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Online Entertainment Market By FORM, By DEVICE: Global Opportunity Analysis and Industry Forecast, 2024-2035

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    Report

  • 328 Pages
  • May 2024
  • Region: Global
  • Allied Market Research
  • ID: 5994160
The global online entertainment market was valued at $284.8 billion in 2023, and is projected to reach $1.50 trillion by 2035, growing at a CAGR of 15% from 2024 to 2035.

Online social media entertainment has gained major popularity, as people are getting increasingly involved in producing videos, music, and images on various social media platforms such as Instagram, Facebook, Tumblr, LinkedIn, and WhatsApp. Thus, increase in popularity of social media platforms is expected to boost the growth of the online entertainment market during the forecast period.

Surge in penetration of smartphones is the key factor that drives the growth of the online entertainment market. This is attributed to the fact that smartphones are majorly used for social media accessing, playing online games, watching movies, and listening to music. The growth of the global market is further driven by decrease in cost of internet charges and technological advancements in smartphones such as introduction of mobile phones supporting 5G network, folding smartphones, 3D-enabled mobile phones, and artificial intelligence & augmented reality-integrated phones. 3D-enabled smartphones allow recording stereoscopic images and videos.

Furthermore, smartphones have driven the adoption of emerging technologies in the online entertainment market. For instance, augmented reality (AR) and virtual reality (VR) experiences have become more common on smartphones. Artificial intelligence has revolutionized the way video games are played and developed. It generates new content and interactive stores in the games. It improves game-player experience, allowing players to perform any action in a virtual world that they could do in reality. Mobile phones that support augmented reality enhance visual experience while watching movies and playing games, which contributes toward the growth of the market.

Over-the-top media service is a streaming media service offered directly to viewers via internet. The OTT content is directly downloaded or viewed on users’ demand. Proliferation in adoption of internet enabled devices such as smart TVs, YouTube TVs, and smartphones significantly promotes the growth of the OTT media services, which, in turn, is expected to augment the growth of the online entertainment market during the forecast period. Some of the OTT media service providers operating in the market include Netflix, Inc., Hulu, LLC, Amazon.com, Inc., and Google LLC.

However, digital illiteracy and lack of digital infrastructure, such as digital communication, computing or data storage, Wi-Fi networks, applications, and software, have limited the growth of the online entertainment market. On the contrary, increase in internet user base and technological development in smart devices are anticipated to offer lucrative growth opportunity for the new entrants in the online entertainment market.

The online entertainment market is segmented into form, revenue model, device, and region. On the basis of form, the market is categorized into video, audio, games, internet radio, and others. By revenue model, it is segregated into subscription, advertisement, sponsorship, and others. Depending on device, it is divided into smartphones; smart TVs, projectors, & monitors; laptop, desktops, & tablets; and others. Region-wise, it is divided into North America, Europe, Asia-Pacific, Latin America, and MEA.

The major players operating in the online entertainment market are Amazon Web Services (AWS), Netflix, Inc., Google LLC, Facebook, Tencent Holdings Ltd., Sony Corp, King Digital Entertainment Ltd., Spotify Technology S.A., Rakuten, Inc., and CBS Corporation.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the online entertainment market analysis from 2023 to 2035 to identify the prevailing online entertainment market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the online entertainment market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global online entertainment market trends, key players, market segments, application areas, and market growth strategies.

Additional benefits you will get with this purchase are:

  • Quarterly Update and* (only available with a corporate license, on listed price)
  • 5 additional Company Profile of client Choice pre- or Post-purchase, as a free update.
  • Free Upcoming Version on the Purchase of Five and Enterprise User License.
  • 16 analyst hours of support* (post-purchase, if you find additional data requirements upon review of the report, you may receive support amounting to 16 analyst hours to solve questions, and post-sale queries)
  • 15% Free Customization* (in case the scope or segment of the report does not match your requirements, 15% is equivalent to 3 working days of free work, applicable once)
  • Free data Pack on the Five and Enterprise User License. (Excel version of the report)
  • Free Updated report if the report is 6-12 months old or older.
  • 24-hour priority response*
  • Free Industry updates and white papers.

Possible Customization with this report (with additional cost and timeline, please talk to the sales executive to know more)

  • Consumer Buying Behavior Analysis
  • Consumer Preference and Product Specifications
  • Additional company profiles with specific to client's interest
  • Additional country or region analysis- market size and forecast
  • Brands Share Analysis
  • Criss-cross segment analysis- market size and forecast
  • Expanded list for Company Profiles

Key Market Segments

By FORM

  • VIDEO
  • AUDIO
  • GAMES
  • INTERNET RADIO
  • OTHERS

By REVENUE MODEL

  • Subscription
  • Advertisement
  • Sponsorship
  • Others

By DEVICE

  • Smartphones
  • Smart TVs, projectors, and monitors
  • Laptop, desktops, and tablets
  • Others

By Region

  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Argentina
  • Rest of Latin America
  • Middle East and Africa
  • UAE
  • South Africa
  • Saudi Arabia
  • Rest of Middle East And Africa

Key Market Players

  • AMAZON PRIME
  • Facebook, Inc.
  • Google, Inc.
  • KING.COM LTD
  • Netflix, Inc.
  • Rakuten, Inc.
  • Sony Corporation (Sony Corp.)
  • Spotify Technology S.A.
  • Tencent Holdings Ltd.
  • Ubisoft Entertainment SA

 

Please note:

  • Online Access price format is valid for 60 days access. Printing is not enabled.
  • PDF Single and Enterprise price formats enable printing.

 

Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.4. Market dynamics
3.4.1. Drivers
3.4.2. Restraints
3.4.3. Opportunities
3.5. Value Chain Analysis
CHAPTER 4: ONLINE ENTERTAINMENT MARKET, BY FORM
4.1. Overview
4.1.1. Market size and forecast
4.2. VIDEO
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. AUDIO
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
4.4. GAMES
4.4.1. Key market trends, growth factors and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market share analysis by country
4.5. INTERNET RADIO
4.5.1. Key market trends, growth factors and opportunities
4.5.2. Market size and forecast, by region
4.5.3. Market share analysis by country
4.6. OTHERS
4.6.1. Key market trends, growth factors and opportunities
4.6.2. Market size and forecast, by region
4.6.3. Market share analysis by country
CHAPTER 5: ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL
5.1. Overview
5.1.1. Market size and forecast
5.2. Subscription
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Advertisement
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Sponsorship
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
5.5. Others
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market share analysis by country
CHAPTER 6: ONLINE ENTERTAINMENT MARKET, BY DEVICE
6.1. Overview
6.1.1. Market size and forecast
6.2. Smartphones
6.2.1. Key market trends, growth factors and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market share analysis by country
6.3. Smart TVs, projectors, and monitors
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market share analysis by country
6.4. Laptop, desktops, and tablets
6.4.1. Key market trends, growth factors and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market share analysis by country
6.5. Others
6.5.1. Key market trends, growth factors and opportunities
6.5.2. Market size and forecast, by region
6.5.3. Market share analysis by country
CHAPTER 7: ONLINE ENTERTAINMENT MARKET, BY REGION
7.1. Overview
7.1.1. Market size and forecast By Region
7.2. North America
7.2.1. Key market trends, growth factors and opportunities
7.2.2. Market size and forecast, by FORM
7.2.3. Market size and forecast, by REVENUE MODEL
7.2.4. Market size and forecast, by DEVICE
7.2.5. Market size and forecast, by country
7.2.5.1. U.S.
7.2.5.1.1. Market size and forecast, by FORM
7.2.5.1.2. Market size and forecast, by REVENUE MODEL
7.2.5.1.3. Market size and forecast, by DEVICE
7.2.5.2. Canada
7.2.5.2.1. Market size and forecast, by FORM
7.2.5.2.2. Market size and forecast, by REVENUE MODEL
7.2.5.2.3. Market size and forecast, by DEVICE
7.2.5.3. Mexico
7.2.5.3.1. Market size and forecast, by FORM
7.2.5.3.2. Market size and forecast, by REVENUE MODEL
7.2.5.3.3. Market size and forecast, by DEVICE
7.3. Europe
7.3.1. Key market trends, growth factors and opportunities
7.3.2. Market size and forecast, by FORM
7.3.3. Market size and forecast, by REVENUE MODEL
7.3.4. Market size and forecast, by DEVICE
7.3.5. Market size and forecast, by country
7.3.5.1. Germany
7.3.5.1.1. Market size and forecast, by FORM
7.3.5.1.2. Market size and forecast, by REVENUE MODEL
7.3.5.1.3. Market size and forecast, by DEVICE
7.3.5.2. UK
7.3.5.2.1. Market size and forecast, by FORM
7.3.5.2.2. Market size and forecast, by REVENUE MODEL
7.3.5.2.3. Market size and forecast, by DEVICE
7.3.5.3. France
7.3.5.3.1. Market size and forecast, by FORM
7.3.5.3.2. Market size and forecast, by REVENUE MODEL
7.3.5.3.3. Market size and forecast, by DEVICE
7.3.5.4. Russia
7.3.5.4.1. Market size and forecast, by FORM
7.3.5.4.2. Market size and forecast, by REVENUE MODEL
7.3.5.4.3. Market size and forecast, by DEVICE
7.3.5.5. Italy
7.3.5.5.1. Market size and forecast, by FORM
7.3.5.5.2. Market size and forecast, by REVENUE MODEL
7.3.5.5.3. Market size and forecast, by DEVICE
7.3.5.6. Spain
7.3.5.6.1. Market size and forecast, by FORM
7.3.5.6.2. Market size and forecast, by REVENUE MODEL
7.3.5.6.3. Market size and forecast, by DEVICE
7.3.5.7. Rest of Europe
7.3.5.7.1. Market size and forecast, by FORM
7.3.5.7.2. Market size and forecast, by REVENUE MODEL
7.3.5.7.3. Market size and forecast, by DEVICE
7.4. Asia-Pacific
7.4.1. Key market trends, growth factors and opportunities
7.4.2. Market size and forecast, by FORM
7.4.3. Market size and forecast, by REVENUE MODEL
7.4.4. Market size and forecast, by DEVICE
7.4.5. Market size and forecast, by country
7.4.5.1. China
7.4.5.1.1. Market size and forecast, by FORM
7.4.5.1.2. Market size and forecast, by REVENUE MODEL
7.4.5.1.3. Market size and forecast, by DEVICE
7.4.5.2. Japan
7.4.5.2.1. Market size and forecast, by FORM
7.4.5.2.2. Market size and forecast, by REVENUE MODEL
7.4.5.2.3. Market size and forecast, by DEVICE
7.4.5.3. India
7.4.5.3.1. Market size and forecast, by FORM
7.4.5.3.2. Market size and forecast, by REVENUE MODEL
7.4.5.3.3. Market size and forecast, by DEVICE
7.4.5.4. Australia
7.4.5.4.1. Market size and forecast, by FORM
7.4.5.4.2. Market size and forecast, by REVENUE MODEL
7.4.5.4.3. Market size and forecast, by DEVICE
7.4.5.5. South Korea
7.4.5.5.1. Market size and forecast, by FORM
7.4.5.5.2. Market size and forecast, by REVENUE MODEL
7.4.5.5.3. Market size and forecast, by DEVICE
7.4.5.6. Rest of Asia-Pacific
7.4.5.6.1. Market size and forecast, by FORM
7.4.5.6.2. Market size and forecast, by REVENUE MODEL
7.4.5.6.3. Market size and forecast, by DEVICE
7.5. Latin America
7.5.1. Key market trends, growth factors and opportunities
7.5.2. Market size and forecast, by FORM
7.5.3. Market size and forecast, by REVENUE MODEL
7.5.4. Market size and forecast, by DEVICE
7.5.5. Market size and forecast, by country
7.5.5.1. Brazil
7.5.5.1.1. Market size and forecast, by FORM
7.5.5.1.2. Market size and forecast, by REVENUE MODEL
7.5.5.1.3. Market size and forecast, by DEVICE
7.5.5.2. Argentina
7.5.5.2.1. Market size and forecast, by FORM
7.5.5.2.2. Market size and forecast, by REVENUE MODEL
7.5.5.2.3. Market size and forecast, by DEVICE
7.5.5.3. Rest of Latin America
7.5.5.3.1. Market size and forecast, by FORM
7.5.5.3.2. Market size and forecast, by REVENUE MODEL
7.5.5.3.3. Market size and forecast, by DEVICE
7.6. Middle East and Africa
7.6.1. Key market trends, growth factors and opportunities
7.6.2. Market size and forecast, by FORM
7.6.3. Market size and forecast, by REVENUE MODEL
7.6.4. Market size and forecast, by DEVICE
7.6.5. Market size and forecast, by country
7.6.5.1. UAE
7.6.5.1.1. Market size and forecast, by FORM
7.6.5.1.2. Market size and forecast, by REVENUE MODEL
7.6.5.1.3. Market size and forecast, by DEVICE
7.6.5.2. South Africa
7.6.5.2.1. Market size and forecast, by FORM
7.6.5.2.2. Market size and forecast, by REVENUE MODEL
7.6.5.2.3. Market size and forecast, by DEVICE
7.6.5.3. Saudi Arabia
7.6.5.3.1. Market size and forecast, by FORM
7.6.5.3.2. Market size and forecast, by REVENUE MODEL
7.6.5.3.3. Market size and forecast, by DEVICE
7.6.5.4. Rest of Middle East And Africa
7.6.5.4.1. Market size and forecast, by FORM
7.6.5.4.2. Market size and forecast, by REVENUE MODEL
7.6.5.4.3. Market size and forecast, by DEVICE
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product mapping of top 10 player
8.4. Competitive dashboard
8.5. Competitive heatmap
8.6. Top player positioning, 2023
CHAPTER 9: COMPANY PROFILES
9.1. AMAZON PRIME
9.1.1. Company overview
9.1.2. Key executives
9.1.3. Company snapshot
9.1.4. Operating business segments
9.1.5. Product portfolio
9.1.6. Business performance
9.1.7. Key strategic moves and developments
9.2. Facebook, Inc.
9.2.1. Company overview
9.2.2. Key executives
9.2.3. Company snapshot
9.2.4. Operating business segments
9.2.5. Product portfolio
9.2.6. Business performance
9.2.7. Key strategic moves and developments
9.3. Google, Inc.
9.3.1. Company overview
9.3.2. Key executives
9.3.3. Company snapshot
9.3.4. Operating business segments
9.3.5. Product portfolio
9.3.6. Business performance
9.3.7. Key strategic moves and developments
9.4. KING.COM LTD
9.4.1. Company overview
9.4.2. Key executives
9.4.3. Company snapshot
9.4.4. Operating business segments
9.4.5. Product portfolio
9.4.6. Business performance
9.4.7. Key strategic moves and developments
9.5. Netflix, Inc.
9.5.1. Company overview
9.5.2. Key executives
9.5.3. Company snapshot
9.5.4. Operating business segments
9.5.5. Product portfolio
9.5.6. Business performance
9.5.7. Key strategic moves and developments
9.6. Rakuten, Inc.
9.6.1. Company overview
9.6.2. Key executives
9.6.3. Company snapshot
9.6.4. Operating business segments
9.6.5. Product portfolio
9.6.6. Business performance
9.6.7. Key strategic moves and developments
9.7. Sony Corporation (Sony Corp.)
9.7.1. Company overview
9.7.2. Key executives
9.7.3. Company snapshot
9.7.4. Operating business segments
9.7.5. Product portfolio
9.7.6. Business performance
9.7.7. Key strategic moves and developments
9.8. Spotify Technology S.A.
9.8.1. Company overview
9.8.2. Key executives
9.8.3. Company snapshot
9.8.4. Operating business segments
9.8.5. Product portfolio
9.8.6. Business performance
9.8.7. Key strategic moves and developments
9.9. Tencent Holdings Ltd.
9.9.1. Company overview
9.9.2. Key executives
9.9.3. Company snapshot
9.9.4. Operating business segments
9.9.5. Product portfolio
9.9.6. Business performance
9.9.7. Key strategic moves and developments
9.10. Ubisoft Entertainment SA
9.10.1. Company overview
9.10.2. Key executives
9.10.3. Company snapshot
9.10.4. Operating business segments
9.10.5. Product portfolio
9.10.6. Business performance
9.10.7. Key strategic moves and developments
LIST OF TABLES
TABLE 01. GLOBAL ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 02. ONLINE ENTERTAINMENT MARKET FOR VIDEO, BY REGION, 2023-2035 ($MILLION)
TABLE 03. ONLINE ENTERTAINMENT MARKET FOR AUDIO, BY REGION, 2023-2035 ($MILLION)
TABLE 04. ONLINE ENTERTAINMENT MARKET FOR GAMES, BY REGION, 2023-2035 ($MILLION)
TABLE 05. ONLINE ENTERTAINMENT MARKET FOR INTERNET RADIO, BY REGION, 2023-2035 ($MILLION)
TABLE 06. ONLINE ENTERTAINMENT MARKET FOR OTHERS, BY REGION, 2023-2035 ($MILLION)
TABLE 07. GLOBAL ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 08. ONLINE ENTERTAINMENT MARKET FOR SUBSCRIPTION, BY REGION, 2023-2035 ($MILLION)
TABLE 09. ONLINE ENTERTAINMENT MARKET FOR ADVERTISEMENT, BY REGION, 2023-2035 ($MILLION)
TABLE 10. ONLINE ENTERTAINMENT MARKET FOR SPONSORSHIP, BY REGION, 2023-2035 ($MILLION)
TABLE 11. ONLINE ENTERTAINMENT MARKET FOR OTHERS, BY REGION, 2023-2035 ($MILLION)
TABLE 12. GLOBAL ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 13. ONLINE ENTERTAINMENT MARKET FOR SMARTPHONES, BY REGION, 2023-2035 ($MILLION)
TABLE 14. ONLINE ENTERTAINMENT MARKET FOR SMART TVS, PROJECTORS, AND MONITORS, BY REGION, 2023-2035 ($MILLION)
TABLE 15. ONLINE ENTERTAINMENT MARKET FOR LAPTOP, DESKTOPS, AND TABLETS, BY REGION, 2023-2035 ($MILLION)
TABLE 16. ONLINE ENTERTAINMENT MARKET FOR OTHERS, BY REGION, 2023-2035 ($MILLION)
TABLE 17. ONLINE ENTERTAINMENT MARKET, BY REGION, 2023-2035 ($MILLION)
TABLE 18. NORTH AMERICA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 19. NORTH AMERICA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 20. NORTH AMERICA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 21. NORTH AMERICA ONLINE ENTERTAINMENT MARKET, BY COUNTRY, 2023-2035 ($MILLION)
TABLE 22. U.S. ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 23. U.S. ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 24. U.S. ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 25. CANADA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 26. CANADA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 27. CANADA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 28. MEXICO ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 29. MEXICO ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 30. MEXICO ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 31. EUROPE ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 32. EUROPE ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 33. EUROPE ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 34. EUROPE ONLINE ENTERTAINMENT MARKET, BY COUNTRY, 2023-2035 ($MILLION)
TABLE 35. GERMANY ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 36. GERMANY ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 37. GERMANY ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 38. UK ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 39. UK ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 40. UK ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 41. FRANCE ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 42. FRANCE ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 43. FRANCE ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 44. RUSSIA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 45. RUSSIA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 46. RUSSIA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 47. ITALY ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 48. ITALY ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 49. ITALY ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 50. SPAIN ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 51. SPAIN ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 52. SPAIN ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 53. REST OF EUROPE ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 54. REST OF EUROPE ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 55. REST OF EUROPE ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 56. ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 57. ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 58. ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 59. ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET, BY COUNTRY, 2023-2035 ($MILLION)
TABLE 60. CHINA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 61. CHINA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 62. CHINA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 63. JAPAN ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 64. JAPAN ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 65. JAPAN ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 66. INDIA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 67. INDIA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 68. INDIA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 69. AUSTRALIA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 70. AUSTRALIA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 71. AUSTRALIA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 72. SOUTH KOREA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 73. SOUTH KOREA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 74. SOUTH KOREA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 75. REST OF ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 76. REST OF ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 77. REST OF ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 78. LATIN AMERICA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 79. LATIN AMERICA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 80. LATIN AMERICA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 81. LATIN AMERICA ONLINE ENTERTAINMENT MARKET, BY COUNTRY, 2023-2035 ($MILLION)
TABLE 82. BRAZIL ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 83. BRAZIL ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 84. BRAZIL ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 85. ARGENTINA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 86. ARGENTINA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 87. ARGENTINA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 88. REST OF LATIN AMERICA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 89. REST OF LATIN AMERICA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 90. REST OF LATIN AMERICA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 91. MIDDLE EAST AND AFRICA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 92. MIDDLE EAST AND AFRICA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 93. MIDDLE EAST AND AFRICA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 94. MIDDLE EAST AND AFRICA ONLINE ENTERTAINMENT MARKET, BY COUNTRY, 2023-2035 ($MILLION)
TABLE 95. UAE ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 96. UAE ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 97. UAE ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 98. SOUTH AFRICA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 99. SOUTH AFRICA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 100. SOUTH AFRICA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 101. SAUDI ARABIA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 102. SAUDI ARABIA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 103. SAUDI ARABIA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 104. REST OF MIDDLE EAST AND AFRICA ONLINE ENTERTAINMENT MARKET, BY FORM, 2023-2035 ($MILLION)
TABLE 105. REST OF MIDDLE EAST AND AFRICA ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023-2035 ($MILLION)
TABLE 106. REST OF MIDDLE EAST AND AFRICA ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023-2035 ($MILLION)
TABLE 107. AMAZON PRIME: KEY EXECUTIVES
TABLE 108. AMAZON PRIME: COMPANY SNAPSHOT
TABLE 109. AMAZON PRIME: PRODUCT SEGMENTS
TABLE 110. AMAZON PRIME: SERVICE SEGMENTS
TABLE 111. AMAZON PRIME: PRODUCT PORTFOLIO
TABLE 112. AMAZON PRIME: KEY STRATERGIES
TABLE 113. FACEBOOK, INC.: KEY EXECUTIVES
TABLE 114. FACEBOOK, INC.: COMPANY SNAPSHOT
TABLE 115. FACEBOOK, INC.: PRODUCT SEGMENTS
TABLE 116. FACEBOOK, INC.: SERVICE SEGMENTS
TABLE 117. FACEBOOK, INC.: PRODUCT PORTFOLIO
TABLE 118. FACEBOOK, INC.: KEY STRATERGIES
TABLE 119. GOOGLE, INC.: KEY EXECUTIVES
TABLE 120. GOOGLE, INC.: COMPANY SNAPSHOT
TABLE 121. GOOGLE, INC.: PRODUCT SEGMENTS
TABLE 122. GOOGLE, INC.: SERVICE SEGMENTS
TABLE 123. GOOGLE, INC.: PRODUCT PORTFOLIO
TABLE 124. GOOGLE, INC.: KEY STRATERGIES
TABLE 125. KING.COM LTD: KEY EXECUTIVES
TABLE 126. KING.COM LTD: COMPANY SNAPSHOT
TABLE 127. KING.COM LTD: PRODUCT SEGMENTS
TABLE 128. KING.COM LTD: SERVICE SEGMENTS
TABLE 129. KING.COM LTD: PRODUCT PORTFOLIO
TABLE 130. KING.COM LTD: KEY STRATERGIES
TABLE 131. NETFLIX, INC.: KEY EXECUTIVES
TABLE 132. NETFLIX, INC.: COMPANY SNAPSHOT
TABLE 133. NETFLIX, INC.: PRODUCT SEGMENTS
TABLE 134. NETFLIX, INC.: SERVICE SEGMENTS
TABLE 135. NETFLIX, INC.: PRODUCT PORTFOLIO
TABLE 136. NETFLIX, INC.: KEY STRATERGIES
TABLE 137. RAKUTEN, INC.: KEY EXECUTIVES
TABLE 138. RAKUTEN, INC.: COMPANY SNAPSHOT
TABLE 139. RAKUTEN, INC.: PRODUCT SEGMENTS
TABLE 140. RAKUTEN, INC.: SERVICE SEGMENTS
TABLE 141. RAKUTEN, INC.: PRODUCT PORTFOLIO
TABLE 142. RAKUTEN, INC.: KEY STRATERGIES
TABLE 143. SONY CORPORATION (SONY CORP.): KEY EXECUTIVES
TABLE 144. SONY CORPORATION (SONY CORP.): COMPANY SNAPSHOT
TABLE 145. SONY CORPORATION (SONY CORP.): PRODUCT SEGMENTS
TABLE 146. SONY CORPORATION (SONY CORP.): SERVICE SEGMENTS
TABLE 147. SONY CORPORATION (SONY CORP.): PRODUCT PORTFOLIO
TABLE 148. SONY CORPORATION (SONY CORP.): KEY STRATERGIES
TABLE 149. SPOTIFY TECHNOLOGY S.A.: KEY EXECUTIVES
TABLE 150. SPOTIFY TECHNOLOGY S.A.: COMPANY SNAPSHOT
TABLE 151. SPOTIFY TECHNOLOGY S.A.: PRODUCT SEGMENTS
TABLE 152. SPOTIFY TECHNOLOGY S.A.: SERVICE SEGMENTS
TABLE 153. SPOTIFY TECHNOLOGY S.A.: PRODUCT PORTFOLIO
TABLE 154. SPOTIFY TECHNOLOGY S.A.: KEY STRATERGIES
TABLE 155. TENCENT HOLDINGS LTD.: KEY EXECUTIVES
TABLE 156. TENCENT HOLDINGS LTD.: COMPANY SNAPSHOT
TABLE 157. TENCENT HOLDINGS LTD.: PRODUCT SEGMENTS
TABLE 158. TENCENT HOLDINGS LTD.: SERVICE SEGMENTS
TABLE 159. TENCENT HOLDINGS LTD.: PRODUCT PORTFOLIO
TABLE 160. TENCENT HOLDINGS LTD.: KEY STRATERGIES
TABLE 161. UBISOFT ENTERTAINMENT SA: KEY EXECUTIVES
TABLE 162. UBISOFT ENTERTAINMENT SA: COMPANY SNAPSHOT
TABLE 163. UBISOFT ENTERTAINMENT SA: PRODUCT SEGMENTS
TABLE 164. UBISOFT ENTERTAINMENT SA: SERVICE SEGMENTS
TABLE 165. UBISOFT ENTERTAINMENT SA: PRODUCT PORTFOLIO
TABLE 166. UBISOFT ENTERTAINMENT SA: KEY STRATERGIES
LIST OF FIGURES
FIGURE 01. ONLINE ENTERTAINMENT MARKET, 2023-2035
FIGURE 02. SEGMENTATION OF ONLINE ENTERTAINMENT MARKET,2023-2035
FIGURE 03. TOP IMPACTING FACTORS IN ONLINE ENTERTAINMENT MARKET
FIGURE 04. TOP INVESTMENT POCKETS IN ONLINE ENTERTAINMENT MARKET (2024-2035)
FIGURE 05. BARGAINING POWER OF SUPPLIERS
FIGURE 06. BARGAINING POWER OF BUYERS
FIGURE 07. THREAT OF SUBSTITUTION
FIGURE 08. THREAT OF SUBSTITUTION
FIGURE 09. COMPETITIVE RIVALRY
FIGURE 10. GLOBAL ONLINE ENTERTAINMENT MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
FIGURE 11. ONLINE ENTERTAINMENT MARKET, BY FORM, 2023 AND 2035(%)
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR VIDEO, BY COUNTRY 2023 AND 2035(%)
FIGURE 13. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR AUDIO, BY COUNTRY 2023 AND 2035(%)
FIGURE 14. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR GAMES, BY COUNTRY 2023 AND 2035(%)
FIGURE 15. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR INTERNET RADIO, BY COUNTRY 2023 AND 2035(%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR OTHERS, BY COUNTRY 2023 AND 2035(%)
FIGURE 17. ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2023 AND 2035(%)
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR SUBSCRIPTION, BY COUNTRY 2023 AND 2035(%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR ADVERTISEMENT, BY COUNTRY 2023 AND 2035(%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR SPONSORSHIP, BY COUNTRY 2023 AND 2035(%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR OTHERS, BY COUNTRY 2023 AND 2035(%)
FIGURE 22. ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2023 AND 2035(%)
FIGURE 23. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR SMARTPHONES, BY COUNTRY 2023 AND 2035(%)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR SMART TVS, PROJECTORS, AND MONITORS, BY COUNTRY 2023 AND 2035(%)
FIGURE 25. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR LAPTOP, DESKTOPS, AND TABLETS, BY COUNTRY 2023 AND 2035(%)
FIGURE 26. COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR OTHERS, BY COUNTRY 2023 AND 2035(%)
FIGURE 27. ONLINE ENTERTAINMENT MARKET BY REGION, 2023 AND 2035(%)
FIGURE 28. U.S. ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 29. CANADA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 30. MEXICO ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 31. GERMANY ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 32. UK ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 33. FRANCE ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 34. RUSSIA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 35. ITALY ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 36. SPAIN ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 37. REST OF EUROPE ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 38. CHINA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 39. JAPAN ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 40. INDIA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 41. AUSTRALIA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 42. SOUTH KOREA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 43. REST OF ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 44. BRAZIL ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 45. ARGENTINA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 46. REST OF LATIN AMERICA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 47. UAE ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 48. SOUTH AFRICA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 49. SAUDI ARABIA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 50. REST OF MIDDLE EAST AND AFRICA ONLINE ENTERTAINMENT MARKET, 2023-2035 ($MILLION)
FIGURE 51. TOP WINNING STRATEGIES, BY YEAR
FIGURE 52. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 53. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 54. PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 55. COMPETITIVE DASHBOARD
FIGURE 56. COMPETITIVE HEATMAP: ONLINE ENTERTAINMENT MARKET
FIGURE 57. TOP PLAYER POSITIONING, 2023

Companies Mentioned

  • AMAZON PRIME
  • Facebook, Inc.
  • Google, Inc.
  • KING.COM LTD
  • Netflix, Inc.
  • Rakuten, Inc.
  • Sony Corporation (Sony Corp.)
  • Spotify Technology S.A.
  • Tencent Holdings Ltd.
  • Ubisoft Entertainment SA

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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