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Online Entertainment Market by Form (Video, Audio, Games, Internet Radio, and Others), Revenue Model (Subscription, Advertisement, Sponsorship, and Others), Devices (Smartphones; Smart TVs, Projectors, & Monitors; Laptop, Desktops, & Tablets; and Others): Global Opportunity Analysis and Industry Forecast 2021–2027

A06413
Pages: 296
Jun 2020 | 2282 Views
 
Author(s) : Anil Kamble , Roshan Deshmukh
Tables: 90
Charts: 88
 

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The online entertainment market size was valued at $183.1 billion in 2019, and is estimated to reach $652.5 billion by 2027, registering a CAGR of 20.82% from 2021 to 2027.         

Presently, maximum entertainment services are available online, which provides users with access to more content. The most popular forms of online entertainment are social media, online video games, online casinos, music streaming, and video streaming. Rise in penetration of smartphones and availability of internet service at affordable price are expected to drive global online entertainment market growth. Rapid adoption internet-enabled smart devices, including smartphones, smart TVs, laptops, desktops, and smart projectors significantly boost the demand for online entertainment content. Entertainment over the internet gained significant traction, owing to its benefits such as convenience, low cost, and choice of timings.    

Advancement in the smartphone technology and increase in utility of smartphones are expected to create huge demand for smartphones. Increase in size of smartphones and touchscreen displays has enhanced the visual and listening experience of viewers. Thus, surge in use of smartphone is expected to fuel the growth of the online entertainment market during the forecast period.      

Online-Entertainment-Market-2021-2027

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The online entertainment market segments, the report segments the product market into form, revenue model, device, and region. On the basis of form, the market is categorized into video, audio, games, internet radio, and others. By revenue model, it is segregated into subscription, advertisement, sponsorship, and others. According to device, it is divided into smartphones, smart TVs, projectors & monitors, laptop, desktops & tablets and others. Region wise, the market is analyzed across North America (the U.S., Canada, and Mexico), Europe (Germany, the UK, France, Russia, Italy, Spain, and rest of Europe), Asia-Pacific (China, India, Japan, Australia, South Korea, and rest of Asia-Pacific), and LAMEA (the Middle East, Latin America, and Africa).  

Online Entertainment Market
By Form

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Video segment helds the major share of 43.3% in 2019

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According to online entertainment market analysis, on the basis of form, the video segment accounted for the around one-third half of the online entertainment market share in 2019, and is expected to hold its share during the forecast period. This is majorly attributed to increase in use of digital media for advertisements and promotions of products and services. Digital advertisement has gained significant traction among businesses, owing to various benefits associated such as real time trackability, instant gratification, targeted, segmented audience, and cost-effectiveness. Thus, increase in advertising on the digital media majorly contributes to the growth of the online entertainment market.   

Online Entertainment Market
By Revenue Model

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Advertisement segment helds the major share of 53.5% in 2019

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Depending on revenue model, the subscription segment was valued at $46.5 billion in 2019, and is expected to grow to $226.1 billion by 2027, with a CAGR of 25.5%. Subscription revenue model is the method earing money or charging customers a recurring fee on a monthly or yearly basis. Most of the popular online entertainment companies such as Netflix and Spotify have built successful businesses by leveraging the growth potential of subscription. Subscription revenue model is expected to gain major popularity among the online business doting the forecast period, owing to benefits associated with it such as predictable revenue, increase in return on customer acquisition costs, and huge scope for up and cross-selling. 

Online Entertainment Market
By Device

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Smartphones segment helds the major share of 45.2% in 2019

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By device, smart TVs, projectors, & monitors are projected to grow at $164.3 billion by 2027, registering a CAGR of 22.3%. Advancement in display technology and increase in capabilities of smart TVs fuel the demand for smart TVs, projectors, & monitors, which, in turn, boost the growth of the online entertainment market size. Some of the advanced features of the smart TVs are fast user interface, streaming video services, universal search, and app store. Universal search feature in smart TVs facilitates users to browse internet. Furthermore, Miracast technology in smart TVs allow users to connect smartphone to smart TVs, which has gained immense popularity, and is expected to surge the demand for online entertainment content.    

Online Entertainment Market
By Region

2027
Europe 
North America
Asia Pacific
Lamea

North America helds the major share of 40.4% in 2019

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Region wise, North America dominated the online entertainment market in 2019, and is expected to sustain its dominance during the forecast period. The key factor driving the growth of the online entertainment market in the region is availability of advanced digital infrastructure, high rate of digital literacy, and quick adoption & favorable response for technological advancements. Furthermore, increase in popularity of online games supports the growth of the online entertainment market. Some of the recent popular video games in the U.S. are Diablo III, NBA 2K20, Call of Duty: Modern Warfare 2019, Borderlands 3, and Super Smash Bros. Ultimate.

The players in the online entertainment market have adopted various developmental strategies to expand their market share, increase profitability, and remain competitive in the market. The key players profiled in this report include Amazon Web Services (AWS), Netflix, Inc., Google LLC, Facebook, Tencent Holdings Ltd, Sony Corp, King Digital Entertainment Ltd, Spotify Technology S.A., Rakuten, Inc., and CBS Corporation.   
 
Key Benefits For Stakeholders

  • The report provides a quantitative analysis of the current online entertainment market trends, estimations, and dynamics of the market size from 2019 to 2027 to identify the prevailing opportunities.  

  • Porter’s five forces analysis highlights the potency of buyers and suppliers to enable stakeholders to make profit-oriented business decisions and strengthen their supplier–buyer network.

  • In-depth analysis and the market size and segmentation assists to determine the prevailing online entertainment market opportunities.  

  • The major countries in each region are mapped according to their revenue contribution to the market.   

  • The market player positioning segment facilitates benchmarking and provides a clear understanding of the present position of the market players in the online entertainment industry.  

Key Market Segments  

By Form

  • Video
  • Audio
  • Games
  • Internet Radio
  • Others  

By Revenue Model

  • Subscription
  • Advertisement
  • Sponsorship
  • Others

By Device

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

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France 
    • Russia
    • Italy
    • Spain
    • Rest Of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa  
 

CHAPTER 1:INTRODUCTION

1.1.Report description
1.2.Key benefits for stakeholders
1.3.Key market segments
1.4.Research methodology

1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools and models

CHAPTER 2:EXECUTIVE SUMMARY

2.1.Key findings of the study
2.2.CXO perspective

CHAPTER 3:MARKET OVERVIEW

3.1.Market definition and scope
3.2.Key findings

3.2.1.Top investment pockets

3.3.Value chain analysis
3.4.Porter’s five forces analysis
3.5.Market dynamics

3.5.1.Drivers

3.5.1.1.Technological advancements in smartphones
3.5.1.2.Low data tariffs along with increase in smartphone penetration
3.5.1.3.Surge in disposable income

3.5.2.Restraints

3.5.2.1.Digital illiteracy and limited digital infrastructure

3.5.3.Opportunities

3.5.3.1.Digital transformation in media & entertainment industry
3.5.3.2.Surge in expenditure on digital advertisement

CHAPTER 4:ONLINE ENTERTAINMENT MARKET, BY FORM

4.1.Overview

4.1.1.Market size and forecast

4.2.Video

4.2.1.Key market trends, growth factors, and opportunities
4.2.2.Market size and forecast

4.3.Audio

4.3.1.Key market trends, growth factors, and opportunities
4.3.2.Market size and forecast

4.4.Games

4.4.1.Key market trends, growth factors, and opportunities
4.4.2.Market size and forecast

4.5.Internet radio

4.5.1.Key market trends, growth factors, and opportunities
4.5.2.Market size and forecast

4.6.Others

4.6.1.Key market trends, growth factors, and opportunities
4.6.2.Market size and forecast

CHAPTER 5:ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL

5.1.Overview

5.1.1.Market size and forecast

5.2.Subscription

5.2.1.Key market trends, growth factors, and opportunities
5.2.2.Market size and forecast

5.3.Advertisement

5.3.1.Key market trends, growth factors, and opportunities
5.3.2.Market size and forecast

5.4.Sponsorship

5.4.1.Key market trends, growth factors, and opportunities
5.4.2.Market size and forecast

5.5.Others

5.5.1.Key market trends, growth factors, and opportunities
5.5.2.Market size and forecast

CHAPTER 6:ONLINE ENTERTAINMENT MARKET, BY DEVICE

6.1.Overview

6.1.1.Market size and forecast

6.2.Smartphones

6.2.1.Key market trends, growth factors, and opportunities
6.2.2.Market size and forecast

6.3.Smart TVs, projectors, & monitors

6.3.1.Key market trends, growth factors, and opportunities
6.3.2.Market size and forecast

6.4.Laptop, desktops, & tablets

6.4.1.Key market trends, growth factors, and opportunities
6.4.2.Market size and forecast

6.5.Others

6.5.1.Key market trends, growth factors, and opportunities
6.5.2.Market size and forecast

CHAPTER 7:ONLINE ENTERTAINMENT MARKET, BY REGION

7.1.Overview

7.1.1.Market size and forecast, by region

7.2.North America

7.2.1.Key market trends, growth factors, and opportunities
7.2.2.Market size and forecast, by form.
7.2.3.Market size and forecast, by revenue model
7.2.4.Market size and forecast, by device
7.2.5.Market size and forecast, by country

7.2.5.1.U.S.

7.2.5.1.1.Market size and forecast, by form
7.2.5.1.2.Market size and forecast, by revenue model
7.2.5.1.3.Market size and forecast, by device

7.2.5.2.Canada

7.2.5.2.1.Market size and forecast, by form
7.2.5.2.2.Market size and forecast, by revenue model
7.2.5.2.3.Market size and forecast, by device

7.2.5.3.Mexico

7.2.5.3.1.Market size and forecast, by form
7.2.5.3.2.Market size and forecast, by revenue model
7.2.5.3.3.Market size and forecast, by device

7.3.Europe

7.3.1.Key market trends, growth factors, and opportunities
7.3.2.Market size and forecast, by form
7.3.3.Market size and forecast, by revenue model
7.3.4.Market size and forecast, by device
7.3.5.Market size and forecast, by country

7.3.5.1.Germany

7.3.5.1.1.Market size and forecast, by form
7.3.5.1.2.Market size and forecast, by revenue model
7.3.5.1.3.Market size and forecast, by device

7.3.5.2.UK

7.3.5.2.1.Market size and forecast, by form
7.3.5.2.2.Market size and forecast, by revenue model
7.3.5.2.3.Market size and forecast, by device

7.3.5.3.France

7.3.5.3.1.Market size and forecast, by form
7.3.5.3.2.Market size and forecast, by revenue model
7.3.5.3.3.Market size and forecast, by device

7.3.5.4.Russia

7.3.5.4.1.Market size and forecast, by form
7.3.5.4.2.Market size and forecast, by revenue model
7.3.5.4.3.Market size and forecast, by device

7.3.5.5.Italy

7.3.5.5.1.Market size and forecast, by form
7.3.5.5.2.Market size and forecast, by revenue model
7.3.5.5.3.Market size and forecast, by device

7.3.5.6.Spain

7.3.5.6.1.Market size and forecast, by form
7.3.5.6.2.Market size and forecast, by revenue model
7.3.5.6.3.Market size and forecast, by device

7.3.5.7.Rest of Europe

7.3.5.7.1.Market size and forecast, by form
7.3.5.7.2.Market size and forecast, by revenue model
7.3.5.7.3.Market size and forecast, by device

7.4.Asia-Pacific

7.4.1.Key market trends, growth factors, and opportunities
7.4.2.Market size and forecast, by form
7.4.3.Market size and forecast, by revenue model
7.4.4.Market size and forecast, by device
7.4.5.Market size and forecast, by country

7.4.5.1.China

7.4.5.1.1.Market size and forecast, by form
7.4.5.1.2.Market size and forecast, by revenue model
7.4.5.1.3.Market size and forecast, by device

7.4.5.2.India

7.4.5.2.1.Market size and forecast, by form
7.4.5.2.2.Market size and forecast, by revenue model
7.4.5.2.3.Market size and forecast, by device

7.4.5.3.Japan

7.4.5.3.1.Market size and forecast, by form
7.4.5.3.2.Market size and forecast, by revenue model
7.4.5.3.3.Market size and forecast, by device

7.4.5.4.Australia

7.4.5.4.1.Market size and forecast, by form
7.4.5.4.2.Market size and forecast, by revenue model
7.4.5.4.3.Market size and forecast, by device

7.4.5.5.South Korea

7.4.5.5.1.Market size and forecast, by form
7.4.5.5.2.Market size and forecast, by revenue model
7.4.5.5.3.Market size and forecast, by device

7.4.5.6.Rest of Asia-Pacific

7.4.5.6.1.Market size andforecast, by form
7.4.5.6.2.Market size and forecast, by revenue model
7.4.5.6.3.Market size and forecast, by device

7.5.LAMEA

7.5.1.Key market trends, growth factors, and opportunities
7.5.2.Market size and forecast, by form
7.5.3.Market size and forecast, by revenue model
7.5.4.Market size and forecast, by device
7.5.5.Market size and forecast, by country

7.5.5.1.Latin America

7.5.5.1.1.Market size and forecast, by form
7.5.5.1.2.Market size and forecast, byrevenue model
7.5.5.1.3.Market size and forecast, by device

7.5.5.2.Middle East

7.5.5.2.1.Market size and forecast, by form
7.5.5.2.2.Market size and forecast, by revenue model
7.5.5.2.3.Market size and forecast, by device

7.5.5.3.Africa

7.5.5.3.1.Market size and forecast, by form
7.5.5.3.2.Market size and forecast, by revenue model
7.5.5.3.3.Market size and forecast, by device

CHAPTER 8:COMPETITION LANDSCAPE

8.1.Top winning strategies
8.2.Product mapping
8.3.Competitive dashboard
8.4.Competitive heat map
8.5.Key developments

8.5.1.Acquisition
8.5.2.Agreement
8.5.3.Business expansion
8.5.4.Investment
8.5.5.Partnership
8.5.6.Product launch

CHAPTER 9:COMPANY PROFILES

9.1.AMAZON PRIME

9.1.1.Company overview
9.1.2.Key executive
9.1.3.Company snapshot
9.1.4.Operating business segments
9.1.5.Product portfolio
9.1.6.Business performance
9.1.7.Key strategic moves and developments

9.2.FACEBOOK, INC.

9.2.1.Company overview
9.2.2.Key executive
9.2.3.Company snapshot
9.2.4.Product portfolio
9.2.5.R&D expenditure
9.2.6.Business performance
9.2.7.Key strategic moves and developments

9.3.GOOGLE (ALPHABET, INC.)

9.3.1.Company overview
9.3.2.Key executive
9.3.3.Company snapshot
9.3.4.Operating business segments
9.3.5.Product portfolio
9.3.6.R&D expenditure
9.3.7.Business performance
9.3.8.Key strategic moves and developments

9.4.KING.COM LTD.

9.4.1.Company overview
9.4.2.Key executive
9.4.3.Company snapshot
9.4.4.Operating business segments
9.4.5.Product portfolio
9.4.6.R&D expenditure
9.4.7.Business performance

9.5.NETFLIX, INC.

9.5.1.Company overview
9.5.2.Key executive
9.5.3.Company snapshot
9.5.4.Product portfolio
9.5.5.R&D expenditure
9.5.6.Business performance
9.5.7.Key strategic moves and developments

9.6.RAKUTEN, INC.

9.6.1.Company overview
9.6.2.Key executive
9.6.3.Company snapshot
9.6.4.Product portfolio
9.6.5.Business performance
9.6.6.Key strategic moves and developments

9.7.SONY CORPORATION

9.7.1.Company overview
9.7.2.Key executive
9.7.3.Company snapshot
9.7.4.Operating business segments
9.7.5.Product portfolio
9.7.6.R&D expenditure
9.7.7.Business performance
9.7.8.Key strategic moves and developments

9.8.SPOTIFY TECHNOLOGY S.A.

9.8.1.Company overview
9.8.2.Key executive
9.8.3.Company snapshot
9.8.4.Operating business segments
9.8.5.Product portfolio
9.8.6.R&D expenditure
9.8.7.Business performance

9.9.TENCENT HOLDINGS LTD.

9.9.1.Company overview
9.9.2.Key executive
9.9.3.Company snapshot
9.9.4.Operating business segments
9.9.5.Product portfolio
9.9.6.Business performance
9.9.7.Key strategic moves and developments

9.10.UBISOFT ENTERTAINMENT

9.10.1.Company overview
9.10.2.Key executive
9.10.3.Company snapshot
9.10.4.Product portfolio
9.10.5.R&D expenditure
9.10.6.Business performance
9.10.7.Key strategic moves and developments

LIST OF TABLES

TABLE 01.GLOBAL ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 02.ONLINE VIDEO ENTERTAINMENT MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 03.ONLINE AUDIO ENTERTAINMENT MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 04.ONLINE GAMES ENTERTAINMENT MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 05.ONLINE INTERNET RADIO ENTERTAINMENT MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 06.ONLINE OTHERS ENTERTAINMENT MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 07.GLOBAL ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 08.ONLINE SUBSCRIPTION ENTERTAINMENT MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 09.ONLINEADVERTISEMENTENTERTAINMENT MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 10.ONLINE SPONSORSHIP ENTERTAINMENT MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 11.ONLINE OTHERS ENTERTAINMENT MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 12.ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 13.ONLINE ENTERTAINMENT MARKET REVENUE FOR SMARTPHONES, BY REGION, 2019–2027 ($MILLION)
TABLE 14.ONLINEENTERTAINMENT MARKET REVENUE FOR SMART TVS, PROJECTORS, & MONITORS, BY REGION, 2019–2027 ($MILLION)
TABLE 15.ONLINE ENTERTAINMENT MARKET REVENUE FOR LAPTOP, DESKTOPS, & TABLETS, BY REGION, 2019–2027 ($MILLION)
TABLE 16.ONLINE ENTERTAINMENT MARKET REVENUE THROUGH OTHER DEVICES, BY REGION, 2019–2027 ($MILLION)
TABLE 17.ONLINE ENTERTAINMENT MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 18.NORTH AMERICA ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 19.NORTH AMERICA ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 20.NORTH AMERICA ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 21.NORTH AMERICA ONLINE ENTERTAINMENT MARKET REVENUE, BY COUNTRY, 2019–2027 ($MILLION)
TABLE 22.U.S. ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 23.U.S ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 24.U.S. ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 25.CANADA ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 26.CANADA ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 27.CANADA ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 28.MEXICO ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 29.MEXICO ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 30.MEXICO ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 31.EUROPE ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 32.EUROPE ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 33.EUROPE ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 34.EUROPE ONLINE ENTERTAINMENT MARKET REVENUE, BY COUNTRY, 2019–2027 ($MILLION)
TABLE 35.GERMANY ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 36.GERMANY ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 37.GERMANY ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 38.UK ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 39.UK ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 40.UK ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 41.FRANCE ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 42.FRANCE ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 43.FRANCE ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 44.RUSSIA ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 45.RUSSIA ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 46.RUSSIA ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 47.ITALY ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 48.ITALY ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 49.ITALY ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 50.SPAIN ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 51.SPAIN ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 52.SPAIN ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 53.REST OFEUROPE ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 54.REST OFEUROPE ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 55.REST OFEUROPE ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 56.ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 57.ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 58.ASIA-PACIFICONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 59.ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET REVENUE, BY COUNTRY, 2019–2027 ($MILLION)
TABLE 60.CHINA ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 61.CHINA ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 62.CHINA ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 63.INDIA ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 64.INDIA ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 65.INDIA ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 66.JAPAN ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 67.JAPAN ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 68.JAPAN ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 69.AUSTRALIA ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 70.AUSTRALIA ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 71.AUSTRALIA ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 72.SOUTH KOREA ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 73.SOUTH KOREA ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 74.SOUTH KOREA ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 75.REST OF ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 76.REST OF ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 77.REST OF ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 78.LAMEA ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 79.LAMEA ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 80.LAMEA ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 81.LAMEA ONLINE ENTERTAINMENT MARKET REVENUE, BY COUNTRY, 2019–2027 ($MILLION)
TABLE 82.LATIN AMERICA ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 83.LATIN AMERICA ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 84.LATIN AMERICA ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 85.MIDDLE EAST ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 86.MIDDLEEAST ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 87.MIDDLE EAST ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 88.AFRICA ONLINE ENTERTAINMENT MARKET REVENUE, BY FORM, 2019–2027 ($MILLION)
TABLE 89.AFRICA ONLINE ENTERTAINMENT MARKET REVENUE, BY REVENUE MODEL, 2019–2027 ($MILLION)
TABLE 90.AFRICA ONLINE ENTERTAINMENT MARKET REVENUE, BY DEVICE, 2019–2027 ($MILLION)
TABLE 91.AMAZON PRIME: KEY EXECUTIVE
TABLE 92.AMAZON PRIME: COMPANY SNAPSHOT
TABLE 93.AMAZON PRIME: OPERATING SEGMENTS
TABLE 94.AMAZON PRIME: PRODUCT PORTFOLIO
TABLE 95.AMAZON PRIME: NET SALES, 2017–2019 ($MILLION)
TABLE 96.FACEBOOK, INC.: KEY EXECUTIVE
TABLE 97.FACEBOOK, INC.: COMPANY SNAPSHOT
TABLE 98.FACEBOOK, INC.: PRODUCT PORTFOLIO
TABLE 99.FACEBOOK, INC.: R&D EXPENDITURE, 2017–2019 ($MILLION)
TABLE 100.FACEBOOK, INC.: NET SALES, 2017–2019 ($MILLION)
TABLE 101.GOOGLE (ALPHABET, INC.): KEY EXECUTIVE
TABLE 102.GOOGLE (ALPHABET, INC.): COMPANY SNAPSHOT
TABLE 103.GOOGLE (ALPHABET, INC.): OPERATING SEGMENTS
TABLE 104.GOOGLE (ALPHABET, INC.): PRODUCT PORTFOLIO
TABLE 105.GOOGLE (ALPHABET, INC.): R&D EXPENDITURE, 2017–2019 ($MILLION)
TABLE 106.GOOGLE (ALPHABET, INC.): NET SALES, 2017–2019 ($MILLION)
TABLE 107.KING.COM LTD.: KEY EXECUTIVE
TABLE 108.KING.COM LTD.: COMPANY SNAPSHOT
TABLE 109.KING.COM LTD.: OPERATING SEGMENTS
TABLE 110.KING.COM LTD.: PRODUCT PORTFOLIO
TABLE 111.KING.COM LTD.: R&D EXPENDITURE, 2017–2019 ($MILLION)
TABLE 112.KING.COM LTD.: NET SALES, 2017–2019 ($MILLION)
TABLE 113.NETFLIX, INC.: KEY EXECUTIVE
TABLE 114.NETFLIX, INC.: COMPANY SNAPSHOT
TABLE 115.NETFLIX, INC.: PRODUCT PORTFOLIO
TABLE 116.NETFLIX, INC.: R&D EXPENDITURE, 2017–2019 ($MILLION)
TABLE 117.NETFLIX, INC.: NET SALES, 2017–2019 ($MILLION)
TABLE 118.RAKUTEN, INC.: KEY EXECUTIVE
TABLE 119.RAKUTEN, INC.: COMPANY SNAPSHOT
TABLE 120.RAKUTEN, INC.: PRODUCT PORTFOLIO
TABLE 121.RAKUTEN, INC.: NET SALES, 2017–2019 ($MILLION)
TABLE 122.SONY CORPORATION: KEY EXECUTIVE
TABLE 123.SONY CORPORATION: COMPANY SNAPSHOT
TABLE 124.SONY CORPORATION: OPERATING SEGMENTS
TABLE 125.SONY CORPORATION: PRODUCT PORTFOLIO
TABLE 126.SONY CORPORATION: R&D EXPENDITURE, 2017–2019 ($MILLION)
TABLE 127.SONY CORPORATION: NET SALES, 2017–2019 ($MILLION)
TABLE 128.SPOTIFY TECHNOLOGY S.A.: KEY EXECUTIVE
TABLE 129.SPOTIFY TECHNOLOGY S.A.: COMPANY SNAPSHOT
TABLE 130.SPOTIFY TECHNOLOGY S.A.: OPERATING SEGMENTS
TABLE 131.SPOTIFY TECHNOLOGY S.A.: PRODUCT PORTFOLIO
TABLE 132.SPOTIFY TECHNOLOGY S.A.: R&D EXPENDITURE, 2017–2019 ($MILLION)
TABLE 133.SPOTIFY TECHNOLOGY S.A.: NET SALES, 2017–2019 ($MILLION)
TABLE 134.TENCENT HOLDINGS LTD.: KEY EXECUTIVE
TABLE 135.TENCENT HOLDINGS LTD.: COMPANY SNAPSHOT
TABLE 136.TENCENT HOLDINGS LTD.: OPERATING SEGMENTS
TABLE 137.TENCENT HOLDINGS LTD.: PRODUCT PORTFOLIO
TABLE 138.TENCENT HOLDINGS LTD.: NET SALES, 2017–2019 ($MILLION)
TABLE 139.UBISOFT ENTERTAINMENT: KEY EXECUTIVE
TABLE 140.UBISOFT ENTERTAINMENT: COMPANY SNAPSHOT
TABLE 141.UBISOFT ENTERTAINMENT: PRODUCT PORTFOLIO
TABLE 142.UBISOFT ENTERTAINMENT: R&D EXPENDITURE, 2017–2019 ($MILLION)
TABLE 143.UBISOFT ENTERTAINMENT: NET SALES, 2017–2019 ($MILLION)

LIST OF FIGURES

FIGURE 01.ONLINE ENTERTAINMENT MARKET SNAPSHOT
FIGURE 02.GLOBAL ONLINE ENTERTAINMENT MARKET SEGMENTATION
FIGURE 03.TOP INVESTMENT POCKETS
FIGURE 04.VALUE CHAIN ANALYSIS
FIGURE 05.HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 06.LOW BARGAINING POWER OF BUYERS
FIGURE 07.MODERATE THREAT OF SUBSTITUTION
FIGURE 08.HIGH THREAT OF NEW ENTRANTS
FIGURE 09.HIGH INTENSITY OF COMPETITIVE RIVALRY
FIGURE 10.ONLINE ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, AND OPPORTUNITIES
FIGURE 11.INCREASE IN PERCENTAGE OF INTERNET USERS
FIGURE 12.GLOBAL ONLINE ENTERTAINMENT MARKET, BY FORM, 2019 (%)
FIGURE 13.COMPARATIVE SHARE ANALYSIS OF ONLINE VIDEO ENTERTAINMENT MARKET, BY COUNTRY, 2019 & 2027 (%)
FIGURE 14.GLOBAL RECORDED MUSIC INDUSTRY REVENUE, 1999-2017 ($BILLION)
FIGURE 15.COMPARATIVE SHARE ANALYSIS OF ONLINE AUDIO ENTERTAINMENT MARKET, BY COUNTRY, 2019 & 2027 (%)
FIGURE 16.COMPARATIVE SHARE ANALYSIS OF ONLINE GAMES ENTERTAINMENT MARKET, BY COUNTRY, 2019 & 2027 (%)
FIGURE 17.COMPARATIVE SHARE ANALYSIS OF ONLINE INTERNET RADIO ENTERTAINMENT MARKET, BY COUNTRY,  2019 & 2027 (%)
FIGURE 18.COMPARATIVE SHARE ANALYSIS OF ONLINE GAMES ENTERTAINMENT MARKET, BY COUNTRY, 2019 & 2027 (%)
FIGURE 19.ONLINE ENTERTAINMENT MARKET, BY REVENUE MODEL, 2019 (%)
FIGURE 20.COMPARATIVE SHARE ANALYSIS OF ONLINE SUBSCRIPTION ENTERTAINMENT MARKET, BY COUNTRY,  2019 & 2027 (%)
FIGURE 21.COMPARATIVE SHARE ANALYSIS OF ONLINE ADVERTISEMENT ENTERTAINMENT MARKET, BY COUNTRY,  2019 & 2027 (%)
FIGURE 22.COMPARATIVE SHARE ANALYSIS OF ONLINE SPONSORSHIP ENTERTAINMENT MARKET, BY COUNTRY,  2019 & 2027 (%)
FIGURE 23.COMPARATIVE SHARE ANALYSIS OF ONLINE OTHERS ENTERTAINMENT MARKET, BY COUNTRY, 2019 & 2027 (%)
FIGURE 24.GLOBAL ONLINE ENTERTAINMENT MARKET, BY DEVICE, 2019 (%)
FIGURE 25.COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR SMARTPHONES, BY COUNTRY,  2019 & 2027 (%)
FIGURE 26.COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR SMART TVS, PROJECTORS, & MONITORS, BY COUNTRY, 2019 & 2027 (%)
FIGURE 27.COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKET FOR LAPTOP, DESKTOPS, & TABLETS,  BY COUNTRY, 2019 & 2027 (%)
FIGURE 28.COMPARATIVE SHARE ANALYSIS OF ONLINE ENTERTAINMENT MARKETFOR OTHER DEVICES, BY COUNTRY,  2019 & 2027 (%)
FIGURE 29.ONLINE ENTERTAINMENT MARKET, BY REGION, 2019 (%)
FIGURE 30.U.S.ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 31.CANADA ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 32.MEXICO ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 33.GERMANY ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 34.UK ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 35.FRANCE ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 36.RUSSIA ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 37.ITALY ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 38.SPAIN ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 39.REST OFEUROPE ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 40.CHINA ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 41.INDIA ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 42.JAPAN ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 43.AUSTRALIA ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 44.SOUTH KOREA ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 45.REST OF ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 46.LATIN AMERICAS EXUAL WELLNESS MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 47.MIDDLE EAST ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 48.AFRICA ONLINE ENTERTAINMENT MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 49.TOP WINNING STRATEGIES, BY YEAR, 2017–2020*
FIGURE 50.TOP WINNING STRATEGIES, BY DEVELOPMENT, 2017–2020* (%)
FIGURE 51.TOP WINNING STRATEGIES, BY COMPANY, 2017–2020*
FIGURE 52.PRODUCT MAPPING OF TOP 10 KEY PLAYERS
FIGURE 53.COMPETITIVE DASHBOARD OF TOP 10 KEY PLAYERS
FIGURE 54.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
FIGURE 55.AMAZON PRIME: NET SALES, 2017–2019 ($MILLION)
FIGURE 56.AMAZON PRIME: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 57.AMAZON PRIME: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 58.FACEBOOK, INC.: R&D EXPENDITURE, 2017–2019 ($MILLION)
FIGURE 59.FACEBOOK, INC.: NET SALES, 2017–2019 ($MILLION)
FIGURE 60.FACEBOOK, INC.: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 61.GOOGLE (ALPHABET, INC.): R&D EXPENDITURE, 2017–2019 ($MILLION)
FIGURE 62.GOOGLE (ALPHABET, INC.): NET SALES, 2017–2019 ($MILLION)
FIGURE 63.GOOGLE (ALPHABET, INC.): REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 64.GOOGLE (ALPHABET, INC.): REVENUE SHARE BY REGION, 2019 (%)
FIGURE 65.KING.COM LTD.: R&D EXPENDITURE, 2017–2019 ($MILLION)
FIGURE 66.KING.COM LTD.: NET SALES, 2017–2019 ($MILLION)
FIGURE 67.KING.COM LTD.: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 68.KING.COM LTD.: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 69.NETFLIX, INC.: R&D EXPENDITURE, 2017–2019 ($MILLION)
FIGURE 70.NETFLIX, INC.: NET SALES, 2017–2019 ($MILLION)
FIGURE 71.NETFLIX, INC.: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 72.RAKUTEN, INC.: NET SALES, 2017–2019 ($MILLION)
FIGURE 73.RAKUTEN, INC.: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 74.RAKUTEN, INC.: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 75.SONY CORPORATION: R&D EXPENDITURE, 2017–2019 ($MILLION)
FIGURE 76.SONY CORPORATION: NET SALES, 2017–2019 ($MILLION)
FIGURE 77.SONY CORPORATION: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 78.SONY CORPORATION: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 79.SPOTIFY TECHNOLOGY S.A.: R&D EXPENDITURE, 2017–2019 ($MILLION)
FIGURE 80.SPOTIFY TECHNOLOGY S.A.: NET SALES, 2017–2019 ($MILLION)
FIGURE 81.SPOTIFY TECHNOLOGY S.A.: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 82.SPOTIFY TECHNOLOGY S.A.: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 83.TENCENT HOLDINGS LTD.: NET SALES, 2017–2019 ($MILLION)
FIGURE 84.TENCENT HOLDINGS LTD.: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 85.TENCENT HOLDINGS LTD.: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 86.UBISOFT ENTERTAINMENT: R&D EXPENDITURE, 2017–2019 ($MILLION)
FIGURE 87.UBISOFT ENTERTAINMENT: NET SALES, 2017–2019 ($MILLION)
FIGURE 88.UBISOFT ENTERTAINMENT: REVENUE SHARE BY SEGMENT, 2019 (%)

 
 

As per the perspective of top-level CXOs, the global online entertainment market is expected to offer remunerative business opportunities in the developing economies such as India and China. This is attributed to increase in digitalization of the entertainment & media industry, expansion of the internet user base, and surge in disposable.

Increase in penetration of smart devices and decrease in cost of internet boost the demand for online entertainment content such as videos, audios, e-books, and online games over smartphones. Furthermore, surge in popularity of the social media platform is promoting the online video content creators to deign unique products for social media. For instance, recently introduced online music streaming services include Spotify, Amazon Music, Tidal, YouTube Music, and Apple Music. 

The CXOs further added that surge in online gaming popularity and increase in attention for e-books has been increasing, which are expected to significantly contribute toward the growth of the online entertainment market. In the developing countries such as India and China, online fantasy sports gaming (OFSG) has been gaining significant traction among the audience, owing to increase in trend of sports such as cricket, football, and kabaddi. 

Key players in the market have adopted new service launch, continuous innovation, and acquisition as their key developmental strategies to cater to the rising demands for online entertainment. Internet radio is 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.                            `

However, the existing challenges such as high digital illiteracy rate and limited accesses to internet & digital infrastructure limit the growth of the online entertainment market.
 

 

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FREQUENTLY ASKED QUESTIONS?
 

A. The online entertainment market size was valued at $183.1 billion in 2019, and is estimated to reach $ 652.5 billion by 2027, registering a CAGR of 20.82% from 2021 to 2027.

A. The forecast period in the report is 2021–2027.

A. The market value of online entertainment market is $183.1 billion in 2019.

A. Amazon Web Services (AWS), Netflix, Inc., Google LLC, Facebook, Tencent Holdings Ltd., Sony Corp, King Digital Entertainment Ltd., Spotify Technology S.A. are some of the key industry leaders for the online entertainment market.

A. Yes.

A. Increased internet user base and technological advancement in the smart devices including smartphones and smart TVs are key trends in the online entertainment market report.

A. Online entertainment market in China, India and rest of Asia Pacific was valued at $13,702.0 million, $4,714.2 million and $3,071.4 million in 2019, with registering a CAGR of 20.1%, 28.8% and 30.8% respectively.

A. Video online entertainment is the leading segment in the online entertainment market.

 

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