Home Entertainment Insights on the Online Entertainment Global Market to 2027 – Continual Technological Advancements in Smart Devices Drives Growth

Insights on the Online Entertainment Global Market to 2027 – Continual Technological Advancements in Smart Devices Drives Growth

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Insights on the Online Entertainment Global Market to 2027 – Continual Technological Advancements in Smart Devices Drives Growth

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Global Online Entertainment Market

Global Online Entertainment Market

Global Online Entertainment Market

Dublin, Jan. 20, 2023 (GLOBE NEWSWIRE) — The “Online Entertainment Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027” report has been added to ResearchAndMarkets.com’s providing.

The international on-line leisure market measurement reached US$ 294.16 Billion in 2021. Looking ahead, the writer expects the market to succeed in US$ 1,049.31 Billion by 2027, exhibiting a CAGR of 23.61% throughout 2021-2027.

Keeping in thoughts the uncertainties of COVID-19, we’re constantly monitoring and evaluating the direct in addition to the oblique affect of the pandemic on completely different finish use sectors. These insights are included within the report as a serious market contributor.

The idea of on-line leisure refers to accessing materials over the web, comparable to music, films, and net reveals. There are at present extra leisure companies accessible on-line, which offers customers with a better choice of content material.

The most typical on-line leisure sources embody video streaming, music streaming, video chat communication, and multi-player gaming.

In addition to this, this type of leisure additionally includes leisure interactive capabilities and content material, comparable to social networking companies, graph administration, boards, geolocation evaluations, and rankings.

As a consequence, customers can select from a variety of simply accessible materials, which is usually free and low-priced. Entertainment over the web has gained important traction because of the immense reputation of on-demand content material and OTT platforms.

Online Entertainment Market Trends:

The market is majorly pushed by the continuous technological developments in good units offering enhanced visible and listening experiences to the customers. This might be attributed to a substantial enhance within the penetration of smartphones among the many plenty. In addition to this, the widespread adoption of internet-enabled good units, together with good TVs, laptops, desktops, and good projectors, have led to an elevated demand for on-line leisure content material, thus fueling the market.

Moreover, the simple availability of web service at reasonably priced costs, together with the rising knowledge tariffs, are offering an impetus to the market development. The market is additional propelled by the fast digitization within the media and leisure sector. Apart from this, the rising reputation of OTT platform subscriptions and the escalating variety of OTT utility downloads are making a optimistic market outlook.

Some of the opposite components contributing to the market embody the rising measurement of touchscreen shows, the increasing expenditure on digital ads, the emergence of high-speed 5G web, inflating disposable revenue ranges and intensive analysis and growth (R&D) actions performed by the important thing gamers.

Competitive Landscape:

The aggressive panorama of the trade has additionally been examined together with the profiles of the important thing gamers being Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company and Ubisoft Entertainment SA.

Key Questions Answered in This Report:

  • How has the worldwide on-line leisure market carried out to date and the way will it carry out within the coming years?

  • What has been the influence of COVID-19 on the worldwide on-line leisure market?

  • What are the important thing regional markets?

  • What is the breakup of the market based mostly on the shape?

  • What is the breakup of the market based mostly on the income mannequin?

  • What is the breakup of the market based mostly on the machine?

  • What are the assorted levels within the worth chain of the trade?

  • What are the important thing driving components and challenges within the trade?

  • What is the construction of the worldwide on-line leisure market and who’re the important thing gamers?

  • What is the diploma of competitors within the trade?

Report Attribute

Details

No. of Pages

143

Forecast Period

2021 – 2027

Estimated Market Value (Billion) in 2021

Billion294.16 Billion

Forecasted Market Value (Billion) by 2027

Billion1049.31 Billion

Compound Annual Growth Rate

23.6%

Regions Covered

Global

Key Topics Covered:

1 Preface

2 Scope and Methodology

3 Executive Summary

4 Introduction
4.1 Overview
4.2 Key Industry Trends

5 Global Online Entertainment Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Forecast

6 Market Breakup by Form
6.1 Video
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Audio
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 Games
6.3.1 Market Trends
6.3.2 Market Forecast
6.4 Internet Radio
6.4.1 Market Trends
6.4.2 Market Forecast
6.5 Others
6.5.1 Market Trends
6.5.2 Market Forecast

7 Market Breakup by Revenue Model
7.1 Subscription
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Advertisement
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 Sponsorship
7.3.1 Market Trends
7.3.2 Market Forecast
7.4 Others
7.4.1 Market Trends
7.4.2 Market Forecast

8 Market Breakup by Device
8.1 Smartphones
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Smart Tvs, Projectors and Monitors
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Laptop, Desktop and Tablets
8.3.1 Market Trends
8.3.2 Market Forecast
8.4 Others
8.4.1 Market Trends
8.4.2 Market Forecast

9 Market Breakup by Region

10 SWOT Analysis

11 Value Chain Analysis

12 Porters Five Forces Analysis

13 Price Analysis

14 Competitive Landscape
14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players
14.3.1 Amazon Web Services Inc. (Amazon.com Inc.)
14.3.1.1 Company Overview
14.3.1.2 Product Portfolio
14.3.1.3 SWOT Analysis
14.3.2 Charter Communications Inc.
14.3.2.1 Company Overview
14.3.2.2 Product Portfolio
14.3.2.3 Financials
14.3.2.4 SWOT Analysis
14.3.3 Comcast Corporation
14.3.3.1 Company Overview
14.3.3.2 Product Portfolio
14.3.3.3 Financials
14.3.3.4 SWOT Analysis
14.3.4 Google LLC (Alphabet Inc.)
14.3.4.1 Company Overview
14.3.4.2 Product Portfolio
14.3.4.3 Financials
14.3.4.4 SWOT Analysis
14.3.5 King.com Limited (Activision Blizzard Inc.)
14.3.5.1 Company Overview
14.3.5.2 Product Portfolio
14.3.6 Meta Platforms Inc.
14.3.6.1 Company Overview
14.3.6.2 Product Portfolio
14.3.6.3 Financials
14.3.6.4 SWOT Analysis
14.3.7 Netflix Inc.
14.3.7.1 Company Overview
14.3.7.2 Product Portfolio
14.3.7.3 Financials
14.3.7.4 SWOT Analysis
14.3.8 Rakuten Group Inc.
14.3.8.1 Company Overview
14.3.8.2 Product Portfolio
14.3.8.3 Financials
14.3.8.4 SWOT Analysis
14.3.9 Sony Pictures Networks India Pvt. Ltd. (Sony Corporation)
14.3.9.1 Company Overview
14.3.9.2 Product Portfolio
14.3.10 Spotify AB
14.3.10.1 Company Overview
14.3.10.2 Product Portfolio
14.3.11 The Walt Disney Company
14.3.11.1 Company Overview
14.3.11.2 Product Portfolio
14.3.11.3 Financials
14.3.11.4 SWOT Analysis
14.3.12 Ubisoft Entertainment SA
14.3.12.1 Company Overview
14.3.12.2 Product Portfolio
14.3.12.3 Financials
14.3.12.4 SWOT Analysis

For extra details about this report go to https://www.researchandmarkets.com/r/9cm8jf

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