• Cat-intel
  • MedIntelliX
  • Resources
  • About Us
  • Request Free Sample ×

    Kindly complete the form below to receive a free sample of this Report

    Leading companies partner with us for data-driven Insights

    clients tt-cursor

    Entertainment and Media Market

    ID: MRFR/ICT/6303-CR
    240 Pages
    Aarti Dhapte
    August 2020

    Entertainment and Media Market Research Report Information By Type (Books & Magazines, Films, Social Media, Music & Theater, Animation, Gaming & Gambling, Outdoor Advertising, Radio Broadcasting, Amusement Park/Facilities, Sports, Toys, and Art), Application (Wired and Wireless), And By Region (North America, Europe, Asia-Pacific, And Rest Of The World) –Market Forecast Till 2032

    Share:
    Download PDF ×

    We do not share your information with anyone. However, we may send you emails based on your report interest from time to time. You may contact us at any time to opt-out.

    Entertainment and Media Market Research Report - Global Forecast till 2032 Infographic
    Purchase Options
    $ 4,950.0
    $ 5,950.0
    $ 7,250.0
    Table of Contents

    Entertainment and Media Market Summary

    The Global Entertainment and Media Market is projected to grow significantly from 3070.9 USD Billion in 2024 to 8004.6 USD Billion by 2035.

    Key Market Trends & Highlights

    Entertainment and Media Key Trends and Highlights

    • The market is expected to achieve a compound annual growth rate of 9.1 percent from 2025 to 2035.
    • By 2035, the market valuation is anticipated to reach 8004.6 USD Billion, indicating robust growth potential.
    • In 2024, the market is valued at 3070.9 USD Billion, reflecting a strong foundation for future expansion.
    • Growing adoption of digital streaming services due to increased consumer demand is a major market driver.

    Market Size & Forecast

    2024 Market Size 3070.9 (USD Billion)
    2035 Market Size 8004.6 (USD Billion)
    CAGR (2025-2035) 9.1%

    Major Players

    Comcast Corporation, The Walt Disney Co., Netflix Inc., Paramount Global, Warner Bros. Discovery Inc., Fox Corporation

    Entertainment and Media Market Trends

    The increasing use of smartphones is expected to drive market growth.

    Mobile technology is growing at a rapid pace across the globe. By the end of 2021, 5.3 billion individuals had signed up for mobile services, accounting for 67% of the global population. The constant introduction of innovation in the development of smartphones has encouraged the affordability and adoption of smartphones across the globe. Smartphones are increasingly equipped to handle various applications for video streaming, mobile gaming, and video conferencing. Technologies such as AI, augmented reality, and virtual reality are increasingly being integrated with media and entertainment applications being run on smartphones, which has attracted users.

    Smartphones have opened opportunities for different business models in the entertainment and media industry for generating revenue streams. Popular video streaming platforms such as Netflix and Amazon Prime Video, among others, have capitalized on the increasing adoption of smartphones by making content available for mobile devices.

    Moreover, the increasing use of smartphones has prompted service providers to enhance their content delivery networks, improve the overall user experience, and benefit media and entertainment companies on a large scale. The ease of access to online content through smartphones due to improved connectivity services has increased the average consumer spending on entertainment services, which is expected to drive the growth of the global entertainment & media market during the forecast period.

    The Global Entertainment and Media Market is poised for transformative growth, driven by the rapid evolution of digital platforms and shifting consumer preferences towards immersive experiences.

    U.S. Bureau of Economic Analysis

    Entertainment and Media Market Drivers

    Digital Transformation

    The ongoing digital transformation is a pivotal driver of the Global Entertainment and Media Market Industry. As consumers increasingly shift towards digital platforms for content consumption, traditional media outlets face significant challenges. In 2024, the market is projected to reach 3070.9 USD Billion, reflecting a robust demand for streaming services, digital advertising, and online gaming. This transformation is not merely a trend but a fundamental shift in how content is created, distributed, and consumed. Companies that adapt to this digital landscape are likely to thrive, while those that resist may struggle to maintain relevance.

    Globalization of Content

    The globalization of content is a significant driver within the Global Entertainment and Media Market Industry. As barriers to entry diminish, content creators are increasingly targeting international audiences, leading to a more diverse media landscape. This trend is exemplified by the rise of streaming platforms that offer localized content across various regions. The market's expansion is evident, with a projected value of 3070.9 USD Billion in 2024, as companies invest in producing content that resonates with global audiences. This globalization not only enhances cultural exchange but also presents opportunities for cross-border collaborations and partnerships.

    Market Growth Projections

    The Global Entertainment and Media Market Industry is poised for remarkable growth, with projections indicating a market size of 8004.6 USD Billion by 2035. This growth trajectory is underpinned by various factors, including digital transformation, increased mobile penetration, and evolving consumer preferences. The compound annual growth rate of 9.1% from 2025 to 2035 suggests a robust expansion phase, driven by technological innovations and globalization of content. As companies adapt to these trends, the market is likely to witness new entrants and increased competition, further enriching the entertainment landscape.

    Technological Advancements

    Technological advancements are fundamentally transforming the Global Entertainment and Media Market Industry. Innovations such as artificial intelligence, virtual reality, and augmented reality are enhancing content creation and distribution processes. These technologies enable more engaging and immersive experiences for consumers, which is increasingly becoming a competitive differentiator. The market is expected to grow significantly, reaching 8004.6 USD Billion by 2035, as companies leverage these advancements to attract and retain audiences. The integration of cutting-edge technology into entertainment offerings is likely to drive new revenue streams and reshape industry dynamics.

    Increased Mobile Penetration

    The proliferation of mobile devices plays a crucial role in shaping the Global Entertainment and Media Market Industry. With mobile penetration rates soaring globally, consumers are increasingly accessing entertainment content on their smartphones and tablets. This trend is expected to contribute significantly to the market's growth, with projections indicating a rise to 8004.6 USD Billion by 2035. Mobile platforms facilitate on-the-go access to streaming services, social media, and gaming, thereby enhancing user engagement. The convenience and accessibility offered by mobile devices are likely to drive further investment in mobile-centric content and advertising strategies.

    Evolving Consumer Preferences

    Shifting consumer preferences are reshaping the Global Entertainment and Media Market Industry. Audiences are increasingly favoring personalized and interactive content experiences, leading to a surge in demand for on-demand streaming services and immersive technologies. This evolution is reflected in the projected compound annual growth rate of 9.1% from 2025 to 2035, indicating a strong market trajectory. Companies that prioritize user-centric content and leverage data analytics to understand viewer habits are likely to capture a larger share of the market. The focus on quality, diversity, and engagement will be paramount in meeting the expectations of modern consumers.

    Market Segment Insights

    Entertainment and Media Market Platform Segment Insights

    Entertainment and Media Insights

    Based on type, the Entertainment and Media Market segmentation includes books & magazines, films, social media, music & theater, animation, gaming & gambling, outdoor advertising, radio broadcasting, amusement park/facilities, sports, toys, and art. The radio broadcasting held the majority share in 2022, contributing around ~16% to the market revenue. In the radio and television broadcasting industry, there are two types of companies: service broadcasters and commercial broadcasters. Government funding is provided to public service broadcasters, whilst private broadcasters are funded by commercials.

    Public service broadcasting includes radio, television, and other electronic platforms that broadcast information, advice, or entertainment to the public. All India Radio, Prasar Bharati, CJRT-FM, Yellowstone Public Radio, and North Country Public Radio are some of the public service broadcasters. Commercial broadcasting is the radio and TV broadcasting services that are privately owned. These platforms broadcast paid programs and advertisements. The commercial broadcasters use advertising to fund their broadcasting operation.

    Figure 2: Entertainment and Media Market size (2022 vs 2032) (usd Billion) by platform

    Entertainment and Media Market size  by platform

    Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review

    Entertainment and Media application Insights

    The Entertainment and Media Market segmentation, based on application, includes wired and wireless. Wired dominated the market in 2022 and is expected to continue dominating the market during the forecast period 2023-2032. The wired media provides a connection between devices through cables. Various types of cables are used for connecting two or more devices; cables that are primarily used as a traditional means for data transmission are twisted pair cables, coaxial cables, and optical fiber cables. One of the significant benefits of using wired media over wireless technology is the reliability and consistency of signals with a secure network.

    Some other benefits of these cables are superior performance at a higher data rate, insulation from noise and electromagnetic interference, and superior capacity and network bandwidth. For example, gamers use the LAN (Local Area Network) cables as they offer a continuous gaming experience without any lag and connection inconsistency. In addition, set-top boxes, Wi-Fi modems, telephone lines, and gaming devices such as PS4, Xbox use wired connectivity to communicate and transmit data.

    Figure 3: Entertainment and Media Market size (2022 vs 2032) (usd million) by application

    Entertainment and Media Market size by application

    Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review

    Regional Insights

    By Region, the study provides market insights into North America, Europe, Asia-Pacific, and the Rest of the World. The North American Entertainment and Media market accounted for ~40% market share in 2022 and is expected to exhibit a significant CAGR growth during the study period. The entertainment & media market in North America is expanding with the increasing investments by key market players such as Comcast Corporation, The Walt Disney Company, Google LLC, Facebook Inc., Warner Media LLC, Viacom Inc., and Time Inc.

    The region is a global hub for media and entertainment offerings, including social media, sports, arts, theater, video games, film and television, music, and publishing. Furthermore, the American Film Industry earns billions of dollars in income each year, adding to the expansion of the regional market. The media and entertainment industry also earns money from strong news broadcasting services provided by numerous businesses in the United States, Canada, and Mexico. For entertainment, consumers are increasingly turning to smartphones, smart gadgets such as digital assistants, smart speakers, and the Internet.

    In the coming years, North America is predicted to see increased demand for video games, internet video streaming services, and books and magazines. As a result, North America, particularly the U.S., and Canada, is expected to drive the marketing platform market growth.

    Figure 4: Entertainment and Media Market size (2022 vs 2032) (usd million) by region

    Entertainment and Media Market size by region

    Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review

    Further, the major countries studied in the market report are the U.S., Canada, Germany, France, the UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil.

    European marketing platform market accounts for the second-largest market share. The rising penetration of the Internet across the European nations is one of the significant factors contributing to the growth of the entertainment & media market in this region. Western Europe, which includes countries such as the United Kingdom, Germany, Spain, France, and others, has a sizable market for radio broadcasters. The media business contributes significantly to the European economy and has enormous growth potential in the coming years by providing a diverse range of high-quality material to customers.

    Increasing Internet connectivity in nations such as Russia, Denmark, Italy, and Sweden propels the video and entertainment business throughout the area. Furthermore, consumers want on-demand and live music videos via smartphones, tablets, and televisions. OTT subscriptions for streaming videos connected to news, sports, fitness, lifestyle, films, and music have increased rapidly in the United Kingdom, Germany, France, Italy, and Spain. The region also sees an increase in print media consumers, such as newspapers and magazines, which supports the region's media and entertainment economy.

    The Asia-Pacific Entertainment and Media Market is expected to grow at the fastest CAGR between 2022 and 2032. The major factor driving the growth of the entertainment & media market in this region is the presence of major media providers and large populations in countries such as India and China demanding high-quality media content.

    Key Players and Competitive Insights

    With a strong presence across different verticals and geographies, the Entertainment and Media market is highly competitive and dominated by established, pure-play vendors.

    The major players in the market include Comcast Corporation, The Walt Disney Co., Netflix Inc., Paramount Global, Warner Bros. Discovery Inc., Fox Corporation, among others Comcast Corporation aims to maintain its position in the market via organic and inorganic strategies. It invests heavily in offering unique products and services to its user, which increases customer satisfaction. Netflix's strategy revolves around providing a personalized and flexible streaming experience to its customers. It has achieved this by leveraging advanced algorithms and machine learning to recommend content that is tailored to each user's individual preferences.

    Netflix also invests heavily in producing its own original content, which has helped to differentiate it from its competitors and build a loyal subscriber base.

    The entertainment and media market are characterized by the presence of many global, regional, and local players. The market is competitive, with all the players competing to gain market share. Strong competition, and increasing adoption of cloud, IoT, and AI, are key factors that confront the market growth. The vendors compete based on cost, product quality, reliability, and aftermarket services. It is crucial for the vendors to provide cost-efficient and high-quality services to survive and succeed in an intensely competitive market.

    Key Companies in the Entertainment and Media Market market include

    Industry Developments

    • Q2 2024: Sony Pictures acquires Alamo Drafthouse Cinema Sony Pictures Entertainment announced the acquisition of Alamo Drafthouse Cinema, a popular U.S. theater chain, marking a significant move into the cinema exhibition business.
    • Q2 2024: Paramount Global and Skydance Media agree to merger Paramount Global reached a definitive agreement to merge with Skydance Media, creating a new entertainment powerhouse and ending months of speculation about Paramount’s future.
    • Q2 2024: Disney names Hugh Johnston as new Chief Financial Officer The Walt Disney Company appointed Hugh Johnston, former PepsiCo executive, as its new CFO, signaling a focus on financial discipline amid streaming industry challenges.
    • Q2 2024: Epic Games raises $2 billion in funding round led by Sony and KIRKBI Epic Games secured $2 billion in new funding from Sony and KIRKBI, the investment company behind LEGO, to advance its vision for the metaverse.
    • Q3 2024: Netflix launches ad-supported tier in India Netflix introduced a lower-priced, ad-supported subscription plan in India, aiming to expand its user base in the price-sensitive market.
    • Q2 2024: Warner Bros. Discovery launches Max streaming service in Europe Warner Bros. Discovery expanded its Max streaming platform to several European countries, continuing its global rollout strategy.
    • Q3 2024: Universal Music Group signs exclusive licensing deal with TikTok Universal Music Group and TikTok reached a new multi-year licensing agreement, restoring UMG’s music catalog to the social media platform after a public dispute.
    • Q2 2024: Amazon secures exclusive NFL streaming rights in Germany Amazon signed a multi-year deal to exclusively stream select NFL games in Germany, strengthening its sports content portfolio in Europe.
    • Q3 2024: ByteDance launches new music streaming app ‘Ripple’ in Brazil ByteDance, the parent company of TikTok, launched its new music streaming service ‘Ripple’ in Brazil, targeting emerging markets for growth.
    • Q2 2024: Spotify acquires podcast platform Whooshkaa Spotify announced the acquisition of Whooshkaa, an Australian podcast technology company, to enhance its podcast monetization and distribution capabilities.
    • Q3 2024: Apple TV+ secures exclusive rights to UEFA Champions League highlights in the US Apple TV+ signed a deal to become the exclusive home for UEFA Champions League highlights in the United States, expanding its sports content offering.
    • Q2 2024: Netflix opens new animation studio in Tokyo Netflix inaugurated a new animation studio in Tokyo, Japan, to boost its production of original anime content for global audiences.

    Future Outlook

    Entertainment and Media Market Future Outlook

    The Global Entertainment and Media Market is projected to grow at a 9.1% CAGR from 2024 to 2035, driven by technological advancements, content diversification, and increased consumer engagement.

    New opportunities lie in:

    • Invest in immersive technologies like AR and VR for enhanced user experiences.
    • Develop subscription-based models targeting niche audiences for sustained revenue.
    • Leverage data analytics to personalize content delivery and improve audience retention.

    By 2035, the market is expected to be robust, reflecting dynamic growth and innovation.

    Market Segmentation

    Entertainment and Media Regional Outlook

    • US
    • Canada

    Entertainment and Media Application Outlook

    • Wired
    • Wireless

    Entertainment and Media Platform-type Outlook

    • Music & Theater
    • Radio and Broadcasting
    • Social Media
    • Films
    • Sports
    • Animation
    • Gaming & Gambling
    • Outdoor/Leisure
    • Books and Magazine
    • Amusement Park/facilities
    • Toys
    • Art

    Report Scope

    Report Attribute/Metric Details
    Market Size 2023 USD 2,814.78 billion
    Market Size 2024 USD 3,070.92 billion
    Market Size 2032 USD 6,164.07 billion
    Compound Annual Growth Rate (CAGR) 9.1% (2024-2032)
    Base Year 2023
    Market Forecast Period 2024-2032
    Historical Data 2019- 2022
    Market Forecast Units Value (USD Billion)
    Report Coverage Revenue Forecast, Market Competitive Landscape, Growth Factors, and Trends
    Segments Covered Type, Application and Region
    Geographies Covered Europe, North America, Asia-Pacific, and the Rest of the World
    Countries Covered The U.S, Germany, Canada, U.K., Italy, France, Spain, Japan, China, Australia, India, South Korea, and Brazil
    Key Companies Profiled News Corporation (US), Advance (US), iHeartMedia Inc. (US), Discovery Inc. (US), Warner Media LLC (US), Verizon (US), Alphabet (US), Disney (US), Baidu Inc. (China), Grupo Globo (Brazil), Comcast Corporation (US), Factbook Inc. (US), Bertelsmann SE & Co. KGaA (Germany), Viacom (US), Hasbro (US), and Mattel (US).
    Key Market Opportunities Emerging opportunities with 5g deployment        Growing trend of adoption of the blockchain
    Key Market Dynamics Increasing popularity of video games and esports              Increasing adoption of smartphones

    Market Highlights

    Author
    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in Market Research and Business Consulting, working under the spectrum of Information Communication Technology, Telecommunications and Semiconductor domains. Aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. Her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

    Leave a Comment

    FAQs

    How much is the Entertainment and Media market?

    The Entertainment and Media Market size was valued at USD 2,814.78 Billion in 2023.

    What is the growth rate of the Entertainment and Media market?

    The global market is projected to grow at a CAGR of 9.1% during the forecast period, 2024-2032.

    Which region held the largest market share in the Entertainment and Media market?

    North America had the largest share of the global market.

    Who are the key players in the Entertainment and Media market?

    The key players in the market are News Corporation (US), Advance (US), iHeartMedia Inc. (US), Discovery Inc. (US), Warner Media LLC (US),.

    Which type led the Entertainment and Media market?

    The radio monitoring category dominated the market in 2022.

    Which application had the largest market share in the Entertainment and Media market?

    Wired had the largest revenue share of the global market.

    1. 'TABLE
    2. OF CONTENTS
    3. EXECUTIVE SUMMARY
      1. Market Attractiveness Analysis
    4. GlobalENTERTAINMENT & MEDIA MARKET, by Type
      1. Global ENTERTAINMENT &
    5. MEDIA MARKET, byApplication
      1. GlobalENTERTAINMENT & MEDIA MARKET, by
    6. Region
    7. MARKET INTRODUCTION
      1. Definition
      2. Scope of the Study
    8. Market Structure
    9. RESEARCH METHODOLOGY
      1. Research Process
    10. Primary Research
      1. Secondary Research
      2. Market Size Estimation
    11. MARKET DYNAMICS
      1. Introduction
      2. Drivers
        1. Increasing
    12. popularity of video games and e-sports
      1. Increasing adoption of smartphones
    13. Restraint
      1. Increasing piracy in digital media
      2. Opportunity
        1. Emerging
    14. opportunities with 5G deployment
      1. Challenge
        1. Cybersecurity threats to
    15. online platforms
      1. Impact of COVID-19
        1. Impact on content creation
    16. Shift in media consumption
      1. Impact on radio & broadcasting channels
    17. Overall impact on M&E industry
    18. MARKET FACTOR ANALYSIS
      1. Value
    19. Chain Analysis/Supply Chain Analysis
      1. Porter’s Five Forces Model
    20. Bargaining Power of Suppliers
      1. Bargaining Power of Buyers
        1. Threat
    21. of New Entrants
      1. Threat of Substitutes
        1. Intensity of Rivalry
    22. GLOBALENTERTAINMENT & MEDIA MARKET, BY TYPE
      1. Introduction
      2. Book
    23. & Magazine
      1. Films
      2. Social Media
      3. Music & Theaters
    24. Animation
      1. Gaming & Gambling
      2. Outdoor Advertising
      3. Radio
    25. Broadcasting
      1. Amusement Park/Facilities
      2. Sports
      3. Toys
    26. Art
    27. GLOBAL ENTERTAINMENT & MEDIA MARKET, BYAPPLICATION
      1. Introduction
    28. Wired
      1. Wireless
    29. GLOBALENTERTAINMENT & MEDIA MARKET, BY REGION
    30. Overview
      1. North America
        1. Market Size & Estimates, by Country,
        2. Market Size & Estimates, by Type, 2023–2032
    31. Market Size & Estimates, by Application, 2023–2032
      1. US
        1. Market Size & Estimates,
    32. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. Canada
    33. Market Size & Estimates, by Application, 2023–2032
      1. Mexico
        1. Market
    34. Size & Estimates, by Type, 2023–2032
      1. Market Size & Estimates,
    35. by Application, 2023–2032
      1. Europe
        1. Market Size & Estimates,
    36. by Country, 2023–2032
      1. Market Size & Estimates, by Type, 2023–2032
    37. Market Size & Estimates, by Application, 2023–2032
      1. Germany
        1. Market
    38. Size & Estimates, by Type, 2023–2032
      1. Market Size & Estimates,
    39. by Application, 2023–2032
      1. UK
        1. Market Size & Estimates,
    40. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. France
    41. Market Size & Estimates, by Application, 2023–2032
      1. Italy
        1. Market
    42. Size & Estimates, by Type, 2023–2032
      1. Market Size & Estimates,
    43. by Application, 2023–2032
      1. Russia
        1. Market Size & Estimates,
    44. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. Spain
    45. Market Size & Estimates, by Application, 2023–2032
      1. Rest of Europe
    46. Market Size & Estimates, by Type, 2023–2032
      1. Market Size & Estimates,
    47. by Application, 2023–2032
      1. Asia-Pacific
        1. Market Size & Estimates,
    48. by Country, 2023–2032
      1. Market Size & Estimates, by Type, 2023–2032
    49. Market Size & Estimates, by Application, 2023–2032
      1. China (including Taiwan)
    50. Market Size & Estimates, by Type, 2023–2032
      1. Market Size & Estimates,
    51. by Application, 2023–2032
      1. Japan
        1. Market Size & Estimates,
    52. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. India
    53. Market Size & Estimates, by Application, 2023–2032
      1. Australia
        1. Market
    54. Size & Estimates, by Type, 2023–2032
      1. Market Size & Estimates,
    55. by Application, 2023–2032
      1. Indonesia
        1. Market Size & Estimates,
    56. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. South Korea
    57. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. Rest of Asia-Pacific
    58. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
      2. Middle East & Africa
        1. UAE
    59. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. Saudi Arabia
    60. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. Egypt
    61. Market Size & Estimates, by Application, 2023–2032
      1. Nigeria
        1. Market
    62. Size & Estimates, by Type, 2023–2032
      1. Market Size & Estimates,
    63. by Application, 2023–2032
      1. South Africa
        1. Market Size & Estimates,
    64. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. Rest of Middle East & Africa
    65. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
      2. South America
        1. Brazil
    66. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. Argentina
    67. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. Columbia
    68. by Type, 2023–2032
      1. Market Size & Estimates, by Application,
        1. Chile
    69. Market Size & Estimates, by Application, 2023–2032
      1. Rest of South America
    70. Market Size & Estimates, by Type, 2023–2032
      1. Market Size & Estimates,
    71. by Application, 2023–2032
    72. COMPETITIVE LANDSCAPE
      1. Introduction
      2. KeyPlayersMarket
    73. Share Analysis, 2020 (%)
      1. Competitive Benchmarking
      2. Competitor
    74. Dashboard
      1. Major Growth Strategy in the market
      2. Key Developments & Growth
    75. Strategies
      1. New Product Development
        1. Mergers & Acquisitions
    76. Contracts & Agreements
    77. COMPANY PROFILES
      1. News Corporation
    78. Company Overview
      1. Financial Overview
        1. Products/Services/Solutions
    79. Offered
      1. Key Developments
        1. SWOT Analysis
        2. Key Strategies
    80. Advance
      1. Company Overview
        1. Financial Overview
        2. Products/Services/Solutions
    81. Offered
      1. Key Developments
        1. SWOT Analysis
        2. Key Strategies
    82. iHeartMedia Inc.
      1. Company Overview
        1. Financial Overview
    83. Products/Services/Solutions Offered
      1. Key Developments
        1. SWOT
    84. Analysis
      1. Key Strategies
      2. Discovery, Inc.
        1. Company Overview
    85. Financial Overview
      1. Products/Services/Solutions Offered
        1. Key
    86. Developments
      1. SWOT Analysis
        1. Key Strategies
    87. Warner Media, LLC.
      1. Company Overview
        1. Financial Overview
    88. Products/Services/Solutions Offered
      1. Key Developments
        1. SWOT
    89. Analysis
      1. Key Strategies
      2. Verizon Communications Inc.
        1. Company
    90. Overview
      1. Financial Overview
        1. Products/Services/Solutions Offered
    91. Key Developments
      1. SWOT Analysis
        1. Key Strategies
    92. Alphabet Inc.
      1. Company Overview
        1. Financial Overview
    93. Products/Services/Solutions Offered
      1. Key Developments
        1. SWOT
    94. Analysis
      1. Key Strategies
      2. The Walt Disney Company
        1. Company
    95. Overview
      1. Financial Overview
        1. Products/Services/Solutions Offered
    96. Key Developments
      1. SWOT Analysis
        1. Key Strategies
    97. Baidu, Inc.
      1. Company Overview
        1. Financial Overview
    98. Products/Services/Solutions Offered
      1. Key Developments
        1. SWOT
    99. Analysis
      1. Key Strategies
      2. Grupo Globo
        1. Company Overview
    100. Financial Overview
      1. Products/Services/Solutions Offered
        1. Key
    101. Developments
      1. SWOT Analysis
        1. Key Strategies
    102. Comcast Corporation
      1. Company Overview
        1. Financial Overview
    103. Products/Services/Solutions Offered
      1. Key Developments
        1. SWOT
    104. Analysis
      1. Key Strategies
      2. Facebook Inc.
        1. Company Overview
    105. Financial Overview
      1. Products/Services/Solutions Offered
        1. Key
    106. Developments
      1. SWOT Analysis
        1. Key Strategies
    107. Bertelsmann SE & Co. KGaA
      1. Company Overview
        1. Financial Overview
    108. Products/Services/Solutions Offered
      1. Key Developments
        1. SWOT
    109. Analysis
      1. Key Strategies
      2. Viacom, Inc.
        1. Company Overview
    110. Financial Overview
    111. font-siz'

    Entertainment and media Market Segmentation

    Entertainment and Media Type Outlook (USD Billion, 2018-2032)

    • Music & Theater
    • Radio and Broadcasting
    • Social Media
    • Films
    • Sports
    • Animation
    • Gaming & Gambling
    • Outdoor/Leisure
    • Books and Magazine
    • Amusement park/facilities
    • Toys
    • Art

    Entertainment and Media Application Outlook (USD Billion, 2018-2032)

    • Wired
    • Wireless

    Entertainment and Media Regional Outlook (USD Billion, 2018-2032)

    • North America Outlook (USD Billion, 2018-2032)

      • North America Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • North America Entertainment and Media by Application
        • Wired
        • Wireless
      • US Outlook (USD Billion, 2018-2032)

      • US Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • US Entertainment and Media by Application
        • Wired
        • Wireless
      • CANADA Outlook (USD Billion, 2018-2032)

      • CANADA Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • CANADA Entertainment and Media by Application
        • Wired
        • Wireless
    • Europe Outlook (USD Billion, 2018-2032)

      • Europe Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Europe Entertainment and Media by Application
        • Wired
        • Wireless
      • Germany Outlook (USD Billion, 2018-2032)

      • Germany Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Germany Entertainment and Media by Application
        • Wired
        • Wireless
      • France Outlook (USD Billion, 2018-2032)

      • France Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • France Entertainment and Media by Application

        • Wired
        • Wireless
      • UK Outlook (USD Billion, 2018-2032)

      • UK Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • UK Entertainment and Media by Application
        • Wired
        • Wireless
      • ITALY Outlook (USD Billion, 2018-2032)

      • ITALY Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • ITALY Entertainment and Media by Application
        • Wired
        • Wireless
      • SPAIN Outlook (USD Billion, 2018-2032)

      • Spain Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Spain Entertainment and Media by Application
        • Wired
        • Wireless
      • Rest Of Europe Outlook (USD Billion, 2018-2032)

      • REST OF EUROPE Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Rest Of Europe Entertainment and Media by Application
        • Wired
        • Wireless
    • Asia-Pacific Outlook (USD Billion, 2018-2032)

      • Asia-Pacific Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Asia-Pacific Entertainment and Media by Application
        • Wired
        • Wireless
      • China Outlook (USD Billion, 2018-2032)

      • China Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • China Entertainment and Media by Application
        • Wired
        • Wireless
      • Japan Outlook (USD Billion, 2018-2032)

      • Japan Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Japan Entertainment and Media by Application
        • Wired
        • Wireless
      • India Outlook (USD Billion, 2018-2032)

      • India Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • India Entertainment and Media by Application
        • Wired
        • Wireless
      • Australia Outlook (USD Billion, 2018-2032)

      • Australia Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Australia Entertainment and Media by Application
        • Wired
        • Wireless
      • Rest of Asia-Pacific Outlook (USD Billion, 2018-2032)

      • Rest of Asia-Pacific Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Rest of Asia-Pacific Entertainment and Media by Application
        • Wired
        • Wireless
    • Rest of the World Outlook (USD Billion, 2018-2032)

      • Rest of the World Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Rest of the World Entertainment and Media by Application
        • Wired
        • Wireless
      • Middle East Outlook (USD Billion, 2018-2032)

      • Middle East Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Middle East Entertainment and Media by Application
        • Wired
        • Wireless
      • Africa Outlook (USD Billion, 2018-2032)

      • Africa Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Africa Entertainment and Media by Application
        • Wired
        • Wireless
      • Latin America Outlook (USD Billion, 2018-2032)

      • Latin America Entertainment and Media by Type
        • Music & Theater
        • Radio and Broadcasting
        • Social Media
        • Films
        • Sports
        • Animation
        • Gaming & Gambling
        • Outdoor/Leisure
        • Books and Magazine
        • Amusement park/facilities
        • Toys
        • Art
      • Latin America Entertainment and Media by Application
        • Wired
        • Wireless

     

     

    Entertainment and Media Market Research Report - Global Forecast till 2032 Infographic
    Free Sample Request

    Kindly complete the form below to receive a free sample of this Report

    Customer Strories

    “I am very pleased with how market segments have been defined in a relevant way for my purposes (such as "Portable Freezers & refrigerators" and "last-mile"). In general the report is well structured. Thanks very much for your efforts.”

    Victoria Milne Founder
    Case Study

    Chemicals and Materials