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Online Entertainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, 2021-2031

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    Report

  • 180 Pages
  • January 2026
  • Region: Global
  • TechSci Research
  • ID: 6033503
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The Global Online Entertainment Market is projected to expand from USD 360.93 Billion in 2025 to USD 762.28 Billion by 2031, achieving a Compound Annual Growth Rate (CAGR) of 13.27%. This industry comprises digital ecosystems that distribute real-time video, audio, and interactive gaming experiences to consumers via internet-enabled devices. The sector’s growth is fundamentally underpinned by the widespread availability of high-speed broadband infrastructure and the expansion of 5G-capable mobile hardware, which together facilitate seamless on-demand access to media. This transition toward digital consumption is evidenced by data from the International Federation of the Phonographic Industry, which reported a 4.8 percent increase in global recorded music revenues to 29.6 billion US dollars in 2024, a rise driven largely by paid streaming subscriptions.

A major obstacle restricting broader market advancement is the enduring problem of digital piracy and copyright infringement. The unauthorized distribution of premium content severely damages the revenue streams of legitimate streaming services and production studios, creating a financial impediment that disincentivizes essential investment in new content development and platform security. This illicit activity undermines the economic foundations of the industry, making it difficult for legitimate players to sustain the innovation required for long-term growth.

Market Drivers

The expansion of high-speed internet and 5G connectivity serves as a primary catalyst for the global online entertainment market, facilitating the smooth delivery of bandwidth-heavy content such as high-definition video and cloud gaming. This infrastructural progress enables consumers to enjoy immersive experiences on mobile devices with negligible latency, effectively extending the addressable market beyond traditional home environments. The reliance on robust connectivity for content consumption is highlighted by the rapid adoption of next-generation networks; according to the 'Ericsson Mobility Report' from June 2024, global 5G subscriptions grew by 160 million in the first quarter of 2024 to reach a total of 1.7 billion. This widening network grid offers the necessary technical foundation for platforms to expand their user bases and launch data-rich interactive applications without sacrificing service quality.

Simultaneously, the surging adoption of Over-the-Top (OTT) streaming services is transforming revenue structures, driving a definitive shift from linear broadcasting to on-demand viewing. Platforms are actively diversifying their content libraries and introducing hybrid subscription models to attract price-conscious demographics, ensuring continued growth even in saturated markets. For instance, Netflix Inc. reported in its 'Third Quarter 2024 Financial Results' (October 2024) that it added 5.07 million paid net memberships, bringing its global total to 282.72 million. Beyond video, the wider online entertainment ecosystem is strengthened by high engagement in interactive sectors; Sony Group Corporation noted in its 'Consolidated Financial Results for the First Quarter Ended June 30, 2024' (August 2024) that the PlayStation Network achieved 116 million monthly active users, demonstrating the immense scale of integrated digital entertainment.

Market Challenges

Digital piracy and copyright infringement represent a critical threat to the financial stability of the global online entertainment market. By bypassing authorized subscription and purchase channels, unlicensed distribution networks divert essential revenue away from content creators and platform operators. This loss of income erodes the return on investment for high-budget productions, making it increasingly difficult for companies to justify the financial risks associated with developing premium original content or deploying advanced infrastructure. Consequently, the market experiences reduced reinvestment rates, which directly slows the pace of innovation and content diversification needed to engage new user demographics.

The severity of this economic drain is underscored by recent industry findings regarding the video streaming sector. According to the U.S. Chamber of Commerce, the global economic impact of digital video piracy was estimated to be 71 billion US dollars annually in 2024. This significant diversion of funds deprives the market of the capital necessary to sustain growth and enhance service standards. When potential profits are lost to illicit consumption, legitimate businesses are compelled to operate with tighter margins, ultimately constraining their ability to expand into new regions or improve the digital ecosystems that drive the sector forward.

Market Trends

The rise of Free Ad-Supported Streaming TV (FAST) channels is reshaping the viewing landscape as audiences increasingly seek affordable alternatives to premium subscription services. Motivated by subscription fatigue and economic pressures, this trend signals a return to linear, scheduled programming combined with on-demand libraries, offering a seamless "lean-back" experience without financial commitment. This model has proven highly effective in retaining price-sensitive audiences while generating substantial new inventory for advertisers targeting cord-cutters. Validating this rapid adoption, Tubi announced in a January 2025 press release, 'Tubi Surpasses 97 Million Monthly Active Users', that the platform had reached 97 million monthly active users, illustrating the vast scale and consumer preference for ad-funded digital entertainment models.

In parallel, the implementation of AI-driven hyper-personalization algorithms has become a key differentiator for platforms striving to maximize user retention in a crowded market. Going beyond simple genre categorization, these advanced systems analyze real-time behavioral data to curate feeds that predict viewer intent with high precision, significantly reducing churn and increasing session duration. By seamlessly presenting relevant content, companies can extract greater value from existing libraries and improve monetization efficiency through targeted engagement. The effectiveness of this technology was highlighted by Meta Platforms Inc. in its 'Third Quarter 2025 Earnings Call' (October 2025), where the deployment of advanced AI recommendation systems led to a 5 percent increase in time spent on Facebook, underscoring the direct correlation between algorithmic sophistication and platform growth.

Key Players Profiled in the Online Entertainment Market

  • Tencent Holdings Limited
  • Netflix, Inc.
  • Sony Corporation
  • Spotify USA Inc.
  • Meta Platforms, Inc.
  • Amazon.com, Inc.
  • Rakuten Group, Inc.
  • King.com Ltd.
  • Ubisoft, Inc.
  • Alphabet Inc.

Report Scope

In this report, the Global Online Entertainment Market has been segmented into the following categories:

Online Entertainment Market, by Revenue Model:

  • Subscription
  • Advertisement
  • Sponsorship
  • Others

Online Entertainment Market, by Device:

  • Smartphones
  • Smart TVs
  • Projectors and Monitors
  • Laptop
  • Others

Online Entertainment Market, by Application:

  • Individual
  • Family

Online Entertainment Market, by Region:

  • North America
  • Europe
  • Asia-Pacific
  • South America
  • Middle East & Africa

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Online Entertainment Market.

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The analyst offers customization according to your specific needs. The following customization options are available for the report:
  • Detailed analysis and profiling of additional market players (up to five).

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Table of Contents

1. Product Overview
1.1. Market Definition
1.2. Scope of the Market
1.2.1. Markets Covered
1.2.2. Years Considered for Study
1.2.3. Key Market Segmentations
2. Research Methodology
2.1. Objective of the Study
2.2. Baseline Methodology
2.3. Key Industry Partners
2.4. Major Association and Secondary Sources
2.5. Forecasting Methodology
2.6. Data Triangulation & Validation
2.7. Assumptions and Limitations
3. Executive Summary
3.1. Overview of the Market
3.2. Overview of Key Market Segmentations
3.3. Overview of Key Market Players
3.4. Overview of Key Regions/Countries
3.5. Overview of Market Drivers, Challenges, Trends
4. Voice of Customer
5. Global Online Entertainment Market Outlook
5.1. Market Size & Forecast
5.1.1. By Value
5.2. Market Share & Forecast
5.2.1. By Revenue Model (Subscription, Advertisement, Sponsorship, Others)
5.2.2. By Device (Smartphones, Smart TVs, Projectors and Monitors, Laptop, Others)
5.2.3. By Application (Individual, Family)
5.2.4. By Region
5.2.5. By Company (2025)
5.3. Market Map
6. North America Online Entertainment Market Outlook
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Revenue Model
6.2.2. By Device
6.2.3. By Application
6.2.4. By Country
6.3. North America: Country Analysis
6.3.1. United States Online Entertainment Market Outlook
6.3.2. Canada Online Entertainment Market Outlook
6.3.3. Mexico Online Entertainment Market Outlook
7. Europe Online Entertainment Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Revenue Model
7.2.2. By Device
7.2.3. By Application
7.2.4. By Country
7.3. Europe: Country Analysis
7.3.1. Germany Online Entertainment Market Outlook
7.3.2. France Online Entertainment Market Outlook
7.3.3. United Kingdom Online Entertainment Market Outlook
7.3.4. Italy Online Entertainment Market Outlook
7.3.5. Spain Online Entertainment Market Outlook
8. Asia-Pacific Online Entertainment Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Revenue Model
8.2.2. By Device
8.2.3. By Application
8.2.4. By Country
8.3. Asia-Pacific: Country Analysis
8.3.1. China Online Entertainment Market Outlook
8.3.2. India Online Entertainment Market Outlook
8.3.3. Japan Online Entertainment Market Outlook
8.3.4. South Korea Online Entertainment Market Outlook
8.3.5. Australia Online Entertainment Market Outlook
9. Middle East & Africa Online Entertainment Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Revenue Model
9.2.2. By Device
9.2.3. By Application
9.2.4. By Country
9.3. Middle East & Africa: Country Analysis
9.3.1. Saudi Arabia Online Entertainment Market Outlook
9.3.2. UAE Online Entertainment Market Outlook
9.3.3. South Africa Online Entertainment Market Outlook
10. South America Online Entertainment Market Outlook
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Revenue Model
10.2.2. By Device
10.2.3. By Application
10.2.4. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Online Entertainment Market Outlook
10.3.2. Colombia Online Entertainment Market Outlook
10.3.3. Argentina Online Entertainment Market Outlook
11. Market Dynamics
11.1. Drivers
11.2. Challenges
12. Market Trends & Developments
12.1. Mergers & Acquisitions (If Any)
12.2. Product Launches (If Any)
12.3. Recent Developments
13. Global Online Entertainment Market: SWOT Analysis
14. Porter's Five Forces Analysis
14.1. Competition in the Industry
14.2. Potential of New Entrants
14.3. Power of Suppliers
14.4. Power of Customers
14.5. Threat of Substitute Products
15. Competitive Landscape
15.1. Tencent Holdings Limited
15.1.1. Business Overview
15.1.2. Products & Services
15.1.3. Recent Developments
15.1.4. Key Personnel
15.1.5. SWOT Analysis
15.2. Netflix, Inc.
15.3. Sony Corporation
15.4. Spotify USA Inc.
15.5. Meta Platforms, Inc.
15.6. Amazon.com, Inc.
15.7. Rakuten Group, Inc.
15.8. King.com Ltd
15.9. Ubisoft, Inc.
15.10. Alphabet Inc
16. Strategic Recommendations

Companies Mentioned

The key players profiled in this Online Entertainment market report include:
  • Tencent Holdings Limited
  • Netflix, Inc.
  • Sony Corporation
  • Spotify USA Inc.
  • Meta Platforms, Inc.
  • Amazon.com, Inc.
  • Rakuten Group, Inc.
  • King.com Ltd
  • Ubisoft, Inc.
  • Alphabet Inc

Table Information