This Online Entertainment market report provides a comprehensive analysis of the market’s characteristics, size, and growth, including segmentation, regional and country-level breakdowns, competitive landscape, market shares, trends, and strategies. It also tracks historical and forecasted market growth across various geographies.
The online entertainment market size has grown rapidly in recent years. It will grow from $387 billion in 2024 to $445.7 billion in 2025 at a compound annual growth rate (CAGR) of 15.2%. The growth in the historic period can be attributed to rising internet penetration, advancements in technology, the rise of social media, digital content creation, and subscription services.
The online entertainment market size is expected to see rapid growth in the next few years. It will grow to $774.12 billion in 2029 at a compound annual growth rate (CAGR) of 14.8%. The growth in the forecast period can be attributed to rising smartphone adoption, changing consumer preferences, increased investment in original content, and growth in gaming and e-sports. Major trends in the forecast period include increasing subscription-based services, growth of video streaming, expansion of eSports, virtual and augmented reality (VR/AR), and social media integration.
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 2022, MarketCast, a US-based media company, acquired Invoke for an undisclosed amount. This acquisition enables MarketCast to extend its media and entertainment research capabilities to include audience testing for pre-release streaming and broadcast content, such as series concepts and episodes. Invoke, based in France, offers an online platform for entertainment companies to conduct real-time audience research and content testing for streaming and television shows.
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 2024. 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, 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, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Online entertainment encompasses digital content and activities accessed over the internet, including streaming services, social media, online gaming, and virtual events. It offers a range of interactive and on-demand experiences available through computers, smartphones, and other connected devices. This sector has expanded rapidly due to technological advancements and increased internet access.
The main forms of online entertainment include video, audio, games, internet radio, and other formats. Video entertainment involves streaming movies, TV shows, live broadcasts, and video clips online. Devices used for accessing online entertainment include smartphones, smart TVs, projectors and monitors, laptops, desktops, tablets, and other connected devices. Revenue models in this sector vary and include subscription-based, advertisement-supported, sponsorship-driven, and other models. Applications of online entertainment cater to individuals, families, and other groups.
The online entertainment market research report is one of a series of new reports that provides online entertainment market statistics, including online entertainment industry global market size, regional shares, competitors with a online entertainment market share, detailed online entertainment market segments, market trends and opportunities, and any further data you may need to thrive in the online entertainment industry. This online entertainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
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.
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The online entertainment market size has grown rapidly in recent years. It will grow from $387 billion in 2024 to $445.7 billion in 2025 at a compound annual growth rate (CAGR) of 15.2%. The growth in the historic period can be attributed to rising internet penetration, advancements in technology, the rise of social media, digital content creation, and subscription services.
The online entertainment market size is expected to see rapid growth in the next few years. It will grow to $774.12 billion in 2029 at a compound annual growth rate (CAGR) of 14.8%. The growth in the forecast period can be attributed to rising smartphone adoption, changing consumer preferences, increased investment in original content, and growth in gaming and e-sports. Major trends in the forecast period include increasing subscription-based services, growth of video streaming, expansion of eSports, virtual and augmented reality (VR/AR), and social media integration.
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 2022, MarketCast, a US-based media company, acquired Invoke for an undisclosed amount. This acquisition enables MarketCast to extend its media and entertainment research capabilities to include audience testing for pre-release streaming and broadcast content, such as series concepts and episodes. Invoke, based in France, offers an online platform for entertainment companies to conduct real-time audience research and content testing for streaming and television shows.
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 2024. 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, 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, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Online entertainment encompasses digital content and activities accessed over the internet, including streaming services, social media, online gaming, and virtual events. It offers a range of interactive and on-demand experiences available through computers, smartphones, and other connected devices. This sector has expanded rapidly due to technological advancements and increased internet access.
The main forms of online entertainment include video, audio, games, internet radio, and other formats. Video entertainment involves streaming movies, TV shows, live broadcasts, and video clips online. Devices used for accessing online entertainment include smartphones, smart TVs, projectors and monitors, laptops, desktops, tablets, and other connected devices. Revenue models in this sector vary and include subscription-based, advertisement-supported, sponsorship-driven, and other models. Applications of online entertainment cater to individuals, families, and other groups.
The online entertainment market research report is one of a series of new reports that provides online entertainment market statistics, including online entertainment industry global market size, regional shares, competitors with a online entertainment market share, detailed online entertainment market segments, market trends and opportunities, and any further data you may need to thrive in the online entertainment industry. This online entertainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
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 3-5 business days.
Table of Contents
1. Executive Summary2. Online Entertainment Market Characteristics3. Online Entertainment Market Trends and Strategies4. Online Entertainment Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, and the Recovery from COVID-19 on the Market32. Global Online Entertainment Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Online Entertainment Market34. Recent Developments in the Online Entertainment Market
5. Global Online Entertainment Growth Analysis and Strategic Analysis Framework
6. Online Entertainment Market Segmentation
7. Online Entertainment Market Regional and Country Analysis
8. Asia-Pacific Online Entertainment Market
9. China Online Entertainment Market
10. India Online Entertainment Market
11. Japan Online Entertainment Market
12. Australia Online Entertainment Market
13. Indonesia Online Entertainment Market
14. South Korea Online Entertainment Market
15. Western Europe Online Entertainment Market
16. UK Online Entertainment Market
17. Germany Online Entertainment Market
18. France Online Entertainment Market
19. Italy Online Entertainment Market
20. Spain Online Entertainment Market
21. Eastern Europe Online Entertainment Market
22. Russia Online Entertainment Market
23. North America Online Entertainment Market
24. USA Online Entertainment Market
25. Canada Online Entertainment Market
26. South America Online Entertainment Market
27. Brazil Online Entertainment Market
28. Middle East Online Entertainment Market
29. Africa Online Entertainment Market
30. Online Entertainment Market Competitive Landscape and Company Profiles
31. Online Entertainment Market Other Major and Innovative Companies
35. Online Entertainment Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Online Entertainment Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on 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.
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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? 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, competitive landscape, market shares, 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.
- 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 Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- 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. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- 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 trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Form: Video; Audio; Games; Internet Radio; Other Forms2) 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 Streaming2) 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
Key Companies Mentioned: Tencent Video; Netflix Inc.; Paramount+; Spotify AB; Hulu
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; 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: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The major 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
Report Attribute | Details |
---|---|
No. of Pages | 200 |
Published | April 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 445.7 Billion |
Forecasted Market Value ( USD | $ 774.12 Billion |
Compound Annual Growth Rate | 14.8% |
Regions Covered | Global |
No. of Companies Mentioned | 26 |