscape
  13.1. Global Entertainment & Media Market: Market Share Analysis
  13.2. Entertainment & Media Distributors and Customers
  13.3. Entertainment & Media Market: Competitive Dashboard
  13.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
     13.4.1. Advance
     13.4.2. Alphabet Inc
     13.4.3. Baidu, Inc
     13.4.4. Bertelsmann SE & Co. KGaA
     13.4.5. Comcast Corporation
     13.4.6. Discovery, Inc.
     13.4.7. Disney
     13.4.8. Grupo Globo
     13.4.9. Hasbro Inc.
     13.4.10. Iheartmedia Inc.
     13.4.11. Mattel Inc.
     13.4.12. Meta Platforms, Inc.
     13.4.13. News Corporation
     13.4.14. Verizon Communications Inc.
     13.4.15. Viacomcbs (Paramount)
     13.4.16. Warner Media, Llc

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