Global Online Entertainment Market Report By Form (Video,Audio,Games,Internet Radio,Others), By Revenue Model (Subscription,Advertisement,Sponsorship,Others), By Device (Smartphones,Smart TVs, Projectors, &Monitors,Laptop, Desktops, & Tablets,Others) And By Regions - Industry Trends, Size, Share, Growth, Estimation and Forecast, 2020-2027

ID:VMR11213833
April 2021
Report Formats:
The global demand for Online Entertainment Market is presumed to reach the valuation of nearly USD XX MN by 2027 from USD XX MN in 2020 with a CAGR of XX% under the study period of 2020 - 2027. 

Online entertainment is a mixture of various entertaining formats such as music, live video streaming, video chatting, multi-player gaming, on-demand video streaming, and books that can be accessed easily over the internet. It is the fastest rising industry that is replacing traditional forms of entertainment. Some of the online entertainment platforms include YouTube, Netflix, Amazon, etc. 

Market Dyanamics

The key factors that are fuelling the global online entertainment market include extensively increased smartphone penetration and usage of the internet. Smartphones are mainly used for social media communication, watching videos, chatting, listening to music, and playing games. Decreased internet charges have increased usage of the internet for a variety of purposes such as online entertainment. The growth of online entertainment is credited to advancement in smartphone technology. OTT or Over The Top service provides streaming entertainment media directly to the viewers on their smartphones or TVs via the internet. During the COVID-19 pandemic, OTT online entertainment is gaining big popularity as other traditional entertainment forms such as theatres or cinema halls are closed due to lockdown. The online entertainment market is expected to flourish owing to the increased preference for personal entertainment at home over going to crowded places such as theatres and malls to avoid transmission of the disease COVID-19.

The report covers Porter’s Five Forces Model, Market Attractiveness Analysis and Value Chain analysis. These tools help to get a clear picture of the industry’s structure and evaluate the competition attractiveness at a global level.

Additionally, these tools also give inclusive assessment of each segment in the global market of online entertainment.

Market Segmentation

This section of the online entertainment market report  provides detailed data on the segments by analyzing them geographically, thereby assisting the strategist in identifying the target demographics for the respective product or service.

By Form
  • Video
  • Audio
  • Games
  • Internet Radio
  • Others 

By Revenue Model
  • Subscription
  • Advertisement
  • Sponsorship
  • Others

By Device
  • Smartphones
  • Smart TVs, Projectors, &Monitors
  • Laptop, Desktops, & Tablets
  • Others

Regional Analysis

This section covers regional segmentation which accentuates on current and future demand for Online Entertainment market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand for individual application segment across all the prominent regions.

Global Online Entertainment Market Share by Region (Representative Graph)

Global Online Entertainment Market Share

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the online entertainment market include 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. This section includes a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.
 
METHODOLOGY:

This market research report has been produced by gathering information on the basis of primary and secondary research. Secondary research has been done by using various sources which include (but not limited to) Company Websites, Paid Data Sources,  Technical Journals, Financial Reports, SEC Filings, and other different industry publications. 

If specific information is required which is not currently within the scope of the report, it can be provided as a part of customization.

1 . PREFACE
       1.1. Report Description
           1.1.1. Objective
           1.1.2. Target Audience
           1.1.3. Unique Selling Proposition (USP) & offerings
       1.2. Research Scope
       1.3. Research Methodology
           1.3.1. Market Research Process
           1.3.2. Market Research Methodology
 
2 . EXECUTIVE SUMMARY
       2.1. Highlights of Market
       2.2. Global Market Snapshot
 
3 . ONLINE ENTERTAINMENT – INDUSTRY ANALYSIS
       3.1. Introduction - Market Dynamics
       3.2. Market Drivers
       3.3. Market Restraints
       3.4. Opportunities
       3.5. Industry Trends
       3.6. Porter’s Five Force Analysis
       3.7. Market Attractiveness Analysis
           3.7.1 By Form
           3.7.2 By Revenue Model
           3.7.3 By Device
           3.7.4 By Region
 
4 . VALUE CHAIN ANALYSIS
       4.1. Value Chain Analysis
       4.2. Raw Material Analysis
           4.2.1. List of Raw Materials
           4.2.2. Raw Material Manufactures List
           4.2.3. Price Trend of Key Raw Materials
       4.3. List of Potential Buyers
       4.4. Marketing Channel
           4.4.1. Direct Marketing
           4.4.2. Indirect Marketing
           4.4.3. Marketing Channel Development Trend
 
5. IMPACT ANALYSIS OF COVID-19 OUTBREAK
       5.1. Impact Analysis of Covid-19 Outbreak
           5.1.1. Direct Impact on Production
           5.1.2. Supply Chain and Market Disruption
           5.1.3. Financial Impact on Firms and Financial Markets
       5.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
       5.3. Market: Pre V/S Post COVID-19
       5.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic
       5.5. COVID-19: Micro and Macro Factor Analysis
 
6 . GLOBAL ONLINE ENTERTAINMENT MARKET ANALYSIS BY FORM
       6.1 Overview by Form
       6.2 Historical and Forecast Data
       6.3 Analysis by Form
       6.4 Video Market by Regions
       6.6 Audio Market by Regions
       6.5 Games Market by Regions
       6.7 Internet Radio Market by Regions
       6.8 Others  Market by Regions
 
7 . GLOBAL ONLINE ENTERTAINMENT MARKET ANALYSIS BY REVENUE MODEL
       7.1 Overview by Revenue Model
       7.2 Historical and Forecast Data
       7.3 Analysis by Revenue Model
       7.4 Subscription Market by Regions
       7.5 Advertisement Market by Regions
       7.6 Sponsorship Market by Regions
       7.7 Others Market by Regions
 
8 . GLOBAL ONLINE ENTERTAINMENT MARKET ANALYSIS BY DEVICE
       8.1 Overview by Device
       8.2 Historical and Forecast Data
       8.3 Analysis by Device
       8.4 Smartphones Market by Regions
       8.5 Smart TVs, Projectors, &Monitors Market by Regions
       8.6 Laptop, Desktops, & Tablets Market by Regions
       8.7 Others Market by Regions
 
9 . GLOBAL ONLINE ENTERTAINMENT MARKET ANALYSIS BY GEOGRAPHY
       9.1. Regional Outlook
       9.2. Introduction
       9.3. North America
           9.3.1. Overview, Historic and Forecast Data
           9.3.2. North America By Segment
           9.3.3. North America By Country
           9.3.4. United State
           9.3.5. Canada
           9.3.6. Mexico
       9.4. Europe
           9.4.1. Overview, Historic and Forecast Data
           9.4.2. Europe by Segment
           9.4.3. Europe by Country
           9.4.4. United Kingdom
           9.4.5. France
           9.4.6. Germany
           9.4.7. Italy
           9.4.8. Russia
           9.4.9. Rest Of Europe
       9.5. Asia Pacific
           9.5.1. Overview, Historic and Forecast Data
           9.5.2. Asia Pacific by Segment
           9.5.3. Asia Pacific by Country
           9.5.4. China
           9.5.5. India
           9.5.6. Japan
           9.5.7. South Korea
           9.5.8. Australia
           9.5.9. Rest Of Asia Pacific
       9.6. Latin America
           9.6.1. Overview, Historic and Forecast Data
           9.6.2. Latin America by Segment
           9.6.3. Latin America by Country
           9.6.4. Brazil
           9.6.5. Argentina
           9.6.6. Peru
           9.6.7. Chile
           9.6.8. Rest of Latin America
       9.7. Middle East & Africa
           9.7.1. Overview, Historic and Forecast Data
           9.7.2. Middle East & Africa by Segment
           9.7.3. Middle East & Africa by Country
           9.7.4. Saudi Arabia
           9.7.5. UAE
           9.7.6. Israel
           9.7.7. South Africa
           9.7.8. Rest Of Middle East And Africa
 
10 . COMPETITIVE LANDSCAPE OF THE ONLINE ENTERTAINMENT COMPANIES
       10.1. Online Entertainment Market Competition
       10.2. Partnership/Collaboration/Agreement
       10.3. Merger And Acquisitions
       10.4. New Product Launch
       10.5. Other Developments
 
11 . COMPANY PROFILES OF ONLINE ENTERTAINMENT INDUSTRY
       11.1. Company Share Analysis
       11.2. Market Concentration Rate
       11.3. Amazon Web Services (AWS)
           11.3.1. Company Overview
           11.3.2. Financials
           11.3.3. Products
           11.3.4. Recent Developments
       11.4. Netflix, Inc.
           11.4.1. Company Overview
           11.4.2. Financials
           11.4.3. Products
           11.4.4. Recent Developments
       11.5. Google LLC
           11.5.1. Company Overview
           11.5.2. Financials
           11.5.3. Products
           11.5.4. Recent Developments
       11.6. Facebook
           11.6.1. Company Overview
           11.6.2. Financials
           11.6.3. Products
           11.6.4. Recent Developments
       11.7. Tencent Holdings Ltd.
           11.7.1. Company Overview
           11.7.2. Financials
           11.7.3. Products
           11.7.4. Recent Developments
       11.8. Sony Corp.
           11.8.1. Company Overview
           11.8.2. Financials
           11.8.3. Products
           11.8.4. Recent Developments
       11.9. King Digital Entertainment Ltd.
           11.9.1. Company Overview
           11.9.2. Financials
           11.9.3. Products
           11.9.4. Recent Developments
       11.10. Spotify Technology S.A.
           11.10.1. Company Overview
           11.10.2. Financials
           11.10.3. Products
           11.10.4. Recent Developments
       11.11. Rakuten, Inc.
           11.11.1. Company Overview
           11.11.2. Financials
           11.11.3. Products
           11.11.4. Recent Developments
       11.12. CBS Corporation
           11.12.1. Company Overview
           11.12.2. Financials
           11.12.3. Products
           11.12.4. Recent Developments
 
 *Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies
 
LIST OF TABLES

  • Market Snapshot
  • Drivers : Impact Analysis
  • Restraints : Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • COVID-19 Impact Analysis by Production, Import, Export and Demand
  • Pre V/S Post COVID-19
  • Estimated Impact Of The Coronavirus (Covid-19) Epidemic
  • COVID-19: Micro and Macro Factor Analysis
  • Analysis by Form (USD MN)
  • Video Market by Geography (USD MN)
  • Audio Market by Geography (USD MN)
  • Games Market by Geography (USD MN)
  • Internet Radio Market by Geography (USD MN)
  • Others  Market by Geography (USD MN)
  • Analysis Market by Revenue Model (USD MN)
  • Subscription Market by Geography (USD MN)
  • Advertisement Market by Geography (USD MN)
  • Sponsorship Market by Geography (USD MN)
  • Others Market by Geography (USD MN)
  • Analysis by Device (USD MN)
  • Smartphones Market by Geography (USD MN)
  • Smart TVs, Projectors, &Monitors Market by Geography (USD MN)
  • Laptop, Desktops, & Tablets Market by Geography (USD MN)
  • Others Market by Geography (USD MN)
  • Global Online Entertainment Market by Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United State Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate by Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisiton
 
LIST OF FIGURES
 
  • Research Scope of Online Entertainment Report
  • Market Research Process
  • Market Research Methodology
  • Global Online Entertainment Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Form
  • Market Attractiveness Analysis by Revenue Model
  • Market Attractiveness Analysis by Device
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Market Analysis by Form (USD MN)
  • Video Market by Geography (USD MN)
  • Audio Market by Geography (USD MN)
  • Games Market by Geography (USD MN)
  • Internet Radio Market by Geography (USD MN)
  • Others  Market by Geography (USD MN)
  • Global Market Analysis by Revenue Model (USD MN)
  • Subscription Market by Geography (USD MN)
  • Advertisement Market by Geography (USD MN)
  • Sponsorship Market by Geography (USD MN)
  • Others Market by Geography (USD MN)
  • Global Market Analysis by Device (USD MN)
  • Smartphones Market by Geography (USD MN)
  • Smart TVs, Projectors, &Monitors Market by Geography (USD MN)
  • Laptop, Desktops, & Tablets Market by Geography (USD MN)
  • Others Market by Geography (USD MN)
  • Global Market by Revenue
  • North America Market by Revenue
  • Europe Market by Revenue
  • Asia Pacific Market by Revenue
  • Latin America Market by Revenue
  • Middle East & Africa Market by Revenue
  • Recent Development in Industry
  • Company Market Share Analysis, 2020
 
* Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.

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