Entertainment Market

Entertainment Market

Segments - by Applications (Books & Magazines, Films & Theatrical, Social Media, Music, Animation, Video Games, Outdoor Advertising, Radio & Broadcasting, Amusement Park/Facilities, Sports, Toys, And Arts) and Regions (Asia Pacific, North America, Latin America, Europe, and Middle East & Africa) - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast 2023 – 2031

  • Report ID: CG-685
  • Author: Growth Market Reports
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The global entertainment market size was around USD 97.47 Billion in 2022 and is expected to surpass USD 182.23 Billion by 2031, expanding at a CAGR of 7.2% during the forecast period, 2023–2031The growth of the market is attributed to the rising demand for entertainment sources and the growing disposable income of a large number of the population globally.

The global entertainment industry includes a number of firms that offer various entertainment services for public use. The entertainment business is made up of a number of sub-groups such as live entertainment, musical entertainment, exhibition entertainment, mass media entertainment, and electronic entertainment. Circuses, comedy shows, athletic events, the performing arts, musical theater performances, and concerts are all examples of live entertainment.

Entertainment Market Outlook

Orchestras and concert hall performances as well as vocal artists, composers, and musicians are key components of musical entertainment. Amusement parks, trade exhibits, and/or fairs are some examples of exhibition entertainment while film, the internet, and radio are major sources of mass media. Video games represent one of the most popular type of electronic entertainment.

In the recent years, the global entertainment market has undergone several transitions in terms of technology adoption and applications. Many major entertainment and media companies have been focusing to provide creative products and services to maintain their presence in the increasingly competitive market. E-books are getting more popular and are accounting for a significant amount of current book sales.

As the general public can now view TV series and movies online, web-based entertainment is growing increasingly popular due to easily availability of online radio and digital downloads. In the entertainment business, cellular smartphones have also become a media device, with high-definition and three-dimensional televisions being manufactured and sold.

Entertainment Market Trends, Drivers, Restraints, and Opportunities

  • High penetration of smartphones as well as increasing view on-demand and live streaming of music and videos are key drivers for the market.
  • Increasing number of TV subscribers and growing number of radio listeners, along with the rapid demand for video game are key factors driving the market.
  • Growing popularity of outdoor advertisements and raising social media exposure by customers are expected to boost the growth of the market.
  • Issues concerning to copying and enforcing of copyright laws are acting to be major challenge that can hamper the market expansion.
  • Cyber-attacks on online sites are becoming more common, which pose another key challenge for the market growth.
  • Rapid introduction of new technology such as 5G network broadband services, development of augmented reality, and virtual reality systems are anticipated to create opportunities for the market growth.
  • Introduction of Artificial Intelligence (AI) is a key market trend, which is expected to have a positive impact on several industries especially the gaming sector. This is projected to fuel the market expansion.

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, Growth, Share, Size, Trends, and Forecast

Base Year

2022

Historic Data

2016–2021

Forecast Period

2023–2031

Segmentation

Applications (Books & Magazines, Films & Theatrical, Social Media, Music, Animation, Video Games, Outdoor Advertising, Radio & Broadcasting, Amusement Park/Facilities, Sports, Toys, and Arts)

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, and Trends, and Revenue Forecast

Key Players Covered in the Report

Xaxis; Kerzner International Holdings Limited; Disney/ABC Television Group; CBS Radio; Belo Corp; Netflix Inc; Advance Publications Inc; Activision Blizzard Inc; and ACME Communications Inc., MELCO RESORTS & ENTERTAINMENT LIMITED 

Entertainment Market Segment Insights

Applications Segment Analysis

On the basis of applications, the global entertainment market is segmented into books & magazines, films & theatrical, social media, music, animation, video games, outdoor advertising, radio & broadcasting, amusement park/facilities, sports, toys, and arts. The radio & broadcasting segment is expected to hold a key share of the market owing to the easy availability of the entertainment online.

Entertainment Market Applications

Regional Analysis

Based on regions, the global entertainment market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. North America is expected to account for a key share of the market during the forecast period due to the presence of many entertainment & media houses and significant investments by players in the region. Moreover, increasing digitization in terms of smartphone penetration and internet access, which has resulted in increased potential expansion of the entertainment market in this region.

Entertainment Market Regions

Segments

The global entertainment market has been segmented on the basis of

Applications

  • Books & Magazines
  • Films & Theatrical
  • Social Media
  • Music
  • Animation
  • Video Games
  • Outdoor Advertising
  • Radio & Broadcasting
  • Amusement Park/Facilities
  • Sports
  • Toys
  • Arts

Regions

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

Key Players

Competitive Landscape

Some of the major players in the global entertainment market are Xaxis; Kerzner International Holdings Limited; Disney/ABC Television Group; CBS Radio; Belo Corp; Netflix Inc; Advance Publications Inc; Activision Blizzard Inc; ACME Communications Inc; and MELCO RESORTS & ENTERTAINMENT LIMITED 

Entertainment Market Key Players

1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Entertainment 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 Market Dynamics
     4.3.1. Market Drivers
     4.3.2. Market Restraints
     4.3.3. Opportunity
     4.3.4. Market Trends
  4.4. Entertainment Market - Supply Chain
  4.5. Global Entertainment Market Forecast
     4.5.1. Entertainment Market Size (US$ Mn) and Y-o-Y Growth
     4.5.2. Entertainment Market Size (000’ Units) and Y-o-Y Growth
     4.5.3. Entertainment Market Absolute $ Opportunity
5. Global Entertainment Market Analysis and Forecast by Applications
  5.1. Market Trends
  5.2. Introduction
     5.2.1. Basis Point Share (BPS) Analysis by Applications
     5.2.2. Y-o-Y Growth Projections by Applications
  5.3. Entertainment Market Size and Volume Forecast by Applications
     5.3.1. Books & Magazines
     5.3.2. Films & Theatrical
     5.3.3. Social Media
     5.3.4. Music
     5.3.5. Animation
     5.3.6. Video Games
     5.3.7. Outdoor Advertising
     5.3.8. Radio & Broadcasting
     5.3.9. Amusement Park/Facilities
     5.3.10. Sports
  5.4. Absolute $ Opportunity Assessment by Applications
  5.5. Market Attractiveness/Growth Potential Analysis by Applications
6. Global Entertainment Market Analysis and Forecast by Region
  6.1. Market Trends
  6.2. Introduction
     6.2.1. Basis Point Share (BPS) Analysis by Region
     6.2.2. Y-o-Y Growth Projections by Region
  6.3. Entertainment Market Size and Volume Forecast by Region
     6.3.1. North America
     6.3.2. Latin America
     6.3.3. Europe
     6.3.4. Asia Pacific
     6.3.5. Middle East and Africa (MEA)
  6.4. Absolute $ Opportunity Assessment by Region
  6.5. Market Attractiveness/Growth Potential Analysis by Region
  6.6. Global Entertainment Demand Share Forecast, 2019-2026
7. North America Entertainment Market Analysis and Forecast
  7.1. Introduction
     7.1.1. Basis Point Share (BPS) Analysis by Country
     7.1.2. Y-o-Y Growth Projections by Country
  7.2. North America Entertainment Market Size and Volume Forecast by Country
     7.2.1. U.S.
     7.2.2. Canada
  7.3. Absolute $ Opportunity Assessment by Country
  7.4. North America Entertainment Market Size and Volume Forecast by Applications
     7.4.1. Books & Magazines
     7.4.2. Films & Theatrical
     7.4.3. Social Media
     7.4.4. Music
     7.4.5. Animation
     7.4.6. Video Games
     7.4.7. Outdoor Advertising
     7.4.8. Radio & Broadcasting
     7.4.9. Amusement Park/Facilities
     7.4.10. Sports
  7.5. Basis Point Share (BPS) Analysis by Applications
  7.6. Y-o-Y Growth Projections by Applications
  7.7. Market Attractiveness/Growth Potential Analysis
     7.7.1. By Country
     7.7.2. By Product Type
     7.7.3. By Application
  7.8. North America Entertainment Demand Share Forecast, 2019-2026
8. Latin America Entertainment 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
     8.1.3. Latin America Average Pricing Analysis
  8.2. Latin America Entertainment Market Size and Volume Forecast by Country
      8.2.1. Brazil
      8.2.2. Mexico
      8.2.3. Rest of Latin America
   8.3. Absolute $ Opportunity Assessment by Country
  8.4. Latin America Entertainment Market Size and Volume Forecast by Applications
     8.4.1. Books & Magazines
     8.4.2. Films & Theatrical
     8.4.3. Social Media
     8.4.4. Music
     8.4.5. Animation
     8.4.6. Video Games
     8.4.7. Outdoor Advertising
     8.4.8. Radio & Broadcasting
     8.4.9. Amusement Park/Facilities
     8.4.10. Sports
  8.5. Basis Point Share (BPS) Analysis by Applications
  8.6. Y-o-Y Growth Projections by Applications
  8.7. Market Attractiveness/Growth Potential Analysis
     8.7.1. By Country
     8.7.2. By Product Type
     8.7.3. By Application
  8.8. Latin America Entertainment Demand Share Forecast, 2019-2026
9. Europe Entertainment 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. Europe Average Pricing Analysis
  9.2. Europe Entertainment Market Size and Volume Forecast by Country
     9.2.1. Germany
     9.2.2. France
     9.2.3. Italy
     9.2.4. U.K.
     9.2.5. Spain
     9.2.6. Russia
     9.2.7. Rest of Europe
  9.3. Absolute $ Opportunity Assessment by Country
  9.4. Europe Entertainment Market Size and Volume Forecast by Applications
     9.4.1. Books & Magazines
     9.4.2. Films & Theatrical
     9.4.3. Social Media
     9.4.4. Music
     9.4.5. Animation
     9.4.6. Video Games
     9.4.7. Outdoor Advertising
     9.4.8. Radio & Broadcasting
     9.4.9. Amusement Park/Facilities
     9.4.10. Sports
  9.5. Basis Point Share (BPS) Analysis by Applications
  9.6. Y-o-Y Growth Projections by Applications
  9.7. Market Attractiveness/Growth Potential Analysis
     9.7.1. By Country
     9.7.2. By Product Type
     9.7.3. By Application
  9.8. Europe Entertainment Demand Share Forecast, 2019-2026
10. Asia Pacific Entertainment 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. Asia Pacific Average Pricing Analysis
  10.2. Asia Pacific Entertainment Market Size and Volume Forecast by Country
     10.2.1. China
     10.2.2. Japan
     10.2.3. South Korea
     10.2.4. India
     10.2.5. Australia
     10.2.6. Rest of Asia Pacific (APAC)
  10.3. Absolute $ Opportunity Assessment by Country
  10.4. Asia Pacific Entertainment Market Size and Volume Forecast by Applications
     10.4.1. Books & Magazines
     10.4.2. Films & Theatrical
     10.4.3. Social Media
     10.4.4. Music
     10.4.5. Animation
     10.4.6. Video Games
     10.4.7. Outdoor Advertising
     10.4.8. Radio & Broadcasting
     10.4.9. Amusement Park/Facilities
     10.4.10. Sports
  10.5. Basis Point Share (BPS) Analysis by Applications
  10.6. Y-o-Y Growth Projections by Applications
  10.7. Market Attractiveness/Growth Potential Analysis
     10.7.1. By Country
     10.7.2. By Product Type
     10.7.3. By Application
  10.8. Asia Pacific Entertainment Demand Share Forecast, 2019-2026
11. Middle East & Africa Entertainment 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. Middle East & Africa Average Pricing Analysis
  11.2. Middle East & Africa Entertainment Market Size and Volume Forecast by Country
     11.2.1. Saudi Arabia
     11.2.2. South Africa
     11.2.3. UAE
     11.2.4. Rest of Middle East & Africa (MEA)
  11.3. Absolute $ Opportunity Assessment by Country
  11.4. Middle East & Africa Entertainment Market Size and Volume Forecast by Applications
     11.4.1. Books & Magazines
     11.4.2. Films & Theatrical
     11.4.3. Social Media
     11.4.4. Music
     11.4.5. Animation
     11.4.6. Video Games
     11.4.7. Outdoor Advertising
     11.4.8. Radio & Broadcasting
     11.4.9. Amusement Park/Facilities
     11.4.10. Sports
  11.5. Basis Point Share (BPS) Analysis by Applications
  11.6. Y-o-Y Growth Projections by Applications
  11.7. Market Attractiveness/Growth Potential Analysis
     11.7.1. By Country
     11.7.2. By Product Type
     11.7.3. By Application
  11.8. Middle East & Africa Entertainment Demand Share Forecast, 2019-2026
12. Competition Landscape
  12.1. Global Entertainment Market: Market Share Analysis
  12.2. Entertainment Distributors and Customers
  12.3. Entertainment Market: Competitive Dashboard
  12.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
     12.4.1. Xaxis
     12.4.2. Kerzner International Holdings Limited
     12.4.3. Disney/ABC Television Group
     12.4.4. CBS Radio
     12.4.5. Belo Corp
     12.4.6. Netflix Inc
     12.4.7. Advance Publications Inc
     12.4.8. Activision Blizzard Inc
     12.4.9. ACME Communications Inc
     12.4.10. MELCO RESORTS & ENTERTAINMENT LIMITED 

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