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Global Entertainment Market Size study, by Type (Books & Magazines, Films, Social media, Music & Theater, Animation, Gaming & Gambling, Outdoor Advertising, Radio Broadcasting, Amusement Park/Facilities, Sports, Toys, and Art) by Application (Wired and Wireless) and Regional Forecasts 2021-2027


Global Entertainment Market is valued approximately USD XX billion in 2020 and is anticipated to grow with a healthy growth rate of more than XX % over the forecast period 2021-2027. Entertainment ... もっと見る

 

 

出版社 出版年月 電子版価格 ページ数 言語
Bizwit Research & Consulting LLP
ビズウィットリサーチ&コンサルティング
2022年1月15日 US$4,950
シングルユーザーライセンス
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200 英語

 

Summary

Global Entertainment Market is valued approximately USD XX billion in 2020 and is anticipated to grow with a healthy growth rate of more than XX % over the forecast period 2021-2027. Entertainment is a type of activity which holds the attention of the audience or gives pleasure and delight. This can be an idea or a task, which in turn provides amusement or enjoyment. Entertainment can be solving daily crossword puzzle or watching a movie. The increasing product advancement has led the adoption of Entertainment across the forecast period. For Instance: in 2021, Google launched a product named News Showcase in India. It is a global vehicle which pay news publisher for their content online. Furthermore, in 2021, Disney Plus partnered with Xbox Game Pass for a partnership for gamers for playing Xbox Series X, Xbox Series S, and all of Microsoft's legacy Xbox One consoles. Also, with the increasing deployment of 5G technology the adoption & demand for Entertainment is likely to increase the market growth during the forecast period. However, increase in piracy of digital media is impeding the growth of the market over the forecast period of 2021-2027.

The key regions considered for the global Entertainment market study includes Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the dominating region across the world in terms of market share owing to the presence of key market player in the region and customers are spending a lot on the adoption of smartphones, smart devices such as digital assistants, smart speakers, IoT-enabled devices and internet for entertaining themselves. Whereas, Europe is anticipated to exhibit highest CAGR over the forecast period 2021-2027. Factors such as rising disposable income, rising purchasing power of consumer and technological advancement would create lucrative growth prospects for the Entertainment market across Asia-Pacific region.

Major market player included in this report are:
News Corporation
Advance
iHeartMedia Inc.
Discovery, Inc.
Warner Media, LLC.
Verizon Communications Inc.
Alphabet Inc.
The Walt Disney Company
Baidu, Inc.
Grupo Globo

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Type:
Books & Magazines
Films
Social media
Music & Theater, Animation
Gaming & Gambling
Outdoor Advertising
Radio Broadcasting
Amusement Park/Facilities
Sports
Toys
Art
By Application:
Wired
Wireless
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2018, 2019
Base year – 2020
Forecast period – 2021 to 2027

Target Audience of the Global Entertainment Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors


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Table of Contents

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2027 (USD Billion)
1.2.1. Entertainment Market, by Region, 2019-2027 (USD Billion)
1.2.2. Entertainment Market, by Type, 2019-2027 (USD Billion)
1.2.3. Entertainment Market, by Application, 2019-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Entertainment Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Entertainment Market Dynamics
3.1. Entertainment Market Impact Analysis (2019-2027)
3.1.1. Market Drivers
3.1.1.1. Increasing product advancement
3.1.2. Market Challenges
3.1.2.1. Increasing piracy in digital media
3.1.3. Market Opportunities
3.1.3.1. Emerging opportunities in 5G deployment
Chapter 4. Global Entertainment Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2018-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
4.5. Top investment opportunity
4.6. Top winning strategies
Chapter 5. Risk Assessment: COVID-19 Impact
5.1.1. Assessment of the overall impact of COVID-19 on the industry
5.1.2. Pre COVID-19 and post COVID-19 market scenario
Chapter 6. Global Entertainment Market, by Type
6.1. Market Snapshot
6.2. Global Entertainment Market by Type, Performance - Potential Analysis
6.3. Global Entertainment Market Estimates & Forecasts by Type 2018-2027 (USD Billion)
6.4. Entertainment Market, Sub Segment Analysis
6.4.1. Books & Magazines
6.4.2. Films
6.4.3. Social media
6.4.4. Music & Theater, Animation
6.4.5. Gaming & Gambling
6.4.6. Outdoor Advertising
6.4.7. Radio Broadcasting
6.4.8. Amusement Park/Facilities
6.4.9. Sports
6.4.10. Toys
6.4.11. Art
Chapter 7. Global Entertainment Market, by Application
7.1. Market Snapshot
7.2. Global Entertainment Market by Application, Performance - Potential Analysis
7.3. Global Entertainment Market Estimates & Forecasts by Application 2018-2027 (USD Billion)
7.4. Entertainment Market, Sub Segment Analysis
7.4.1. Wired
7.4.2. Wireless
Chapter 8. Global Entertainment Market, Regional Analysis
8.1. Entertainment Market, Regional Market Snapshot
8.2. North America Entertainment Market
8.2.1. U.S. Entertainment Market
8.2.1.1. Type breakdown estimates & forecasts, 2018-2027
8.2.1.2. Application breakdown estimates & forecasts, 2018-2027
8.2.2. Canada Entertainment Market
8.3. Europe Entertainment Market Snapshot
8.3.1. U.K. Entertainment Market
8.3.2. Germany Entertainment Market
8.3.3. France Entertainment Market
8.3.4. Spain Entertainment Market
8.3.5. Italy Entertainment Market
8.3.6. Rest of Europe Entertainment Market
8.4. Asia-Pacific Entertainment Market Snapshot
8.4.1. China Entertainment Market
8.4.2. India Entertainment Market
8.4.3. Japan Entertainment Market
8.4.4. Australia Entertainment Market
8.4.5. South Korea Entertainment Market
8.4.6. Rest of Asia Pacific Entertainment Market
8.5. Latin America Entertainment Market Snapshot
8.5.1. Brazil Entertainment Market
8.5.2. Mexico Entertainment Market
8.6. Rest of The World Entertainment Market

Chapter 9. Competitive Intelligence
9.1. Top Market Strategies
9.2. Company Profiles
9.2.1. News Corporation
9.2.1.1. Key Information
9.2.1.2. Overview
9.2.1.3. Financial (Subject to Data Availability)
9.2.1.4. Product Summary
9.2.1.5. Recent Developments
9.2.2. Advance
9.2.3. iHeartMedia Inc.
9.2.4. Discovery, Inc.
9.2.5. Warner Media, LLC.
9.2.6. Verizon Communications Inc.
9.2.7. Alphabet Inc.
9.2.8. The Walt Disney Company
9.2.9. Baidu, Inc.
9.2.10. Grupo Globo
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption

 

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