The global entertainment market size is projected to expand during the forecast period, 2021 – 2028. The growth of the market is attributed to the rising demand for entertainment sources and growing disposable income of a large number of population globally.
The global entertainment industry includes a number of firms that offer various entertainment services for the 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. 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.
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 |
2020 |
Historic Data |
2018–2019 |
Forecast Period |
2021–2028 |
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. |
Radio & broadcasting segment is expected to hold a key share of the market
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.
North America is expected to dominate the market
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.
Segments Covered in the Report
The global entertainment market has been segmented on the basis of
Applications
Regions
Key Players
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; and ACME Communications Inc.
Segments Covered in the Report
The global entertainment market has been segmented on the basis of
Applications
Regions
Key Players
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; and ACME Communications Inc.
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