Online Entertainment Market

Global Online Entertainment Market Size, Share & Trends Analysis Report by Device (Laptops/ Desktops/Tablets, Smart TVs/Monitors/Projectors, and Smartphones, Virtual Reality, and Others), by Platform (Audio Streaming, Video Streaming, Gaming, and Internet Radio), Forecast Period (2020-2026)

Published: Nov 2020 | Report Code: OMR2022791 | Category : Consumer Electronics | Delivery Format: /

The global online entertainment market is projected to grow at a strong CAGR of 15.7% during the forecast period (2020-2026). Increasing smartphone penetration is acting as the primary factor that drives the growth of the global online entertainment market. This is attributed to the fact that smartphones are majorly used for social media accessing, playing online games, watching movies, and listening to music. The growth of the global market is further driven by the decline in the cost of internet charges and technological advancements in smartphones such as the introduction of mobile phones supporting 5G networks, folding smartphones, 3D-enabled mobile phones, and artificial intelligence & augmented reality-integrated phones. 

However, digital illiteracy and lack of digital infrastructures such as digital communication, computing or data storage, Wi-Fi networks, applications, and software have limited the growth of the online entertainment market. On the contrary, an increase in internet user base and technological development in smart devices are anticipated to offer lucrative growth opportunities for the new entrants in the online entertainment market.

Segmental Outlook  

The global online entertainment market is segmented based on device and platform. Based on the device, the online entertainment market is segmented into laptops/ desktops/tablets, smart TVs/monitors/projectors, and smartphones, virtual reality, and others. The platform segment includes audio streaming, video streaming, gaming, and internet radio. 

Video Streaming to Lead the Platform Segment

Video entertainment is considered to have a broad and wide scope in the online entertainment market. Online video entertainment includes films, serials, web series, music videos, TV series, and comedy. Video content in the entertainment industry has endless options for the viewers, which has increased penetration of smartphones and the affordability of the internet, thereby driving the growth of the online entertainment market. In addition, increasing usage of social media and its popularity have been increasing the consumption and production of video content, which acts as the key factors supporting the growth of the online video streaming market. 

Regional Outlook 

The global online entertainment market is further segmented based on geography including North America, Europe, Asia-Pacific, and the Rest of the World. North America has expectedly dominated the online entertainment market in 2019 and is projected to sustain its dominance during the forecast period. This majorly attributed to quick adoptions for technological changes, availability of high bandwidth connection, and high digital literacy rate. Moreover, over-the-top media services have gained notable popularity in the North America region, owing to the benefits associated with them such as original & unique content offerings, convenience in use, and compatibility with smartphones. Technological advancements in smart devices such as the incorporation of smart displays and smart speakers further augment the growth of the online entertainment market in the region.

Global Online Entertainment Market Growth, by Region 2020-2026

Market Players Outlook

The report covers the portfolio of key online entertainment market players including Amazon Prime Video (Amazon.com), Comcast Corporation, DirecTV, Sony Interactive Entertainment, Inc., Fox Broadcasting Company, King.com Limited, Netflix Inc., Spotify AB, Google, LLC, The Walt Disney Company, ViacomCBS Inc., Warner Media, LLC, and Xbox (Microsoft Corporation) among others. These key players have adopted new service launch, continuous innovation, and acquisition as their key developmental strategies to cater to the rising demands for online entertainment. The companies have observed internet radio as an emerging concept, which has been gaining considerable popularity in the U.S. media and entertainment industry, owing to its unique quality content, fewer advertisements, and suitable content according to the listener’s special interest. 

The Report Covers

  • Market value data analysis of 2019 and forecast to 2026.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global online entertainment market. Based on the availability of data, information related to the products, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying ‘who-stands-where’ in the market.

1. Report Summary

1.1. Research Methods and Tools

1.2. Market Breakdown

1.2.1. By Segments

1.2.2. By Geography

2. Market Overview and Insights

2.1. Scope of the Report

2.2. Analyst Insight & Current Market Trends

2.2.1. Key Findings

2.2.2. Recommendations

2.2.3. Conclusion

3. Competitive Landscape

3.1. Key Strategy Analysis

3.2. Key Company Analysis

3.2.1. Amazon.com, Inc. 

3.2.1.1. Overview

3.2.1.2. Financial Analysis

3.2.1.3. SWOT Analysis

3.2.1.4. Recent Developments

3.2.2. Nintendo Company, Ltd.

3.2.2.1. Overview

3.2.2.2. Financial Analysis

3.2.2.3. SWOT Analysis

3.2.2.4. Recent Developments

3.2.3. Netflix, Inc. 

3.2.3.1. Overview

3.2.3.2. Financial Analysis

3.2.3.3. SWOT Analysis

3.2.3.4. Recent Developments

3.2.4. Apple, Inc.

3.2.4.1. Overview

3.2.4.2. Financial Analysis

3.2.4.3. SWOT Analysis

3.2.4.4. Recent Developments

3.2.5. Sony Interactive Entertainment, Inc.

3.2.5.1. Overview

3.2.5.2. Financial Analysis

3.2.5.3. SWOT Analysis

3.2.5.4. Recent Developments

4. Market Determinants 

4.1 Motivators

4.2 Restraints

4.1. Opportunities 

5. Market Segmentation

5.1. Global Online Entertainment Market by Device

5.1.1. Laptops/Desktops/Tablets

5.1.2. Smart TVs/Monitors/Projectors

5.1.3. Smartphones

5.1.4. Virtual Reality

5.1.5. Others

5.2. Global Online Entertainment Market by Platform

5.2.1. Audio Streaming

5.2.2. Video Streaming

5.2.3. Gaming

5.2.4. Internet Radio

6. Regional Analysis

6.1. North America

6.1.1. US

6.1.2. Canada

6.2. Europe

6.2.1. UK

6.2.2. Germany

6.2.3. Italy

6.2.4. Spain

6.2.5. France

6.2.6. Rest of Europe

6.3. Asia-Pacific

6.3.1. China 

6.3.2. India 

6.3.3. Japan 

6.3.4. Rest of Asia Pacific

6.4. Rest of the World

7. Company Profiles

7.1. Amazon.com, Inc.

7.2. Apple, Inc. 

7.3. AT&T Communications, LLC

7.4. Comcast Corporation

7.5. Dish Network,LLC

7.6. Fox Broadcasting Co.

7.7. Google, LLC

7.8. King.com,Ltd.

7.9. Microsoft Corp.

7.10. National Amusements, Inc. 

7.11. Nintendo Company, Ltd.

7.12. Netflix, Inc.

7.13. Popcornflix LLC

7.14. Project Panther Bidco, Ltd.

7.15. Radionomy(AudioValley S.A.)

7.16. Rakuten, Inc.

7.17. Sony Interactive Entertainment, Inc.

7.18. Spotify AB

7.19. Tencent Holdings, Ltd.

7.20. The Walt Disney Company

7.21. Ubisoft Entertainment SA

7.22. ViacomCBS, Inc.

7.23. Warner Media, LLC

7.24. Xandrie S.A.

1. GLOBAL ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY  DEVICE, 2019-2026 ($ MILLION)

2. GLOBAL LAPTOPS/DESKTOPS/TABLETS MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

3. GLOBAL SMART TVS/MONITORS/PROJECTORS MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

4. GLOBAL SMARTPHONES MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

5. GLOBAL VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

6. GLOBAL OTHERS MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

7. GLOBAL ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2019-2026 ($ MILLION)

8. GLOBAL AUDIO STREAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

9. GLOBAL VIDEO STREAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

10. GLOBAL GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

11. GLOBAL INTERNET RADIO MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

12. NORTH AMERICAN ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)

13. NORTH AMERICAN ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY DEVICE, 2019-2026 ($ MILLION)

14. NORTH AMERICAN ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2019-2026 ($ MILLION)

15. EUROPEAN ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)

16. EUROPEAN ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY DEVICE, 2019-2026 ($ MILLION)

17. EUROPEAN ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2019-2026 ($ MILLION)

18. ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)

19. ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY DEVICE, 2019-2026 ($ MILLION)

20. ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2019-2026 ($ MILLION)

21. REST OF THE WORLD ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY DEVICE, 2019-2026 ($ MILLION)

22. REST OF THE WORLD ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2019-2026 ($ MILLION)


1. GLOBAL ONLINE ENTERTAINMENT MARKET SHARE BY DEVICE, 2019 VS 2026 (%)

2. GLOBAL ONLINE ENTERTAINMENT MARKET SHARE BY PLATFORM, 2019 VS 2026 (%)

3. GLOBAL ONLINE ENTERTAINMENT MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

4. THE US ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

5. CANADA ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

6. UK ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

7. FRANCE ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

8. GERMANY ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

9. ITALY ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

10. SPAIN ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

11. ROE ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

12. INDIA ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

13. CHINA ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

14. JAPAN ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

15. REST OF ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

16. REST OF THE WORLD ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)