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
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.
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.
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.
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.
Key Developments
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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.
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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.
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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.
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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.
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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
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In-depth Analysis of the Global Entertainment Market
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Historical, Current, and Projected Market Size in Terms of Value
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Potential & Niche Segments and Regions Exhibiting Promising Growth Covered
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Industry Drivers, Restraints, and Opportunities Covered in the Study
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Recent Industry Trends and Developments
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Competitive Landscape & Strategies of Key Players
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