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Online-Entertainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, 2020-2030F

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    Report

  • 186 Pages
  • March 2025
  • Region: Global
  • TechSci Research
  • ID: 6033503
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Global Online Entertainment Market was valued at USD 99.14 billion in 2024 and is expected to reach USD 159.62 billion by 2030 with a CAGR of 8.1% during the forecast period. Streaming services like Netflix and social media platforms such as YouTube and TikTok attract large audiences. The gaming industry's growth, particularly online and mobile games, also fuels market expansion.

Advancements in technology, including VR and AI, enhance user experiences. The COVID-19 pandemic accelerated the shift to online entertainment. Diverse and localized content caters to various cultural preferences, while subscription-based models provide steady revenue. Interactive experiences, such as virtual concerts, and effective monetization strategies, including ads and in-app purchases, further drive growth. Globalization allows companies to reach wider audiences, expanding their market reach.

Key Market Drivers

Increased Internet Penetration and Smartphone Adoption

One of the primary drivers of the global online entertainment market is the significant increase in internet penetration and the widespread adoption of smartphones. Over the past decade, there has been a substantial expansion of internet infrastructure, particularly in emerging economies, making high-speed internet more accessible to a larger portion of the global population.

According to a report by the International Telecommunication Union (ITU), by the end of 2021, approximately 63% of the world's population had access to the internet, a figure that continues to grow each year. This widespread connectivity has enabled consumers to easily access online entertainment platforms, ranging from streaming services to social media and online gaming. High-speed internet is crucial for streaming high-definition content without interruptions, which significantly enhances the user experience and encourages prolonged engagement with online entertainment platforms.

Key Market Challenges

Content Saturation and Consumer Retention

One of the major challenges facing the global online entertainment market is content saturation and the subsequent struggle for consumer retention. The proliferation of streaming services, social media platforms, and online gaming options has led to an overwhelming abundance of content available to consumers. While this diversity offers numerous choices, it also results in intense competition among providers to capture and retain the attention of users.

With new shows, movies, games, and social media trends emerging constantly, consumers have limited time and attention spans to dedicate to any single platform. This saturation makes it increasingly difficult for individual providers to stand out and maintain a loyal user base. To address this challenge, companies must invest heavily in creating high-quality, original content that can differentiate their offerings from those of competitors. However, producing premium content requires significant financial resources and carries inherent risks, as there is no guarantee that new releases will resonate with audiences.

Additionally, the challenge of consumer retention is compounded by the low switching costs in the digital world. Unlike traditional media, where consumers were often locked into long-term contracts or subscriptions, online entertainment platforms generally offer month-to-month subscriptions with the flexibility to cancel at any time. This ease of switching means that consumers can move between services based on their current preferences or promotional offers, leading to fluctuating subscriber numbers and revenue instability for providers.

Companies are therefore under constant pressure to innovate and keep their content libraries fresh and engaging to prevent churn. Personalized recommendations and user-friendly interfaces are crucial in enhancing user experience and encouraging longer engagement periods. Yet, these strategies also require sophisticated technology and data analytics, adding another layer of complexity and expense. The balancing act of producing compelling content, managing operational costs, and ensuring continuous user engagement represents a significant ongoing challenge for the global online entertainment market.

Key Market Trends

Integration of Advanced Technologies

One of the key market trends in the global online entertainment market is the integration of advanced technologies, such as artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and blockchain. These technologies are revolutionizing the way content is produced, distributed, and consumed, offering more immersive and personalized experiences for users.

AI is particularly transformative, enhancing content recommendations, improving user interfaces, and enabling the creation of hyper-personalized content. Streaming platforms like Netflix and Spotify utilize sophisticated AI algorithms to analyze user behavior and preferences, delivering tailored recommendations that keep users engaged and subscribed. AI is also being used in content creation, with tools that can generate music, scripts, and even entire videos, reducing production costs and time.

Virtual reality (VR) and augmented reality (AR) are pushing the boundaries of immersive entertainment. VR creates entirely virtual environments that users can interact with, providing deeply engaging experiences in gaming, virtual concerts, and immersive storytelling. Companies like Oculus and HTC are continuously advancing VR technology, making it more accessible and appealing to a broader audience. Augmented reality, on the other hand, overlays digital content onto the real world, enhancing experiences without isolating users from their surroundings. AR applications in gaming, such as Pokémon Go, have demonstrated the immense potential of this technology to capture public imagination and drive user engagement. The integration of VR and AR into online entertainment is expected to grow, offering new revenue streams and opportunities for content creators and platforms.

Key Market Players

  • Google, LLC
  • Sony Corporation
  • Amazon.com, Inc.
  • Netflix, Inc.
  • Rakuten Group Inc.
  • Ubisoft Entertainment SA
  • Meta Platforms, Inc.
  • Spotify AB

Report Scope:

In this report, the Global Online Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Online Entertainment Market, By Type:

  • Video
  • Audio

Online Entertainment Market, By Application:

  • Individual
  • Family

Online Entertainment Market, By Device:

  • Smartphones
  • Smart TVs
  • Projectors
  • Monitors
  • Others

Online Entertainment Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Netherlands
  • Belgium
  • Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Thailand
  • Malaysia
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Chile
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE
  • Turkey

Competitive Landscape

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

Available Customizations:

With the given market data, the publisher offers customizations according to a company's specific needs. The following customization options are available for the report.

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

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

Table of Contents

1. Service 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. Formulation of the Scope
2.4. Assumptions and Limitations
2.5. Sources of Research
2.5.1. Secondary Research
2.5.2. Primary Research
2.6. Approach for the Market Study
2.6.1. The Bottom-Up Approach
2.6.2. The Top-Down Approach
2.7. Methodology Followed for Calculation of Market Size & Market Shares
2.8. Forecasting Methodology
2.8.1. Data Triangulation & Validation
3. Executive Summary4. Impact of COVID-19 on Global Online Entertainment Market5. Voice of Customer6. Global Online Entertainment Market Overview
7. Global Online Entertainment Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Type (Video, Audio)
7.2.2. By Application (Individual, Family)
7.2.3. By Device (Smartphones, Smart TVs, Projectors, and Monitors, Others
7.2.4. By Region (North America, Europe, South America, Middle East & Africa, Asia-Pacific)
7.3. By Company (2024)
7.4. Market Map
8. North America Online Entertainment Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Type
8.2.2. By Application
8.2.3. By Device
8.2.4. By Country
8.3. North America: Country Analysis
8.3.1. United States Online Entertainment Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By Type
8.3.1.2.2. By Application
8.3.1.2.3. By Device
8.3.2. Canada Online Entertainment Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By Type
8.3.2.2.2. By Application
8.3.2.2.3. By Device
8.3.3. Mexico Online Entertainment Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By Type
8.3.3.2.2. By Application
8.3.3.2.3. By Device
9. Europe Online Entertainment Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Type
9.2.2. By Application
9.2.3. By Device
9.2.4. By Country
9.3. Europe: Country Analysis
9.3.1. Germany Online Entertainment Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By Type
9.3.1.2.2. By Application
9.3.1.2.3. By Device
9.3.2. France Online Entertainment Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By Type
9.3.2.2.2. By Application
9.3.2.2.3. By Device
9.3.3. United Kingdom Online Entertainment Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By Type
9.3.3.2.2. By Application
9.3.3.2.3. By Device
9.3.4. Italy Online Entertainment Market Outlook
9.3.4.1. Market Size & Forecast
9.3.4.1.1. By Value
9.3.4.2. Market Share & Forecast
9.3.4.2.1. By Type
9.3.4.2.2. By Application
9.3.4.2.3. By Device
9.3.5. Spain Online Entertainment Market Outlook
9.3.5.1. Market Size & Forecast
9.3.5.1.1. By Value
9.3.5.2. Market Share & Forecast
9.3.5.2.1. By Type
9.3.5.2.2. By Application
9.3.5.2.3. By Device
9.3.6. Netherlands Online Entertainment Market Outlook
9.3.6.1. Market Size & Forecast
9.3.6.1.1. By Value
9.3.6.2. Market Share & Forecast
9.3.6.2.1. By Type
9.3.6.2.2. By Application
9.3.6.2.3. By Device
9.3.7. Belgium Online Entertainment Market Outlook
9.3.7.1. Market Size & Forecast
9.3.7.1.1. By Value
9.3.7.2. Market Share & Forecast
9.3.7.2.1. By Type
9.3.7.2.2. By Application
9.3.7.2.3. By Device
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 Type
10.2.2. By Application
10.2.3. By Device
10.2.4. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Online Entertainment Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By Type
10.3.1.2.2. By Application
10.3.1.2.3. By Device
10.3.2. Colombia Online Entertainment Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By Type
10.3.2.2.2. By Application
10.3.2.2.3. By Device
10.3.3. Argentina Online Entertainment Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By Type
10.3.3.2.2. By Application
10.3.3.2.3. By Device
10.3.4. Chile Online Entertainment Market Outlook
10.3.4.1. Market Size & Forecast
10.3.4.1.1. By Value
10.3.4.2. Market Share & Forecast
10.3.4.2.1. By Type
10.3.4.2.2. By Application
10.3.4.2.3. By Device
11. Middle East & Africa Online Entertainment Market Outlook
11.1. Market Size & Forecast
11.1.1. By Value
11.2. Market Share & Forecast
11.2.1. By Type
11.2.2. By Application
11.2.3. By Device
11.2.4. By Country
11.3. Middle East & Africa: Country Analysis
11.3.1. Saudi Arabia Online Entertainment Market Outlook
11.3.1.1. Market Size & Forecast
11.3.1.1.1. By Value
11.3.1.2. Market Share & Forecast
11.3.1.2.1. By Type
11.3.1.2.2. By Application
11.3.1.2.3. By Device
11.3.2. UAE Online Entertainment Market Outlook
11.3.2.1. Market Size & Forecast
11.3.2.1.1. By Value
11.3.2.2. Market Share & Forecast
11.3.2.2.1. By Type
11.3.2.2.2. By Application
11.3.2.2.3. By Device
11.3.3. South Africa Online Entertainment Market Outlook
11.3.3.1. Market Size & Forecast
11.3.3.1.1. By Value
11.3.3.2. Market Share & Forecast
11.3.3.2.1. By Type
11.3.3.2.2. By Application
11.3.3.2.3. By Device
11.3.4. Turkey Online Entertainment Market Outlook
11.3.4.1. Market Size & Forecast
11.3.4.1.1. By Value
11.3.4.2. Market Share & Forecast
11.3.4.2.1. By Type
11.3.4.2.2. By Application
11.3.4.2.3. By Device
12. Asia-Pacific Online Entertainment Market Outlook
12.1. Market Size & Forecast
12.1.1. By Value
12.2. Market Share & Forecast
12.2.1. By Type
12.2.2. By Application
12.2.3. By Device
12.2.4. By Country
12.3. Asia-Pacific: Country Analysis
12.3.1. China Online Entertainment Market Outlook
12.3.1.1. Market Size & Forecast
12.3.1.1.1. By Value
12.3.1.2. Market Share & Forecast
12.3.1.2.1. By Type
12.3.1.2.2. By Application
12.3.1.2.3. By Device
12.3.2. India Online Entertainment Market Outlook
12.3.2.1. Market Size & Forecast
12.3.2.1.1. By Value
12.3.2.2. Market Share & Forecast
12.3.2.2.1. By Type
12.3.2.2.2. By Application
12.3.2.2.3. By Device
12.3.3. Japan Online Entertainment Market Outlook
12.3.3.1. Market Size & Forecast
12.3.3.1.1. By Value
12.3.3.2. Market Share & Forecast
12.3.3.2.1. By Type
12.3.3.2.2. By Application
12.3.3.2.3. By Device
12.3.4. South Korea Online Entertainment Market Outlook
12.3.4.1. Market Size & Forecast
12.3.4.1.1. By Value
12.3.4.2. Market Share & Forecast
12.3.4.2.1. By Type
12.3.4.2.2. By Application
12.3.4.2.3. By Device
12.3.5. Australia Online Entertainment Market Outlook
12.3.5.1. Market Size & Forecast
12.3.5.1.1. By Value
12.3.5.2. Market Share & Forecast
12.3.5.2.1. By Type
12.3.5.2.2. By Application
12.3.5.2.3. By Device
12.3.6. Thailand Online Entertainment Market Outlook
12.3.6.1. Market Size & Forecast
12.3.6.1.1. By Value
12.3.6.2. Market Share & Forecast
12.3.6.2.1. By Type
12.3.6.2.2. By Application
12.3.6.2.3. By Device
12.3.7. Malaysia Online Entertainment Market Outlook
12.3.7.1. Market Size & Forecast
12.3.7.1.1. By Value
12.3.7.2. Market Share & Forecast
12.3.7.2.1. By Type
12.3.7.2.2. By Application
12.3.7.2.3. By Device
13. Market Dynamics
13.1. Drivers
13.2. Challenges
14. Market Trends and Developments
15. Company Profiles
15.1. Google, Inc.
15.1.1. Business Overview
15.1.2. Key Revenue and Financials
15.1.3. Recent Developments
15.1.4. Key Personnel/Key Contact Person
15.1.5. Key Product/Services Offered
15.2. Sony Corporation
15.2.1. Business Overview
15.2.2. Key Revenue and Financials
15.2.3. Recent Developments
15.2.4. Key Personnel/Key Contact Person
15.2.5. Key Product/Services Offered
15.3. Amazon.com, Inc.
15.3.1. Business Overview
15.3.2. Key Revenue and Financials
15.3.3. Recent Developments
15.3.4. Key Personnel/Key Contact Person
15.3.5. Key Product/Services Offered
15.4. Netflix, Inc.
15.4.1. Business Overview
15.4.2. Key Revenue and Financials
15.4.3. Recent Developments
15.4.4. Key Personnel/Key Contact Person
15.4.5. Key Product/Services Offered
15.5. Rakuten Group Inc.
15.5.1. Business Overview
15.5.2. Key Revenue and Financials
15.5.3. Recent Developments
15.5.4. Key Personnel/Key Contact Person
15.5.5. Key Product/Services Offered
15.6. Ubisoft Entertainment SA
15.6.1. Business Overview
15.6.2. Key Revenue and Financials
15.6.3. Recent Developments
15.6.4. Key Personnel/Key Contact Person
15.6.5. Key Product/Services Offered
15.7. Meta Platforms, Inc.
15.7.1. Business Overview
15.7.2. Key Revenue and Financials
15.7.3. Recent Developments
15.7.4. Key Personnel/Key Contact Person
15.7.5. Key Product/Services Offered
15.8. Spotify AB
15.8.1. Business Overview
15.8.2. Key Revenue and Financials
15.8.3. Recent Developments
15.8.4. Key Personnel/Key Contact Person
15.8.5. Key Product/Services Offered
16. Strategic Recommendations17. About the Publisher & Disclaimer

Companies Mentioned

  • Google, LLC
  • Sony Corporation
  • Amazon.com, Inc.
  • Netflix, Inc.
  • Rakuten Group Inc.
  • Ubisoft Entertainment SA
  • Meta Platforms, Inc.
  • Spotify AB

Table Information