Entertainment Market Size, Share, Analysis & Forecast [2031]

Entertainment Market Size, Share, Analysis & Forecast [2031]

Segments - Entertainment Market By Type (Television, Cinema, Streaming Services, Video Games, Live Events, Sports, Radio, Books, Others), End User (Gen Z, Millennials, Gen X, Baby Boomers), Application (Personal Entertainment, Group Entertainment, Public Entertainment), Sales Channel (Traditional Broadcast, Theatrical Release, Online Streaming, Retail Stores, ECommerce) and Regions (North America, Europe, Asia Pacific, Latin America, and Middle East & Africa) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2023-2031

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Author : Debadatta Patel
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Report Description


Entertainment Market Outlook 2031

The Global Entertainment Market was estimated at USD 2,484.9 Billion in 2022 and is anticipated to reach USD 5,644.3 Billion by 2031, expanding at a CAGR of 9.9% during the forecast period, 2023-2031. Entertainment is a type of activity that holds the interest and attention of the audience as well as provides pleasure and delight. Attention of the audience is captured by different things, as individuals have different preferences in entertainment.

Over the time, storytelling, music, drama, dance, sports, and other different kinds of performance, which existed in all cultures, developed into sophisticated forms and became available to everyone across the globe. In modern times these performances are recorded and broadcasted to the people in the form of audio-visual formats.

Entertainment Market Outlook

Audience are a key part of entertainment, as entertainment transforms personal free time into a form of fun. The audience plays a passive or active role when viewing a play, opera, television program, or film. However, the audience may play a passive role, as in viewing a play, opera, television show, or film, or it can play an active role, as in games, where the participant/audience roles are frequently switched.

Macro-Economic Factors

Consumer Spending

Rising consumer spending is expected to boost the market. This increases spending on entertainment that includes OTT subscription and purchasing games. For instance, according to the Digital Entertainment Group, U.S. consumer spending on home entertainment hit a new milestone in the first quarter of this year, crossing the USD 10 billion mark for the very first time, and it is nearly 15% over consumer spending in the first quarter of 2022.

The gain was driven by a 22% increase in subscription streaming revenue, which grew to USD 8.7 billion, from USD 7.1 billion in Q1 2022.

Rising Digital Connectivity

Rapid digital transformation has been a significant catalyst for the growth of OTT platforms, as smartphone ownership is growing rapidly around the world. Moreover, in the recent years there has been increase in internet speed that allows efficient streaming of video content and browsing entertainment content. Telecommunications providers are investing heavily in infrastructure upgrades that enable them to provide more bandwidth to cater to the rising demand for data speed.

This is expected to provide high digital connectivity to the people. 
Millions of user’s access entertainment content every second across the internet through different channels and modes. The entertainment industry is currently experiencing a huge shift in the way it delivers content to consumers. Additionally, rising streaming services has increased subscribers and viewers.

Entertainment Market Dynamics

Market Driver - Increasing Popularity of Sports Events

Increasing sports popularity across the globe is expected to boost the entertainment market in the coming years. Football is the majorly popular sport followed by basketball, baseball, cricket, and hockey. One of the major factors that propel the market growth is the remarkable growth in the popularity of sports events, such as the Olympics, the football World Cup, the cricket World Cup, and others.

For instance, according to Bundeslega, a premier football leagues of Europe, football is the popular sport with 3.5 million fanbase that is being played across the globe, followed by cricket having 2.5 billion fans, and basketball 2.2 billion.

Market Driver - Rising Demand for VOD or Streaming Services

The rising demand for video-on-demand (VOD) or streaming services is expected to drive the entertainment market in the forecast period. Conventional media and Direct-to-Home (DTH) technology offers movies and other audio-visual information in high-quality streaming and on-demand television through cable and satellite, through a satellite dish connection.

However, video-on-demand (VOD) or streaming services have recently made it easy to view movies or television, owing to advancements in technology. It provides significantly enhanced viewing, sound, and image quality with improved internet connection. For instance, according to a Growth Market Report study, India is expected to have more than 485 million online video subscribers by the financial year 2023.

Market Restraint - Stringent Regulation

Stringent regulation and increasing regulatory cost are expected to hamper the market growth during the forecast period. The regulatory burden is increased on data privacy, data localization, and antitrust mandates of online companies.

For instance, in August 2023, the Digital Personal Data Protection (DPDP) Bill was passed in India, states that Multinational corporations and global startups operating out of India have to follow local data storage norms as mandated by sectoral regulators despite the new data bill allowing for easy cross-border transfer and processing of data. Therefore, such MNCs or startups are likely to see an increased cost of operations as they have to follow the regulations.

Market Opportunity - Technological Advancement

Advancements in technology in the entertainment industry are expected to create vast opportunities in the forecast period. Advancements in augmented reality (AR), virtual reality (VR), Artificial Intelligence (AI), cloud computing, digital effects, and computer-generated imagery (CGI) have revolutionized the possibilities for audience engagement and storytelling.

These developments captivate audiences and also inspire creators to push the boundaries of their craft. For instance, in August 2023, Globant, a US-based software development company, and LaLiga Tech, a Spain-based technology solutions provider came together to collaborate with Microsoft on a series of initiatives with the goal of fostering the transformation of sports in various domains through the utilization of Artificial Intelligence.

Scope of Entertainment Market Report

The report on the Global Entertainment Market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.

Attributes

Details

Report Title

Entertainment Market – Global Industry Analysis, Size, Share, Growth, Trends, and Forecast

Base Year

2022

Historic Data

2016–2021

Forecast Period

2023–2031

Segmentation

Type (Television, Cinema, Streaming Services, Video Games, Live Events, Sports, Radio, Books, and Others), End User (Gen Z, Millennials, Gen X, and Baby Boomers), Application (Personal Entertainment, Group Entertainment, and Public Entertainment), Sales Channel (Traditional Broadcast, Theatrical Release, Online Streaming, Retail Stores, and ECommerce)

Regional Scope

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

Report Coverage

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

Key Players Covered

Activision Blizzard, Inc. , AMC Entertainment Holdings, Inc., CBS Interactive Inc., Creative Artists Agency, Electronic Arts Inc., GESTIFUTE MEDIA, ICM STELLAR SPORTS , Independent Sports & Entertainment, LLC., Live Nation Entertainment, Inc. , Merlin Entertainments, MIXI, Netflix, Inc., Newport Sports Management Inc., Nintendo Co., Ltd., Octagon, Paramount Global, Penn Entertainment, PRO SPORT MANAGEMENT , ROC NATION, Sony Pictures Digital Productions Inc., The Walt Disney Company, U-NEXT Co., Ltd., Universal Music Group N.V., Viral Nation Inc., Warner Bros. Discovery, Inc., Wasserman Media, and Xaxis.

Entertainment Market Segment Insight

Based on type, the global entertainment market is segmented into television, cinema, streaming services, video games, live events, sports, radio, books, and others. The sports segment is further segmented into badminton, baseball, basketball, cricket, ice hockey, rugby/football/soccer, table tennis, wrestling/boxing, and others.

The sports segment is projected to expand at a notable CAGR during the forecast period, owing to the rise of digital streaming platforms and Over-The-Top (OTT) services.

Based on end users, the global entertainment market is segmented into Gen Z, Millennials, Gen X, and Baby Boomers. The Gen Z is playing a significant role in driving the global entertainment market. This generation heavily contributes to the rise of streaming platforms such as Netflix, YouTube, and TikTok. They prefer on-demand and user-generated content, leading to the growth of short-form videos and vlogs.

The gaming industry has seen a surge in popularity, due to Gen Z. They are avid gamers, both in consoles and mobile devices. Their presence on social media is influential. They follow and engage with content created by influencers, impacting trends in music, fashion, and lifestyle.

Entertainment Market End-User

Based on application, the global entertainment market is segmented into personal entertainment, group entertainment, and public entertainment. The public entertainment segment plays a significant role as a driver for the global entertainment market. Public entertainment encompasses a wide range of activities and venues that cater to mass audiences and are typically open to the public.

Events in the public entertainment segment often draw large crowds. Major music festivals, sports championships, and cultural events attract a huge number of attendees. This results in substantial ticket sales, concessions, and merchandise revenue.

Based on sales channels, the global entertainment market is segmented into traditional broadcast, theatrical release, online streaming, retail stores, and e-commerce. The theatrical release segment held an significant share of the global entertainment market in 2022. Major film releases, especially blockbuster franchises, and highly anticipated films often generate high box office revenue.

High-profile movie releases create cultural events and often dominate public discourse, contributing to the cultural landscape. Moreover, many Hollywood films have global appeal, leading to significant international box office earnings.

Entertainment Market Sales Channels

Regional Outlook

On the basis of region, the global entertainment market is divided into North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa (MEA). The market in North America is a huge one, as the trend of cord-cutting (canceling cable or satellite TV subscriptions in favor of streaming services) has gained significant popularity in North America over the past few decades.

 Entertainment Market Region

Key Developments

  • In August 2023, MIXI, a Japan-based mobile entertainment company, launched a corporate venture capital (CVC) fund of USD 50 million in India. Its target is to utilize Yen 30-50 billion (USD 200-350 million) for acquisitions, mergers, and partnerships between FY23 and FY25.

  • In August 2023, Penn Entertainment, a US-based gambling company, has partnered with Disney’s ESPN to rebrand and relaunch its sportsbook as ESPN Bet.

  • In January 2022, Microsoft announced that it intends to acquire Activision Blizzard, a US-based video game company, to bring the joy and community of gaming to everyone across every device.

  • In September 2021, the Creative Artists Agency (CAA) expanded its sports segment in Asia. The company is further set to expand its sports segment, CAA Sports, in Singapore.

  • In July 2021, ICM STELLAR SPORTS expanded its presence in the US by acquiring National Football League (NFL) agency Select Sports Group. The deal brings 70 National Football League (NFL) players, coaches, and executives under the ICM STELLAR umbrella.

Key Benefits for Industry Participants & Stakeholders

  • In-depth Analysis of the Global Entertainment Market

  • Historical, Current, and Projected Market Size in Terms of Value

  • Potential & Niche Segments and Regions Exhibiting Promising Growth Covered

  • Industry Drivers, Restraints, and Opportunities Covered in the Study

  • Recent Industry Trends and Developments

  • Competitive Landscape & Strategies of Key Players

Segments

By Type

  • Television
  • Cinema
  •  Streaming Services
  • Video Games
  • Live Events
  • Sports
    • Badminton
    • Baseball
    • Cricket
    • Ice Hockey
    • Rugby/Football
    • Table Tennis
    • Wrestling/Boxing
    • Others
  • Radio
  • Books
  • Others

By End User

  • Gen Z
  • Millennials
  • Gen X
  • Baby Boomers

By Application

  • Personal Entertainment
  •  Group Entertainment
  •  Public Entertainment

By Sales Channel

  • Traditional Broadcast
  •  Theatrical Release
  •  Online Streaming
  •  Retail Stores
  •  ECommerce

By Region

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

Key Market Players 

  • Activision Blizzard, Inc.
  • AMC Entertainment Holdings, Inc.
  • CBS Interactive Inc.
  • Creative Artists Agency
  • Electronic Arts Inc.
  • GESTIFUTE MEDIA
  • ICM STELLAR SPORTS
  • Independent Sports & Entertainment, LLC.
  • Live Nation Entertainment, Inc.
  • Merlin Entertainments
  • MIXI
  • Netflix, Inc.
  • Newport Sports Management Inc.
  • Nintendo Co., Ltd.
  • Octagon
  • Paramount Global
  • Penn Entertainment
  • PRO SPORT MANAGEMENT
  • ROC NATION
  • Sony Pictures Digital Productions Inc.
  • The Walt Disney Company
  • U-NEXT Co., Ltd.
  • Universal Music Group N.V.
  • Viral Nation Inc.
  • Warner Bros. Discovery, Inc.
  • Wasserman Media
  • Xaxis

Competitive Landscape

  • Key players operating in the Global Entertainment Market are Activision Blizzard, Inc. , AMC Entertainment Holdings, Inc., CBS Interactive Inc., Creative Artists Agency, Electronic Arts Inc., GESTIFUTE MEDIA, ICM STELLAR SPORTS, Independent Sports & Entertainment, LLC., Live Nation Entertainment, Inc., Merlin Entertainments, MIXI, Netflix, Inc., Newport Sports Management Inc., Nintendo Co.,Ltd., Octagon, Paramount Global, Penn Entertainment, PRO SPORT MANAGEMENT , ROC NATION, Sony Pictures Digital Productions Inc., The Walt Disney Company, U-NEXT Co., Ltd., Universal Music Group N.V., Viral Nation Inc., Warner Bros. Discovery, Inc., Wasserman Media, and Xaxis.

  • Market players are pursuing strategies such as acquisitions, product launches, collaborations, and geographic expansion to leverage untapped opportunities in the Global Entertainment Market.

    Entertainment Market Key Players

Frequently Asked Questions

Additional company profiles can be provided on request. For a discussion related to the above findings, click Speak to Analyst

Factors such as competitive strength and market positioning are key areas considered while selecting top companies to be profiled.

Increasing popularity of sports events, rising demand for VOD or streaming services are the factors expected to drive the market growth during the forecast period.

According to this Growth Market Reports report, the Global Entertainment Market is likely to register a CAGR of 9.9% during the forecast period 2023-2031, with a projected valuation of USD ~ 5,644.3 billion by the end of 2031.

Factors such as consumer spending, rising digital connectivity is analyzed in the final report.

Major players include AMC Entertainment Holdings, Inc., Activision Blizzard, Inc., CBS Interactive Inc., The Walt Disney Company, Electronic Arts Inc., Live Nation Entertainment, Inc., Merlin Entertainments, MIXI, Netflix, Inc., Nintendo Co., Ltd., Paramount Global, Penn Entertainment, Sony Pictures Digital Productions Inc., U-NEXT Co., Ltd., Universal Music Group N.V., Warner Bros. Discovery, Inc., and Xaxis.

The pandemic had a significant impeded various market, including the Entertainment market. The outbreak of coronavirus disease in 2019 (COVID-19) restrained the global economy, created global interdependence, and challenged the governments of various nations. The pandemic raised concerns among economies and businesses by shifting focus towards online supply of consumer electronic gadgets and automotive components, thereby creating manufacturing issues.

Factors such as Regulatory Approvals is expected to hinder the market.

The forecast year considered for the Global Entertainment Market report is 2031.

The base year considered for the Global Entertainment Market report is 2022. The complete analysis period is 2016 to 2031, wherein, 2016 to 2021 are the historic years, and the forecast is provided from 2023 to 2031.

Table Of Content

Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Entertainment Market Overview
   4.1 Introduction
      4.1.1 Market Taxonomy
      4.1.2 Market Definition
      4.1.3 Macro-Economic Factors Impacting the Market Growth
   4.2 Entertainment Market Dynamics
      4.2.1 Market Drivers
      4.2.2 Market Restraints
      4.2.3 Market Opportunity
   4.3 Entertainment Market - Supply Chain Analysis
      4.3.1 List of Key Suppliers
      4.3.2 List of Key Distributors
      4.3.3 List of Key Consumers
   4.4 Key Forces Shaping the Entertainment Market
      4.4.1 Bargaining Power of Suppliers
      4.4.2 Bargaining Power of Buyers
      4.4.3 Threat of Substitution
      4.4.4 Threat of New Entrants
      4.4.5 Competitive Rivalry
   4.5 Global Entertainment Market Size & Forecast, 2016-2031
      4.5.1 Entertainment Market Size and Y-o-Y Growth
      4.5.2 Entertainment Market Absolute $ Opportunity
   4.6 Global Entertainment Market: Impact Of Key Regulations
   4.7 Current & Future Trends
   4.8 Growth Opportunities Overview
   4.9 Applications of AI in Entertainment Industry: Overview
   4.10 Changing End User Preferences in The Entertainment Industry: Overview

4.10.1 Sports Industry
   4.11 Virtualization of Sports: Overview
   4.12 Key Issues and Recommendations in Sports Entertainment Industry
   4.13 Sports Ecosystem Synopsis

4.13.1 Governance
4.13.2 Talent Scouting & Training
4.13.3 Sports Goods Manufacturing
4.13.4 Sports Events
4.13.5 Sports Retail
4.13.6 Infrastructure Development
4.13.7 Sports Marketing
4.13.8 Funding
4.14 Economics of Sports Leagues and Franchises: Outlook
Chapter 5 Global Entertainment Market Analysis and Forecast By Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities By Type
      5.1.2 Basis Point Share (BPS) Analysis By Type
      5.1.3 Absolute $ Opportunity Assessment By Type
   5.2 Entertainment Market Size Forecast By Type
      5.2.1 Television
      5.2.2 Cinema
      5.2.3 Streaming Services
      5.2.4 Video Games
      5.2.5 Live Events
      5.2.6 Sports
         5.2.6.1 Badminton
         5.2.6.2 Baseball
         5.2.6.3 Cricket
         5.2.6.4 Ice Hockey
         5.2.6.5 Rugby/Football
         5.2.6.6 Table Tennis
         5.2.6.7 Wrestling/Boxing
         5.2.6.8 Others
      5.2.7 Radio
      5.2.8 Books
      5.2.9 Others
   5.3 Market Attractiveness Analysis By Type
Chapter 6 Global Entertainment Market Analysis and Forecast By End User
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities By End User
      6.1.2 Basis Point Share (BPS) Analysis By End User
      6.1.3 Absolute $ Opportunity Assessment By End User
   6.2 Entertainment Market Size Forecast By End User
      6.2.1 Gen Z
      6.2.2 Millennials
      6.2.3 Gen X
      6.2.4 Baby Boomers
   6.3 Market Attractiveness Analysis By End User
Chapter 7 Global Entertainment Market Analysis and Forecast By Application
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities By Application
      7.1.2 Basis Point Share (BPS) Analysis By Application
      7.1.3 Absolute $ Opportunity Assessment By Application
   7.2 Entertainment Market Size Forecast By Application
      7.2.1 Personal Entertainment
      7.2.2 Group Entertainment
      7.2.3 Public Entertainment
   7.3 Market Attractiveness Analysis By Application

Chapter 8 Global Entertainment Market Analysis and Forecast By Sales Channel
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities By Sales Channel
      8.1.2 Basis Point Share (BPS) Analysis By Sales Channel
      8.1.3 Absolute $ Opportunity Assessment By Sales Channel
   8.2 Entertainment Market Size Forecast By Sales Channel
      8.2.1 Traditional Broadcast
      8.2.2 Theatrical Release
      8.2.3 Online Streaming
      8.2.4 Retail Stores
      8.2.5 ECommerce
   8.3 Market Attractiveness Analysis By Sales Channel
Chapter 9 Global Entertainment Market Analysis and Forecast by Region
   9.1 Introduction
      9.1.1 Key Market Trends & Growth Opportunities by Region
      9.1.2 Basis Point Share (BPS) Analysis by Region
      9.1.3 Absolute $ Opportunity Assessment by Region
   9.2 Entertainment Market Size Forecast by Region
      9.2.1 North America
      9.2.2 Europe
      9.2.3 Asia Pacific
      9.2.4 Latin America
      9.2.5 Middle East & Africa (MEA)
   9.3 Market Attractiveness Analysis by Region
Chapter 10 Coronavirus Disease (COVID-19) Impact
   10.1 Introduction
   10.2 Current & Future Impact Analysis
   10.3 Economic Impact Analysis
   10.4 Government Policies
   10.5 Investment Scenario

Chapter 11 North America Entertainment Analysis and Forecast
   11.1 Introduction
   11.2 North America Entertainment Market Size Forecast by Country
      11.2.1 U.S.
      11.2.2 Canada
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 North America Entertainment Market Size Forecast By Type
      11.6.1 Television
      11.6.2 Cinema
      11.6.3 Streaming Services
      11.6.4 Video Games
      11.6.5 Live Events
      11.6.6 Sports
         11.6.6.1 Badminton
         11.6.6.2 Baseball
         11.6.6.3 Cricket
         11.6.6.4 Ice Hockey
         11.6.6.5 Rugby/Football
         11.6.6.6 Table Tennis
         11.6.6.7 Wrestling/Boxing
         11.6.6.8 Others
      11.6.7 Radio
      11.6.8 Books
      11.6.9 Others
   11.7 Basis Point Share (BPS) Analysis By Type
   11.8 Absolute $ Opportunity Assessment By Type
   11.9 Market Attractiveness Analysis By Type
   11.10 North America Entertainment Market Size Forecast By End User
      11.10.1 Gen Z
      11.10.2 Millennials
      11.10.3 Gen X
      11.10.4 Baby Boomers
   11.11 Basis Point Share (BPS) Analysis By End User
   11.12 Absolute $ Opportunity Assessment By End User
   11.13 Market Attractiveness Analysis By End User
   11.14 North America Entertainment Market Size Forecast By Application
      11.14.1 Personal Entertainment
      11.14.2 Group Entertainment
      11.14.3 Public Entertainment
   11.15 Basis Point Share (BPS) Analysis By Application
   11.16 Absolute $ Opportunity Assessment By Application
   11.17 Market Attractiveness Analysis By Application
   11.18 North America Entertainment Market Size Forecast By Sales Channel
      11.18.1 Traditional Broadcast
      11.18.2 Theatrical Release
      11.18.3 Online Streaming
      11.18.4 Retail Stores
      11.18.5 ECommerce
   11.19 Basis Point Share (BPS) Analysis By Sales Channel
   11.20 Absolute $ Opportunity Assessment By Sales Channel
   11.21 Market Attractiveness Analysis By Sales Channel
Chapter 12 Europe Entertainment Analysis and Forecast
   12.1 Introduction
   12.2 Europe Entertainment Market Size Forecast by Country
      12.2.1 Germany
      12.2.2 France
      12.2.3 Italy
      12.2.4 U.K.
      12.2.5 Spain
      12.2.6 Russia
      12.2.7 Rest of Europe
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Europe Entertainment Market Size Forecast By Type
      12.6.1 Television
      12.6.2 Cinema
      12.6.3 Streaming Services
      12.6.4 Video Games
      12.6.5 Live Events
      12.6.6 Sports
         12.6.6.1 Badminton
         12.6.6.2 Baseball
         12.6.6.3 Cricket
         12.6.6.4 Ice Hockey
         12.6.6.5 Rugby/Football
         12.6.6.6 Table Tennis
         12.6.6.7 Wrestling/Boxing
         12.6.6.8 Others
      12.6.7 Radio
      12.6.8 Books
      12.6.9 Others
   12.7 Basis Point Share (BPS) Analysis By Type
   12.8 Absolute $ Opportunity Assessment By Type
   12.9 Market Attractiveness Analysis By Type
   12.10 Europe Entertainment Market Size Forecast By End User
      12.10.1 Gen Z
      12.10.2 Millennials
      12.10.3 Gen X
      12.10.4 Baby Boomers
   12.11 Basis Point Share (BPS) Analysis By End User
   12.12 Absolute $ Opportunity Assessment By End User
   12.13 Market Attractiveness Analysis By End User
   12.14 Europe Entertainment Market Size Forecast By Application
      12.14.1 Personal Entertainment
      12.14.2 Group Entertainment
      12.14.3 Public Entertainment
   12.15 Basis Point Share (BPS) Analysis By Application
   12.16 Absolute $ Opportunity Assessment By Application
   12.17 Market Attractiveness Analysis By Application
   12.18 Europe Entertainment Market Size Forecast By Sales Channel
      12.18.1 Traditional Broadcast
      12.18.2 Theatrical Release
      12.18.3 Online Streaming
      12.18.4 Retail Stores
      12.18.5 ECommerce
   12.19 Basis Point Share (BPS) Analysis By Sales Channel
   12.20 Absolute $ Opportunity Assessment By Sales Channel
   12.21 Market Attractiveness Analysis By Sales Channel
Chapter 13 Asia Pacific Entertainment Analysis and Forecast
   13.1 Introduction
   13.2 Asia Pacific Entertainment Market Size Forecast by Country
      13.2.1 China
      13.2.2 Japan
      13.2.3 South Korea
      13.2.4 India
      13.2.5 Australia
      13.2.6 South East Asia (SEA)
      13.2.7 Rest of Asia Pacific (APAC)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Asia Pacific Entertainment Market Size Forecast By Type
      13.6.1 Television
      13.6.2 Cinema
      13.6.3 Streaming Services
      13.6.4 Video Games
      13.6.5 Live Events
      13.6.6 Sports
         13.6.6.1 Badminton
         13.6.6.2 Baseball
         13.6.6.3 Cricket
         13.6.6.4 Ice Hockey
         13.6.6.5 Rugby/Football
         13.6.6.6 Table Tennis
         13.6.6.7 Wrestling/Boxing
         13.6.6.8 Others
      13.6.7 Radio
      13.6.8 Books
      13.6.9 Others
   13.7 Basis Point Share (BPS) Analysis By Type
   13.8 Absolute $ Opportunity Assessment By Type
   13.9 Market Attractiveness Analysis By Type
   13.10 Asia Pacific Entertainment Market Size Forecast By End User
      13.10.1 Gen Z
      13.10.2 Millennials
      13.10.3 Gen X
      13.10.4 Baby Boomers
   13.11 Basis Point Share (BPS) Analysis By End User
   13.12 Absolute $ Opportunity Assessment By End User
   13.13 Market Attractiveness Analysis By End User
   13.14 Asia Pacific Entertainment Market Size Forecast By Application
      13.14.1 Personal Entertainment
      13.14.2 Group Entertainment
      13.14.3 Public Entertainment
   13.15 Basis Point Share (BPS) Analysis By Application
   13.16 Absolute $ Opportunity Assessment By Application
   13.17 Market Attractiveness Analysis By Application
   13.18 Asia Pacific Entertainment Market Size Forecast By Sales Channel
      13.18.1 Traditional Broadcast
      13.18.2 Theatrical Release
      13.18.3 Online Streaming
      13.18.4 Retail Stores
      13.18.5 ECommerce
   13.19 Basis Point Share (BPS) Analysis By Sales Channel
   13.20 Absolute $ Opportunity Assessment By Sales Channel
   13.21 Market Attractiveness Analysis By Sales Channel
Chapter 14 Latin America Entertainment Analysis and Forecast
   14.1 Introduction
   14.2 Latin America Entertainment Market Size Forecast by Country
      14.2.1 Brazil
      14.2.2 Mexico
      14.2.3 Rest of Latin America (LATAM)
   14.3 Basis Point Share (BPS) Analysis by Country
   14.4 Absolute $ Opportunity Assessment by Country
   14.5 Market Attractiveness Analysis by Country
   14.6 Latin America Entertainment Market Size Forecast By Type
      14.6.1 Television
      14.6.2 Cinema
      14.6.3 Streaming Services
      14.6.4 Video Games
      14.6.5 Live Events
      14.6.6 Sports
         14.6.6.1 Badminton
         14.6.6.2 Baseball
         14.6.6.3 Cricket
         14.6.6.4 Ice Hockey
         14.6.6.5 Rugby/Football
         14.6.6.6 Table Tennis
         14.6.6.7 Wrestling/Boxing
         14.6.6.8 Others
      14.6.7 Radio
      14.6.8 Books
      14.6.9 Others
   14.7 Basis Point Share (BPS) Analysis By Type
   14.8 Absolute $ Opportunity Assessment By Type
   14.9 Market Attractiveness Analysis By Type
   14.10 Latin America Entertainment Market Size Forecast By End User
      14.10.1 Gen Z
      14.10.2 Millennials
      14.10.3 Gen X
      14.10.4 Baby Boomers
   14.11 Basis Point Share (BPS) Analysis By End User
   14.12 Absolute $ Opportunity Assessment By End User
   14.13 Market Attractiveness Analysis By End User
   14.14 Latin America Entertainment Market Size Forecast By Application
      14.14.1 Personal Entertainment
      14.14.2 Group Entertainment
      14.14.3 Public Entertainment
   14.15 Basis Point Share (BPS) Analysis By Application
   14.16 Absolute $ Opportunity Assessment By Application
   14.17 Market Attractiveness Analysis By Application
   14.18 Latin America Entertainment Market Size Forecast By Sales Channel
      14.18.1 Traditional Broadcast
      14.18.2 Theatrical Release
      14.18.3 Online Streaming
      14.18.4 Retail Stores
      14.18.5 ECommerce
   14.19 Basis Point Share (BPS) Analysis By Sales Channel
   14.20 Absolute $ Opportunity Assessment By Sales Channel
   14.21 Market Attractiveness Analysis By Sales Channel
Chapter 15 Middle East & Africa (MEA) Entertainment Analysis and Forecast
   15.1 Introduction
   15.2 Middle East & Africa (MEA) Entertainment Market Size Forecast by Country
      15.2.1 Saudi Arabia
      15.2.2 South Africa
      15.2.3 UAE
      15.2.4 Rest of Middle East & Africa (MEA)
   15.3 Basis Point Share (BPS) Analysis by Country
   15.4 Absolute $ Opportunity Assessment by Country
   15.5 Market Attractiveness Analysis by Country
   15.6 Middle East & Africa (MEA) Entertainment Market Size Forecast By Type
      15.6.1 Television
      15.6.2 Cinema
      15.6.3 Streaming Services
      15.6.4 Video Games
      15.6.5 Live Events
      15.6.6 Sports
         15.6.6.1 Badminton
         15.6.6.2 Baseball
         15.6.6.3 Cricket
         15.6.6.4 Ice Hockey
         15.6.6.5 Rugby/Football
         15.6.6.6 Table Tennis
         15.6.6.7 Wrestling/Boxing
         15.6.6.8 Others
      15.6.7 Radio
      15.6.8 Books
      15.6.9 Others
   15.7 Basis Point Share (BPS) Analysis By Type
   15.8 Absolute $ Opportunity Assessment By Type
   15.9 Market Attractiveness Analysis By Type
   15.10 Middle East & Africa (MEA) Entertainment Market Size Forecast By End User
      15.10.1 Gen Z
      15.10.2 Millennials
      15.10.3 Gen X
      15.10.4 Baby Boomers
   15.11 Basis Point Share (BPS) Analysis By End User
   15.12 Absolute $ Opportunity Assessment By End User
   15.13 Market Attractiveness Analysis By End User
   15.14 Middle East & Africa (MEA) Entertainment Market Size Forecast By Application
      15.14.1 Personal Entertainment
      15.14.2 Group Entertainment
      15.14.3 Public Entertainment
   15.15 Basis Point Share (BPS) Analysis By Application
   15.16 Absolute $ Opportunity Assessment By Application
   15.17 Market Attractiveness Analysis By Application
   15.18 Middle East & Africa (MEA) Entertainment Market Size Forecast By Sales Channel
      15.18.1 Traditional Broadcast
      15.18.2 Theatrical Release
      15.18.3 Online Streaming
      15.18.4 Retail Stores
      15.18.5 ECommerce
   15.19 Basis Point Share (BPS) Analysis By Sales Channel
   15.20 Absolute $ Opportunity Assessment By Sales Channel
   15.21 Market Attractiveness Analysis By Sales Channel
Chapter 16 Competition Landscape
   16.1 Entertainment Market: Competitive Dashboard
   16.2 Global Entertainment Market: Market Share Analysis, 2022
   16.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
      16.3.1 AMC Entertainment Holdings, Inc.
      16.3.2 Activision Blizzard, Inc.
      16.3.3 CBS Interactive Inc.
      16.3.4 The Walt Disney Company
      16.3.5 Electronic Arts Inc.
      16.3.6 Live Nation Entertainment, Inc.
      16.3.7 Merlin Entertainments
      16.3.8 Netflix, Inc.
      16.3.9 Nintendo Co., Ltd.
      16.3.10 Paramount Global
      16.3.11 Sony Pictures Digital Productions Inc.
      16.3.12 U-NEXT Co., Ltd.
      16.3.13 Universal Music Group N.V.
      16.3.14 Warner Bros. Discovery, Inc.
      16.3.15 Xaxis

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