Online Entertainment Market Assessment, By Form [Online Gaming, Music Streaming, Video Streaming, Web Radio, Social Media, Others], By Supporting Device [Smartphones, Smart Televisions (TVs), Laptops and Desktops, Others], By Revenue Model [Subscription and Membership, Advertisement, Sponsorship, Direct Purchase, Others], By Region, Opportunities and Forecast, 2016-2030F

Online Entertainment Market is projected to reach USD 331.82 billion by 2030 from USD 103.89 billion in 2022. The market is expected to continue to witness a dynamic double-digit growth of 15.62% CAGR for the forecast period between 2023 and 2030.

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The rise of Gen Z has led to an increase in demand for online entertainment content, mediums, and platforms owing to their likelihood to use technology for entertainment and social interaction than previous generations. Thus, the Global Online Entertainment Market is projected to reach USD 331.82 billion by 2030 from USD 103.89 billion in 2022. The market is expected to continue to witness a dynamic double-digit growth of 15.62% CAGR for the forecast period between 2023 and 2030. The sector continues to flourish, driven by factors such as accessibility, convenience, technological advancements, and the proliferation of streaming platforms.

Moreover, the rise of social media influencers has largely contributed to the growth of online entertainment market globally with their effective marketing strategies like word-of-mouth promotion, sharing sponsored content, etc. Influencers promoting entertainment products and services through social media and other platforms have created new potential for online entertainment. For instance, The Influencer Marketing Benchmark Report 2023 reveals that Investments into the social media influencer and creator space totaled USD 5 billion in 2022 alone and there more than 50 million people around the world who tag themselves as the influencers. Moreover, Facebook, Instagram, and YouTube have matured into key participants in the online entertainment sector, providing video-based content, live streaming, and user-generated content. In addition, the rise of online entertainment has given rise to new forms of content, such as podcasts, which have grown in popularity in recent years. Furthermore, the expansion of streaming services is fueling gaming industry innovation, with cloud-based gaming services like Google Stadia and Amazon Luna giving new ways to play games without the need for pricey and expensive hardware. This makes games more inexpensive and accessible to a broader audience.

In addition to the rise of Gen Z and social media influencers, the increased use of smart devices such as smartphones, smart TVs, and laptops is a major driver of the global growth of the online entertainment industry. Technological advancements such as the launch of fast-speed internet connections like 5G in countries such as India, the introduction of internet-enabled TVs, and the integration of artificial intelligence (AI) in many devices are also fueling market growth. Furthermore, the growing popularity of internet-enabled smart devices is opening new avenues for online entertainment providers to reach a larger audience and provide more personalized and engaging content, which is driving growth in the global online entertainment industry.

Rising Popularity of Streaming Services 

The increasing popularity of entertainment streaming services heavily influenced the worldwide online entertainment market, transforming the way people consume entertainment. Streaming services and OTT platforms like Netflix, Amazon Prime Video, and Disney+ are upending old forms of content distribution, opening new opportunities. In addition, the drop in traditional cable and satellite TV subscriptions is one of the most important effects of streaming services as more people are inclining towards adoption of OTT Platforms. Moreover, streaming services are also transforming the film and television production industries. Netflix and Amazon Prime Video have emerged as major content producers, funding and creating their own original content. For instance, Netflix obtained nearly 5% of new subscriptions whereas regained around 13% of its former subscribers primarily due to their original content and popular show "Stranger Things”. Hence, the rise of streaming services and OTT platforms is influencing the growth of online entertainment market towards positive trajectory worldwide.

Increasing Demand for Interactive Entertainment

Consumers are looking for interesting, interactive experiences that allow them to connect with others and immerse themselves in virtual worlds. This tendency is fueling growth in a wide range of online entertainment industries, including gaming, social networking, and virtual reality. The tremendous expansion of internet gaming is one illustration of this growth. These games allow players to communicate with one another in virtual environments, fostering a feeling of community and social connection. Hence, owing to the surging demand for interactive entertainment like social gaming apps, many startups have emerged offering diverse content. For instance, Hiber, a Sweden-based social-gaming platform, raised USD 2.03 million in August 2020. This platform allows users to develop 3D social games on PC and mobile. Hence, emergence of platforms like Hiber have drastically contributed to demand for interactive entertainment by resolving supply side content constraints in the market.  

Government Initiatives

Major governments around the globe enforce copyright laws and intellectual property rights to protect content creators and ensure fair compensation. There are regulations and frameworks in place that prevent unauthorized distribution or piracy of online entertainment content and encourage innovation and investment in the industry. For instance, the Digital Millennium Copyright Act (DMCA) in the United States provides legal protection for copyrighted material, including online entertainment content. It enables copyright holders to issue takedown notices to platforms hosting infringing content.

Apart from this, various governments are investing in digital infrastructure, such as broadband connectivity and high-speed internet networks, to ensure reliable and widespread access to online entertainment content. In January 2019, China’s The Ministry of Industry and Information Technology MIIT announced that an interim 5G licenses will be awarded in certain locations. In April 2019, the first 5G mobile phone was released in Beijing in April. The government has since been working to expand the coverage and capabilities of 5G networks, with a focus on urban areas and key entertainment hubs. Likewise other nations are also working on providing seamless and fast internet connection to promote growth of the online entertainment market.

Global Rise of E-sports and Livestreaming

The online gaming market is increasingly getting fragmented as the demand for online games and the rising penetration of mobile apps fuels market competition. This industry is developing due to the increasing popularity of multi-functional gaming consoles, competitive multiplayer games, and AR/VR gaming. E-sports has progressed beyond basic virtualization of sports to professional leagues and contests with million-dollar prize pools. Large tech companies such as Facebook and Amazon are joining the E-sports sector with large-scale investment and innovation. In 2021, e-sports produced around USD 243 million in revenue in the United States and approximately USD 360 million in China. Furthermore, sports federations, game publishers, and broadcasters, are increasingly hosting worldwide competitions via a variety of social platforms, including YouTube and Twitch.

Adoption of Various Monetization Models

By offering different options such as advertising-supported content, pay-per-view events, brand partnerships, merchandise sales, and subscription tiers, key providers cater to a wide range of consumer preferences and sustain their business operations in a competitive market. For instance, YouTube, the renowned video-sharing network, provides free access to a massive library of user-generated material, which is backed up by adverts that play before, during, or alongside the videos. Additionally, ad income produced by these advertisements enables content providers to monetize their channels while delivering free entertainment to consumers. Similarly, Netflix's hit series "Stranger Things" showcases the monetization potential of merchandise. The show's popularity has led to a range of licensed merchandise, including t-shirts, action figures, and collectibles. Such merchandise has further enabled effective marketing thereby driving the demand for online entertainment content and market growth.

Impact of COVID-19 

The COVID-19 pandemic has caused widespread disruptions in the offline entertainment sector, with theatres, cinemas, and other public venues closing for lengthy periods of time. As a result, demand for the online entertainment sector spiked as people seek online entertainment to watch movies and shows from the comfort and safety of their homes. Furthermore, the online gaming sector has grown significantly, with many individuals using gaming for enjoyment and social interaction.

More than 80% of worldwide consumers played video games and viewed video game content during the peak of the COVID-19 pandemic lockdown. In addition, subscriptions and memberships for streaming video and music services such as Netflix, Amazon Prime and Spotify have increased. Additionally, virtual events such as competitions, conferences, and concerts have grown in popularity. Overall, the pandemic has hastened the transition towards internet entertainment, which is projected to continue in the future.

Impact of Russia-Ukraine War 

The Russia-Ukraine war has had a considerable influence on the worldwide online entertainment industry, in addition to politics and economics. Economic sanctions and online restrictions have reduced consumer demand and income for online entertainment providers, particularly in conflict-affected countries. This has created a difficult climate in which small businesses must navigate uncertainties and plan for the future. As the dispute continues, the negative impact on the online entertainment business is likely to endure.

Global Online Entertainment Market: Report Scope

Global Online Entertainment Market Assessment, Opportunities and Forecast, 2016-2030F”, is a comprehensive report by Market Xcel, providing in-depth analysis and qualitative & quantitative assessment of the current state of the Online Entertainment market globally, industry dynamics and challenges. The report includes market size, segmental shares, growth trends, COVID-19 and Russia-Ukraine war impact, opportunities and forecast between 2023 and 2030. Additionally, the report profiles the leading players in the industry mentioning their respective market share, business model, competitive intelligence, etc.

 

Report Attribute

Details

Base Year of the Analysis

2022

Historical Period

2016-2021

Forecast Period

2023-2030

Projected Growth Rate

CAGR of 15.62% between 2023 and 2030

Revenue Forecast in 2030

USD 331.82 billion

Units

Revenue in USD Billion

Segments Covered

Form, Supporting Device, Revenue Model

Regions Covered

North America, Europe, South America, Asia-Pacific, Middle East, and Africa

Key Companies Profiled

Amazon.com, Inc., Netflix, Inc., Vivendi SE, Sony Group Corporation, Spotify AB, AT&T Inc., Meta Platforms, Inc. (Facebook), Ubisoft Entertainment SA, Bandai Namco Entertainment Inc., Google LLC, Take-Two Interactive Software, Inc., Paramount Global, The Walt Disney Company, Hulu, LLC, Tencent Holdings Limited

Customization Scope

15% free report customization with purchase

Pricing and Purchase Options

Avail the customized purchase options to fulfil your precise research needs

Delivery Format

PDF and Excel through email (subject to the license purchased)

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

1.       By Form

1.1.    Online Gaming

1.2.    Music Streaming

1.3.    Video Streaming

1.4.    Web Radio

1.5.    Social Media 

1.6.    Others

2.       By Supporting Device

2.1.    Smartphones

2.2.    Smart Televisions (TVs)

2.3.    Laptops and Desktops

2.4.    Others

3.       By Revenue Model

3.1.    Subscription and Membership

3.2.    Advertisement

3.3.    Sponsorship

3.4.    Direct Purchase

3.5.    Others

4.       By Region

4.1.   North America

4.2.   Europe

4.3.   South America

4.4.   Asia-Pacific

4.5.   Middle East and Africa

Key Players Landscape and Outlook 

As more individuals have access to media, major companies operating in this industry pay greater attention to unexpected consumer behavior, technological updates, changing lifestyle trends, celebrity endorsements, and promotional offers. Apart from this, creation of original content and providing exclusive deals are the most prominent trends in this industry. The competition among major streaming platforms has intensified, leading to a surge in original content production. Streaming giants like Netflix, Amazon Prime Video, Disney+, and Apple TV+ are investing heavily in creating exclusive content to attract and retain subscribers.

Netflix, known as a pioneer in the streaming industry, has invested heavily in creating original shows and movies. Their acclaimed series like "Stranger Things," "The Crown," and "Ozark" have garnered massive popularity and critical acclaim, drawing in millions of subscribers. The success of their original content strategy has inspired other players to follow suit. 

Market Xcel’s reports answer the following questions: 

                     What is the current and future market size of the product/service in question globally or specific to different countries?

                     How are the markets divided into different product/service segments and the market size and growth of each segment?

                     What is the market potential of different product segments and their investment case?

                     How are the markets predicted to develop in the future and what factors will drive or inhibit growth?

                     What is the business environment and regulatory landscape specific to the product/service?

Key Players Operating in Global Online Entertainment Market

         Amazon.com, Inc.

         Netflix, Inc.

         Vivendi SE

         Sony Group Corporation

         Spotify AB

         AT&T Inc. 

         Meta Platforms, Inc. (Facebook)

         Ubisoft Entertainment SA

         Bandai Namco Entertainment Inc.

         Google LLC

         Take-Two Interactive Software, Inc.

         Paramount Global

         The Walt Disney Company

         Hulu, LLC

         Tencent Holdings Limited

If you can't find what you're searching for or have any custom requirements for Global Online Entertainment Market, you may approach our team at info@marketsandata.com

Table of Contents 

1.       Research Methodology

2.       Project Scope & Definitions

3.       Impact of COVID-19

4.       Impact of Russia-Ukraine War

5.       Executive Summary

6.       Voice of Customer

6.1.    Market Awareness and Product Information

6.2.    Brand Awareness and Loyalty

6.3.    Factors Considered in Purchase Decision

6.3.1.Brand Name

6.3.2.Quality

6.3.3.Quantity

6.3.4.Price

6.3.5.Product Specification

6.3.6.Ease of Use

6.3.7.Graphics Quality

6.3.8.Technical Support

6.4.    Frequency of Purchase

6.5.    Medium of Purchase

7.       Global Online Entertainment Market Outlook, 2016-2030F

7.1.    Market Size & Forecast

7.1.1.By Value

7.2.    By Form

7.2.1.Online Gaming

7.2.2.Music Streaming

7.2.3.Video Streaming

7.2.4.Web Radio

7.2.5.Social Media 

7.2.6.Others

7.3.    By Supporting Device

7.3.1.Smartphones

7.3.2.Smart Televisions (TVs)

7.3.3.Laptops and Desktops

7.3.4.Others

7.4.    By Revenue Model

7.4.1.Subscription and Membership

7.4.2.Advertisement

7.4.3.Sponsorship

7.4.4.Direct Purchase

7.4.5.Others

7.5.    By Region

7.5.1.North America

7.5.2.Europe

7.5.3.South America

7.5.4.Asia-Pacific

7.5.5.Middle East and Africa

7.6.    By Company Market Share (%), 2022

8.       Global Online Entertainment Market Outlook, By Region, 2016-2030F

8.1.   North America*

8.1.1.By Form

8.1.1.1.              Online Gaming

8.1.1.2.              Music Streaming

8.1.1.3.              Video Streaming

8.1.1.4.              Web Radio

8.1.1.5.              Social Media 

8.1.1.6.              Others

8.1.2.By Supporting Device

8.1.2.1.              Smartphones

8.1.2.2.              Smart Televisions (TVs)

8.1.2.3.              Laptops and Desktops

8.1.2.4.              Others

8.1.3.By Revenue Model

8.1.3.1.              Subscription and Membership

8.1.3.2.              Advertisement

8.1.3.3.              Sponsorship

8.1.3.4.              Direct Purchase

8.1.3.5.              Others

8.1.4.United States*

8.1.4.1.              By Form

8.1.4.1.1.                    Online Gaming

8.1.4.1.2.                    Music Streaming

8.1.4.1.3.                    Video Streaming

8.1.4.1.4.                    Web Radio

8.1.4.1.5.                    Social Media 

8.1.4.1.6.                    Others

8.1.4.2.              By Supporting Device

8.1.4.2.1.                    Smartphones

8.1.4.2.2.                    Smart Televisions (TVs)

8.1.4.2.3.                    Laptops and Desktops

8.1.4.2.4.                    Others

8.1.4.3.              By Revenue Model

8.1.4.3.1.                    Subscription and Membership

8.1.4.3.2.                    Advertisement

8.1.4.3.3.                    Sponsorship

8.1.4.3.4.                    Direct Purchase

8.1.4.3.5.                    Others

8.1.5.Canada

8.1.6.Mexico

*All segments will be provided for all regions and countries covered

8.2.   Europe

8.2.1.Germany

8.2.2.France

8.2.3.Italy

8.2.4.United Kingdom

8.2.5.Russia

8.2.6.Netherlands

8.2.7.Spain

8.2.8.Turkey

8.2.9.Poland

8.3.   South America

8.3.1.Brazil

8.3.2.Argentina

8.4.   Asia-Pacific

8.4.1.India

8.4.2.China

8.4.3.Japan

8.4.4.Australia

8.4.5.Vietnam

8.4.6.South Korea

8.4.7.Indonesia

8.4.8.Philippines

8.5.   Middle East & Africa

8.5.1.Saudi Arabia

8.5.2.UAE

8.5.3.South Africa

9.       Market Mapping, 2022

9.1.    By Form

9.2.    By Supporting Device

9.3.    By Revenue Model

9.4.    By Region

10.   Macro Environment and Industry Structure

10.1.                     Supply Demand Analysis

10.2.                     Supply/Value Chain Analysis

10.3.                     PESTEL Analysis

10.3.1.    Political Factors

10.3.2.    Economic System

10.3.3.    Social Implications

10.3.4.    Technological Advancements

10.3.5.    Environmental Impacts

10.3.6.    Legal Compliances and Regulatory Policies (Statutory Bodies Included)

10.4.                     Porter’s Five Forces Analysis

10.4.1.    Supplier Power

10.4.2.    Buyer Power

10.4.3.    Substitution Threat

10.4.4.    Threat from New Entrant

10.4.5.    Competitive Rivalry

11.   Market Dynamics

11.1.                     Growth Drivers

11.2.                     Growth Inhibitors (Challenges, Restraints)

12.   Key Players Landscape

12.1.                     Competition Matrix of Top Five Market Leaders

12.2.                     Market Revenue Analysis of Top Five Market Leaders (in %, 2022)

12.3.                     Mergers and Acquisitions/Joint Ventures (If Applicable)

12.4.                     SWOT Analysis (For Five Market Players)

12.5.                     Patent Analysis (If Applicable)

13.   Pricing Analysis

14.   Case Studies

15.   Key Players Outlook

15.1.                     Amazon.com, Inc.

15.1.1.    Company Details

15.1.2.    Key Management Personnel

15.1.3.    Products & Services

15.1.4.    Financials (As reported)

15.1.5.    Key Market Focus & Geographical Presence

15.1.6.    Recent Developments

15.2.                     Netflix, Inc.

15.3.                     Vivendi SE

15.4.                     Sony Group Corporation

15.5.                     Spotify AB

15.6.                     AT&T Inc. 

15.7.                     Meta Platforms, Inc. (Facebook)

15.8.                     Ubisoft Entertainment SA

15.9.                     Bandai Namco Entertainment Inc.

15.10.                  Google LLC

15.11.                  Take-Two Interactive Software, Inc.

15.12.                  Paramount Global

15.13.                  The Walt Disney Company

15.14.                  Hulu, LLC

15.15.                  Tencent Holdings Limited

*Companies mentioned above DO NOT hold any order as per market share and can be changed as per information available during research work

16.   Strategic Recommendations

17.   About Us & Disclaimer

List of Figure-Global Online Entertainment Market 

Figure 1. Global Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 2. Global Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 3. Global Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 4. Global Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 5. Global Online Entertainment Market Share, By Region, In USD Billion, 2016-2030F

Figure 6. North America Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 7. North America Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 8. North America Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 9. North America Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 10. North America Online Entertainment Market Share, By Country, In USD Billion, 2016-2030F

Figure 11. United States Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 12. United States Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 13. United States Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 14. United States Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 15. Canada Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 16. Canada Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 17. Canada Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 18. Mexico Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 19. Mexico Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 20. Mexico Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 21. Mexico Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 22. Europe Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 23. Europe Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 24. Europe Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 25. Europe Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 26. Europe Online Entertainment Market Share, By Country, In USD Billion, 2016-2030F

Figure 27. Germany Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 28. Germany Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 29. Germany Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 30. Germany Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 31. France Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 32. France Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 33. France Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 34. France Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 35. Italy Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 36. Italy Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 37. Italy Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 38. Italy Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 39. United Kingdom Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 40. United Kingdom Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 41. United Kingdom Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 42. Russia Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 43. Russia Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 44. Russia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 45. Russia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 46. Netherlands Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 47. Netherlands Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 48. Netherlands Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 49. Netherlands Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 50. Spain Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 51. Spain Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 52. Spain Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 53. Spain Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 54. Turkey Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 55. Turkey Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 56. Turkey Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 57. Turkey Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 58. Poland Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 59. Poland Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 60. Poland Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 61. Poland Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 62. South America Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 63. South America Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 64. South America Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 65. South America Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 66. South America Online Entertainment Market Share, By Country, In USD Billion, 2016-2030F

Figure 67. Brazil Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 68. Brazil Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 69. Brazil Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 70. Brazil Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 71. Argentina Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 72. Argentina Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 73. Argentina Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 74. Argentina Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 75. Asia-Pacific Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 76. Asia-Pacific Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 77. Asia-Pacific Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 78. Asia-Pacific Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 79. Asia-Pacific Online Entertainment Market Share, By Country, In USD Billion, 2016-2030F

Figure 80. India Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 81. India Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 82. India Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 83. India Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 84. China Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 85. China Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 86. China Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 87. China Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 88. Japan Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 89. Japan Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 90. Japan Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 91. Japan Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 92. Australia Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 93. Australia Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 94. Australia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 95. Australia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 96. Vietnam Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 97. Vietnam Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 98. Vietnam Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 99. Vietnam Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 100. South Korea Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 101. South Korea Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 102. South Korea Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 103. South Korea Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 104. Indonesia Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 105. Indonesia Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 106. Indonesia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 107. Indonesia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 108. Philippines Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 109. Philippines Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 110. Philippines Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 111. Philippines Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 112. Middle East & Africa Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 113. Middle East & Africa Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 114. Middle East & Africa Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 115. Middle East & Africa Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 116. Middle East & Africa Online Entertainment Market Share, By Country, In USD Billion, 2016-2030F

Figure 117. Saudi Arabia Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 118. Saudi Arabia Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 119. Saudi Arabia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 120. Saudi Arabia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 121. UAE Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 122. UAE Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 123. UAE Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 124. UAE Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 125. South Africa Online Entertainment Market, By Value, In USD Billion, 2016-2030F

Figure 126. South Africa Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F

Figure 127. South Africa Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F

Figure 128. South Africa Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F

Figure 129. By Form Map-Market Size (USD Billion) & Growth Rate (%), 2022

Figure 130. By Supporting Device Map-Market Size (USD Billion) & Growth Rate (%), 2022

Figure 131. By Revenue Models Map-Market Size (USD Billion) & Growth Rate (%), 2022

Figure 132. By Region Map-Market Size (USD Billion) & Growth Rate (%), 2022 

List of Table-Global Online Entertainment Market 

Table 1. Pricing Analysis of Products from Key Players

Table 2. Competition Matrix of Top 5 Market Leaders

Table 3. Mergers & Acquisitions/ Joint Ventures (If Applicable)

Table 4. About Us - Regions and Countries Where We Have Executed Client Project

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