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Online Entertainment Market Report 2026

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    Report

  • 250 Pages
  • January 2026
  • Region: Global
  • The Business Research Company
  • ID: 6009257
The online entertainment market size has grown rapidly in recent years. It will grow from $443.82 billion in 2025 to $509.58 billion in 2026 at a compound annual growth rate (CAGR) of 14.8%. The growth in the historic period can be attributed to growth of broadband internet, increasing smartphone penetration, rise of social media platforms, demand for on-demand video content, expansion of online gaming communities.

The online entertainment market size is expected to see rapid growth in the next few years. It will grow to $879.44 billion in 2030 at a compound annual growth rate (CAGR) of 14.6%. The growth in the forecast period can be attributed to adoption of 5g networks, advancement in ai-driven content recommendation, rise of virtual reality experiences, growth of subscription-based models, expansion of esports and cloud gaming. Major trends in the forecast period include personalized content streaming, social media integration, cloud gaming adoption, virtual event engagement, interactive user experiences.

The growing internet penetration among consumers is expected to drive the expansion of the online entertainment market. Internet penetration refers to the percentage of the population in a specific geographic area (such as a country or region) that has access to and uses the internet. This penetration is increasing due to the rising affordability of internet-enabled devices and the broader availability of high-speed internet infrastructure. Greater internet penetration enhances access to online entertainment by expanding the reach of audiences and enabling seamless content consumption across various platforms. For example, in February 2023, Meltwater, a Netherlands-based software company, reported that the number of internet users in the UK grew by 224 thousand (0.3 percent) from 2022 to 2023. As a result, the increasing internet penetration among consumers is driving the growth of the online entertainment market.

Key players in the online entertainment market are concentrating on developing technologically advanced solutions, such as cloud gaming, to provide a seamless and scalable gaming experience. Cloud gaming allows users to stream and play video games on various devices without the need for high-end hardware, by using remote servers to process the games. For example, in March 2023, GTPL Hathway Limited, an India-based telecommunications company, introduced GTPL Buzz. This customer application aims to enhance the user experience by offering a range of services. It includes features like "TV Everywhere," allowing users to watch live TV on their mobile devices, "Cloud Gaming" with the launch of Blacknut Cloud Gaming, and "Distro TV," which streams content in multiple languages. Available on both Android and iOS, the app enables users to manage their accounts, update services, and enjoy uninterrupted access to entertainment. Furthermore, it integrates GTPL's AI-powered chatbot, GIVA, to enhance customer support. The app is designed to increase the convenience and flexibility of GTPL's services for its broad customer base.

In January 2024, Evision Software Solutions Private Limited, a UAE-based media and entertainment streaming service, entered into a partnership with Disney Star to broaden entertainment offerings across the Middle East and North Africa (MENA) region. Through this collaboration, Evision plans to provide an extensive selection of South Asian TV channels and video-on-demand content, including Star Plus HD, Asianet Middle East, Star Gold, and Star Vijay, on its platforms and services, giving audiences enhanced access to premium entertainment. JioStar India Private Limited is an India-based media and entertainment company that offers a diverse range of TV channels and streaming content.

Major companies operating in the online entertainment market are Tencent Video, Netflix Inc., Paramount+, Spotify AB, Hulu, TikTok Pte. Ltd., Disney+, Apple Music, HBO Max, Amazon Prime Video, iQIYI, Bilibili, Roku Inc., Pandora Media LLC, DAZN, Deezer, Crunchyroll LLC, Twitch, Sling TV, Peacock, SoundCloud, Vevo LLC, Tidal, Vudu, Sony Crackle.

North America was the largest region in the online entertainment market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the online entertainment market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the online entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The online entertainment market consists of revenues earned by entities by providing services such as streaming services, video-on-demand, music streaming services, and spoken-word entertainment services. The market value includes the value of related goods sold by the service provider or included within the service offering. The online entertainment market also includes sales of streaming devices, home assistants, bluetooth speakers, and gaming monitors. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

This product will be delivered within 1-3 business days.

Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. Online Entertainment Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global Online Entertainment Market Attractiveness Scoring and Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation
Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment and Risk Profile Evaluation
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. Online Entertainment Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List of Key Raw Materials, Resources & Suppliers
3.3. List of Major Distributors and Channel Partners
3.4. List of Major End Users
4. Global Online Entertainment Market Trends and Strategies
4.1. Key Technologies & Future Trends
4.1.1 Digitalization, Cloud, Big Data & Cybersecurity
4.1.2 Immersive Technologies (Ar/Vr/Xr) & Digital Experiences
4.1.3 Internet of Things (Iot), Smart Infrastructure & Connected Ecosystems
4.1.4 Artificial Intelligence & Autonomous Intelligence
4.1.5 Autonomous Systems, Robotics & Smart Mobility
4.2. Major Trends
4.2.1 Personalized Content Streaming
4.2.2 Social Media Integration
4.2.3 Cloud Gaming Adoption
4.2.4 Virtual Event Engagement
4.2.5 Interactive User Experiences
5. Online Entertainment Market Analysis of End Use Industries
5.1 Individual Consumers
5.2 Families
5.3 Educational Institutions
5.4 Gaming Enthusiasts
5.5 Content Creators
6. Online Entertainment Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, and Covid and Recovery on the Market
7. Global Online Entertainment Strategic Analysis Framework, Current Market Size, Market Comparisons and Growth Rate Analysis
7.1. Global Online Entertainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global Online Entertainment Market Size, Comparisons and Growth Rate Analysis
7.3. Global Online Entertainment Historic Market Size and Growth, 2020-2025, Value ($ Billion)
7.4. Global Online Entertainment Forecast Market Size and Growth, 2025-2030, 2035F, Value ($ Billion)
8. Global Online Entertainment Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. Online Entertainment Market Segmentation
9.1. Global Online Entertainment Market, Segmentation by Form, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Video, Audio, Games, Internet Radio, Other Forms
9.2. Global Online Entertainment Market, Segmentation by Devices, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Smartphones, Smart Televisions (TVs), Projectors and Monitors, Laptop, Desktops and Tablets, Other Devices
9.3. Global Online Entertainment Market, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Subscription, Advertisement, Sponsorship, Other Revenue Models
9.4. Global Online Entertainment Market, Segmentation by Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Individual, Family, Other Applications
9.5. Global Online Entertainment Market, Sub-Segmentation of Video, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Movies or TV Shows, Short-Form Video, Live Streaming
9.6. Global Online Entertainment Market, Sub-Segmentation of Audio, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Music Streaming, Podcasts, Audiobooks
9.7. Global Online Entertainment Market, Sub-Segmentation of Games, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Mobile Gaming, PC or Console Gaming, Cloud Gaming, eSports
9.8. Global Online Entertainment Market, Sub-Segmentation of Internet Radio, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Online Radio Stations, Internet Radio Aggregators
9.9. Global Online Entertainment Market, Sub-Segmentation of Other Forms, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Virtual Reality (VR) Content, Augmented Reality (AR) Experiences, Interactive Media or Experiences
10. Online Entertainment Market Regional and Country Analysis
10.1. Global Online Entertainment Market, Split by Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global Online Entertainment Market, Split by Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11. Asia-Pacific Online Entertainment Market
11.1. Asia-Pacific Online Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China Online Entertainment Market
12.1. China Online Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India Online Entertainment Market
13.1. India Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan Online Entertainment Market
14.1. Japan Online Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia Online Entertainment Market
15.1. Australia Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia Online Entertainment Market
16.1. Indonesia Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea Online Entertainment Market
17.1. South Korea Online Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. Taiwan Online Entertainment Market
18.1. Taiwan Online Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia Online Entertainment Market
19.1. South East Asia Online Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe Online Entertainment Market
20.1. Western Europe Online Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK Online Entertainment Market
21.1. UK Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. Germany Online Entertainment Market
22.1. Germany Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France Online Entertainment Market
23.1. France Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. Italy Online Entertainment Market
24.1. Italy Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Spain Online Entertainment Market
25.1. Spain Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe Online Entertainment Market
26.1. Eastern Europe Online Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia Online Entertainment Market
27.1. Russia Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America Online Entertainment Market
28.1. North America Online Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA Online Entertainment Market
29.1. USA Online Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. Canada Online Entertainment Market
30.1. Canada Online Entertainment Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America Online Entertainment Market
31.1. South America Online Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil Online Entertainment Market
32.1. Brazil Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East Online Entertainment Market
33.1. Middle East Online Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa Online Entertainment Market
34.1. Africa Online Entertainment Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa Online Entertainment Market, Segmentation by Form, Segmentation by Devices, Segmentation by Revenue Model, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Online Entertainment Market Regulatory and Investment Landscape
36. Online Entertainment Market Competitive Landscape and Company Profiles
36.1. Online Entertainment Market Competitive Landscape and Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. Online Entertainment Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. Online Entertainment Market Company Profiles
36.3.1. Tencent Video Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Netflix Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.3. Paramount+ Overview, Products and Services, Strategy and Financial Analysis
36.3.4. Spotify AB Overview, Products and Services, Strategy and Financial Analysis
36.3.5. Hulu Overview, Products and Services, Strategy and Financial Analysis
37. Online Entertainment Market Other Major and Innovative Companies
TikTok Pte. Ltd., Disney+, Apple Music, HBO Max, Amazon Prime Video, iQIYI, Bilibili, Roku Inc., Pandora Media LLC, DAZN, Deezer, Crunchyroll LLC, Twitch, Sling TV, Peacock
38. Global Online Entertainment Market Competitive Benchmarking and Dashboard39. Key Mergers and Acquisitions in the Online Entertainment Market
40. Online Entertainment Market High Potential Countries, Segments and Strategies
40.1 Online Entertainment Market in 2030 - Countries Offering Most New Opportunities
40.2 Online Entertainment Market in 2030 - Segments Offering Most New Opportunities
40.3 Online Entertainment Market in 2030 - Growth Strategies
40.3.1 Market Trend Based Strategies
40.3.2 Competitor Strategies
41. Appendix
41.1. Abbreviations
41.2. Currencies
41.3. Historic and Forecast Inflation Rates
41.4. Research Inquiries
41.5. About the Analyst
41.6. Copyright and Disclaimer

Executive Summary

Online Entertainment Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses online entertainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase::

  • Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for online entertainment? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The online entertainment market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
  • The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
  • The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
  • The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
  • The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
  • The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
  • The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.

Report Scope

Markets Covered:

1) By Form: Video; Audio; Games; Internet Radio; Other Forms
2) By Devices: Smartphones; Smart Televisions (TVs); Projectors and Monitors; Laptop; Desktops and Tablets; Other Devices
3) By Revenue Model: Subscription; Advertisement; Sponsorship; Other Revenue Models
4) By Application: Individual; Family; Other Applications

Subsegments:

1) By Video: Movies or TV Shows; Short-Form Video; Live Streaming
2) By Audio: Music Streaming; Podcasts; Audiobooks
3) By Games: Mobile Gaming; PC or Console Gaming; Cloud Gaming; eSports
4) By Internet Radio: Online Radio Stations; Internet Radio Aggregators
5) By Other Forms: Virtual Reality (VR) Content; Augmented Reality (AR) Experiences; Interactive Media or Experiences

Companies Mentioned: Tencent Video; Netflix Inc.; Paramount+; Spotify AB; Hulu; TikTok Pte. Ltd.; Disney+; Apple Music; HBO Max; Amazon Prime Video; iQIYI; Bilibili; Roku Inc.; Pandora Media LLC; DAZN; Deezer; Crunchyroll LLC; Twitch; Sling TV; Peacock; SoundCloud; Vevo LLC; Tidal; Vudu; Sony Crackle

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.

Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time Series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.

Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Delivery Format: Word, PDF or Interactive Report + Excel Dashboard

Added Benefits:

  • Bi-Annual Data Update
  • Customisation
  • Expert Consultant Support

Companies Mentioned

The companies featured in this Online Entertainment market report include:
  • Tencent Video
  • Netflix Inc.
  • Paramount+
  • Spotify AB
  • Hulu
  • TikTok Pte. Ltd.
  • Disney+
  • Apple Music
  • HBO Max
  • Amazon Prime Video
  • iQIYI
  • Bilibili
  • Roku Inc.
  • Pandora Media LLC
  • DAZN
  • Deezer
  • Crunchyroll LLC
  • Twitch
  • Sling TV
  • Peacock
  • SoundCloud
  • Vevo LLC
  • Tidal
  • Vudu
  • Sony Crackle

Table Information