封面
市场调查报告书
商品编码
1514837

全球线上娱乐市场规模研究,按形式、收入模式、设备和地区预测 2022-2032

Global Online Entertainment Market Size Study, by Form, by Revenue Model, by Device and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 200 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2023 年全球线上娱乐市场价值约为 2,848 亿美元,预计在 2024-2032 年预测期内将以超过 15% 的健康成长率成长。线上娱乐产业涉及透过网路存取娱乐材料,包括音乐、影片、书籍和游戏。网路普及率的激增以及智慧型手机、智慧电视和笔记型电脑等智慧型装置的普及,显着增加了网民数量转向线上娱乐的偏好。高速网路的兴起和串流媒体技术的进步改变了人们消费娱乐的方式。 Netflix、Hulu 和 Disney+ 等平台已使点播串流媒体成为主流,允许用户随时从任何装置观看内容。此外,智慧型手机和平板电脑的普及使娱乐变得更加容易,从而促进了游戏、电影和音乐行动应用程式的成长。这些设备使用户能够随时随地享受娱乐,从而扩大了线上娱乐市场规模。此外,VR 和 AR 技术提供身临其境的娱乐体验,推动游戏、虚拟音乐会和互动故事讲述的创新,为用户提供与内容互动的新方式。

消费者行为的转变是推动线上娱乐市场成长的另一个重要因素,受到人口变化、生活方式趋势和不断变化的偏好的影响。消费者寻求个人化的娱乐体验,平台利用资料分析和人工智慧演算法根据用户偏好推荐内容。这创造了更客製化的体验,扩大了线上娱乐市场规模。基于订阅的模式(例如串流媒体服务和游戏平台提供的模式)越来越受欢迎,因为消费者欣赏按固定月费无限观看或畅玩的便利性,从而减少了个人购买或租赁的需求。

然而,资料隐私和安全问题给线上娱乐市场的成长带来了挑战。随着平台收集和使用个人资料来提供个人化内容和有针对性的广告,消费者变得更加关注资料隐私和安全。引人注目的资料外洩和个人资讯滥用削弱了消费者的信任。欧洲的《一般资料保护规范》(GDPR) 和美国的《加州消费者隐私法案》(CCPA) 等监管框架制定了严格的资料处理准则,增加了企业的合规成本。此外,线上娱乐平台容易受到网路攻击,包括骇客攻击、勒索软体和资料洩露,从而扰乱线上娱乐市场份额并洩露敏感资讯。

内容授权和智慧财产权(IP)问题也为市场带来了挑战。线上娱乐平台依赖授权内容,例如电影、电视节目、音乐和游戏,这些内容都附带许可费用和限制。取得许可证的成本很高,影响获利能力。限制性授权协议限制了平台可以提供的内容的多样性。此外,随着用户生成内容和内容共享的兴起,知识产权侵权已成为一个问题。未经授权使用受版权保护的资料会导致法律纠纷和经济处罚,阻碍市场的成长并影响线上娱乐市场的需求。

内容和获利模式的多样化为线上娱乐市场带来了巨大的机会。透过探索各种内容格式,例如互动式故事叙述、虚拟实境 (VR)、扩增实境 (AR)、直播和用户生成的内容,平台创造了吸引更广泛受众的独特体验。这种多元化使公司能够吸引不同的用户群体并在竞争格局中保持领先地位。创新的货币化策略可促进创收。除了传统的订阅和广告模式之外,该公司还提供免费增值服务,其中基本内容是免费的,而高级功能则需要付费才能使用,从而为线上娱乐市场机会做出了贡献。微交易和应用程式内购买在游戏或应用程式中提供额外的内容或虚拟商品,而与品牌和影响者的合作伙伴关係和赞助则创建赞助内容。此外,Patreon 等平台允许内容创作者透过每月订阅或一次性贡献获得粉丝的直接支持,从而促进创作者与其受众之间更紧密的联繫。这些多元化的方法帮助公司保持灵活性,吸引不同的受众,并适应线上娱乐市场不断变化的需求,从而促进线上娱乐市场的成长。

由于先进的技术基础设施、庞大而富裕的消费者基础、领先的娱乐公司以及多元化的文化输出,北美在全球线上娱乐市场占据主导地位。凭藉广泛的高速互联网和强大的 4G 和 5G 网络,该地区为串流媒体、线上游戏和其他数据密集型活动提供了无缝环境。北美是 Netflix、迪士尼和 YouTube 等主要娱乐平台的所在地,这些平台推动创新并引领产业趋势。该地区多元化的文化内容,从好莱坞电影到音乐和电视节目,具有显着的全球影响力,吸引世界各地的观众。在创投和私募股权的支持下,对科技和娱乐新创公司的大力投资推动了线上娱乐产业的成长。同时,该地区健全的智慧财产权保护法律框架鼓励了创新。这些因素共同使北美成为线上娱乐市场的主导力量。然而,由于可支配收入增加、支援优质内容和应用程式内购买,亚太地区的市场预计在预测期内将以最快的速度成长。此外,物联网设备的采用激增以及整个地区互联网的快速普及正在成为预计几年内该地区市场成长的催化因素。

本报告中包含的主要市场参与者包括:

  • 亚马逊网路服务 (AWS)
  • Netflix公司
  • 谷歌有限责任公司
  • Facebook
  • 腾讯控股有限公司
  • 索尼公司
  • 国王数位娱乐有限公司
  • Spotify 技术公司
  • 乐天株式会社
  • 哥伦比亚广播公司

目录

第 1 章:全球线上娱乐市场执行摘要

  • 全球线上娱乐市场规模及预测(2022-2032)
  • 区域概要
  • 分部摘要
    • 按形式
    • 按收入模式
    • 按设备
  • 主要趋势
  • 经济衰退的影响
  • 分析师推荐与结论

第 2 章:全球线上娱乐市场定义与研究假设

  • 研究目的
  • 市场定义
  • 研究假设
    • 包容与排除
    • 限制
    • 供给侧分析
      • 可用性
      • 基础设施
      • 监管环境
      • 市场竞争
      • 经济可行性(消费者的角度)
    • 需求面分析
      • 监理框架
      • 技术进步
      • 环境考虑
      • 消费者意识和接受度
  • 估算方法
  • 研究考虑的年份
  • 货币兑换率

第 3 章:全球线上娱乐市场动态

  • 市场驱动因素
    • 高速网路的兴起与串流技术的进步
    • 智慧型手机和平板电脑的激增
    • VR 和 AR 技术提供沉浸式体验
  • 市场挑战
    • 资料隐私和安全问题
    • 内容授权成本高和智慧财产权问题
    • 网路攻击的脆弱性
  • 市场机会
    • 内容形式和变现模式多元化
    • AR、AI等先进元素的融合
    • 对个人化娱乐体验的偏好

第 4 章:全球线上娱乐市场产业分析

  • 波特的五力模型
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争竞争
    • 波特五力模型的未来方法
    • 波特的 5 力影响分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社会的
    • 技术性
    • 环境的
    • 合法的
  • 顶级投资机会
  • 最佳制胜策略
  • 颠覆性趋势
  • 产业专家视角
  • 分析师推荐与结论

第 5 章:2022-2032 年全球线上娱乐市场规模及预测

  • 细分仪表板
  • 全球线上娱乐市场:2022 年和 2032 年收入趋势分析
    • 影片
    • 声音的
    • 游戏
    • 网路广播
    • 其他的

第 6 章:2022-2032 年全球线上娱乐市场规模及收入模式预测

  • 细分仪表板
  • 全球线上娱乐市场:2022 年和 2032 年收入模式趋势分析
    • 订阅
    • 广告
    • 赞助
    • 其他的

第 7 章:2022-2032 年全球线上娱乐市场规模及设备预测

  • 细分仪表板
  • 全球线上娱乐市场:2022 年和 2032 年设备收入趋势分析
    • 智慧型手机
    • 智慧电视、投影机和显示器
    • 笔记型电脑、桌上型电脑和平板电脑
    • 其他的

第 8 章:2022-2032 年全球线上娱乐市场规模及地区预测

  • 北美线上娱乐市场
    • 美国线上娱乐市场
      • 表格细分大小与预测,2022-2032
      • 2022-2032 年收入模式细分规模与预测
      • 2022-2032 年设备细分规模与预测
    • 加拿大线上娱乐市场
  • 欧洲线上娱乐市场
    • 英国线上娱乐市场
    • 德国线上娱乐市场
    • 法国线上娱乐市场
    • 西班牙线上娱乐市场
    • 义大利线上娱乐市场
    • 欧洲其他地区线上娱乐市场
  • 亚太线上娱乐市场
    • 中国线上娱乐市场
    • 印度线上娱乐市场
    • 日本线上娱乐市场
    • 澳洲线上娱乐市场
    • 韩国线上娱乐市场
    • 亚太地区其他线上娱乐市场
  • 拉丁美洲线上娱乐市场
    • 巴西线上娱乐市场
    • 墨西哥线上娱乐市场
    • 拉丁美洲其他地区线上娱乐市场
  • 中东和非洲线上娱乐市场
    • 沙乌地阿拉伯线上娱乐市场
    • 南非线上娱乐市场
    • 中东和非洲其他地区线上娱乐市场

第 9 章:竞争情报

  • 重点企业SWOT分析
    • 亚马逊网路服务 (AWS)
    • Netflix公司
    • 谷歌有限责任公司
  • 顶级市场策略
  • 公司简介
    • Facebook
    • Tencent Holdings Ltd.
    • Sony Corp
    • King Digital Entertainment Ltd.
    • Spotify Technology SA
    • Rakuten, Inc.
    • CBS Corporation
    • Amazon Web Services (AWS)
    • Netflix, Inc.
    • Google LLC

第 10 章:研究过程

  • 研究过程
    • 资料探勘
    • 分析
    • 市场预测
    • 验证
    • 出版
  • 研究属性
简介目录

Global Online Entertainment Market is valued at approximately USD 284.8 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 15% over the forecast period 2024-2032. The Online Entertainment Industry involves accessing entertainment materials, including music, videos, books, and games over the internet. The surge in internet penetration and the increase in the adoption of smart devices such as smartphones, smart TVs, and laptops have significantly boosted the number of netizens who have shifted their preference toward online entertainment. The rise of high-speed internet and advancements in streaming technology have transformed how people consume entertainment. Platforms such as Netflix, Hulu, and Disney+ have made on-demand streaming mainstream, allowing users to watch content from any device at any time. Moreover, the proliferation of smartphones and tablets has made entertainment more accessible, contributing to the growth of mobile apps for games, movies, and music. These devices enable users to enjoy entertainment on the go, boosting the Online Entertainment Market Size. Additionally, VR and AR technologies offer immersive entertainment experiences, driving innovation in gaming, virtual concerts, and interactive storytelling, providing users with new ways to engage with content.

The shift in consumer behavior is another significant factor driving the growth of the online entertainment market, influenced by demographic changes, lifestyle trends, and evolving preferences. Consumers seek personalized entertainment experiences, and platforms use data analytics and AI algorithms to recommend content based on user preferences. This has created a more customized experience, increasing the Online Entertainment Market Size. Subscription-based models, such as those offered by streaming services and gaming platforms, have gained popularity as consumers appreciate the convenience of all-you-can-watch or play access for a fixed monthly fee, reducing the need for individual purchases or rentals.

However, data privacy and security concerns present challenges to the growth of the online entertainment market. As platforms collect and use personal data to provide personalized content and targeted advertising, consumers become more concerned about data privacy and security. High-profile data breaches and misuse of personal information erode consumer trust. Regulatory frameworks such as the General Data Protection Regulation (GDPR) in Europe and the California Consumer Privacy Act (CCPA) in the U.S. have established strict guidelines for data handling, increasing compliance costs for companies. Moreover, online entertainment platforms are vulnerable to cyberattacks, including hacking, ransomware, and data breaches, disrupting Online Entertainment Market Share and compromising sensitive information.

Content licensing and intellectual property (IP) issues also pose challenges to the market. Online entertainment platforms rely on licensed content, such as movies, TV shows, music, and games, which come with licensing fees and restrictions. The cost of obtaining licenses is substantial, affecting profitability. Restrictive licensing agreements limit the variety of content that platforms can offer. Furthermore, with the rise of user-generated content and content sharing, intellectual property infringement has become a concern. Unauthorized use of copyrighted material has led to legal disputes and financial penalties, hindering the growth of the market and affecting Online Entertainment Market Demands.

The diversification of content and monetization models presents significant opportunities in the online entertainment market. By exploring various content formats, such as interactive storytelling, virtual reality (VR), augmented reality (AR), live streaming, and user-generated content, platforms create unique experiences that appeal to a wider audience. This diversification enables companies to attract different user segments and stay ahead in a competitive landscape. Innovative monetization strategies boost revenue generation. Beyond traditional subscription and advertising models, companies offer freemium services, where basic content is free, and premium features are accessible for a fee, contributing to Online Entertainment Market Opportunity. Microtransactions and in-app purchases provide additional content or virtual goods within games or apps, while partnerships and sponsorships with brands and influencers create sponsored content. Furthermore, platforms like Patreon allow content creators to receive direct support from fans through monthly subscriptions or one-time contributions, fostering a closer connection between creators and their audience. These diversified approaches help companies maintain flexibility, attract varied audiences, and adapt to the ever-evolving demands of the online entertainment market, contributing to Online Entertainment Market Growth.

North America dominates the global online entertainment market due to a combination of advanced technological infrastructure, a large & affluent consumer base, leading entertainment companies, and a diverse cultural output. With widespread high-speed internet and robust 4G & 5G networks, the region provides a seamless environment for streaming, online gaming, and other data-intensive activities. North America is home to major entertainment platforms such as Netflix, Disney, and YouTube, which drive innovation and set industry trends. The region's diverse cultural content, from Hollywood movies to music and television shows, has a significant global influence, attracting audiences worldwide. Strong investment in technology and entertainment startups, backed by venture capital and private equity, has fueled the online entertainment industry growth. Meanwhile, the robust legal framework for intellectual property protection in the region has encouraged innovation. These factors collectively make North America a dominant force in the online entertainment market. Whereas, the market in Asia Pacific is anticipated to grow at the fastest rate over the forecast period fueled by presence of high consumer base with increasing disposable income, supporting premium content and in-app purchases. Also, the surge in adoption of IoT devices, as well as rapid internet proliferation across the region are acting as a catalyzing factor for the regional market growth over the anticipated years.

Major market players included in this report are:

  • Amazon Web Services (AWS)
  • Netflix, Inc.
  • Google LLC
  • Facebook
  • Tencent Holdings Ltd.
  • Sony Corp
  • King Digital Entertainment Ltd.
  • Spotify Technology S.A.
  • Rakuten, Inc.
  • CBS Corporation

The detailed segments and sub-segment of the market are explained below:

By Form

  • Video
  • Audio
  • Games
  • Internet Radio
  • Others

By Revenue Model

  • Subscription
  • Advertisement
  • Sponsorship
  • Others

By Device

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

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
  • RoLA
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Online Entertainment Market Executive Summary

  • 1.1. Global Online Entertainment Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Form
    • 1.3.2. By Revenue Model
    • 1.3.3. By Device
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Online Entertainment Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Online Entertainment Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Rise of High-Speed Internet and Advancements in Streaming Technology
    • 3.1.2. Proliferation of Smartphones and Tablets
    • 3.1.3. VR and AR Technologies Offering Immersive Experiences
  • 3.2. Market Challenges
    • 3.2.1. Data Privacy and Security Concerns
    • 3.2.2. High Costs of Content Licensing and Intellectual Property Issues
    • 3.2.3. Vulnerability to Cyberattacks
  • 3.3. Market Opportunities
    • 3.3.1. Diversification of Content Formats and Monetization Models
    • 3.3.2. Integration of Advanced Elements like AR and AI
    • 3.3.3. Preference for Personalized Entertainment Experiences

Chapter 4. Global Online 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
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Online Entertainment Market Size & Forecasts by Form 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Online Entertainment Market: Form Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Video
    • 5.2.2. Audio
    • 5.2.3. Games
    • 5.2.4. Internet Radio
    • 5.2.5. Others

Chapter 6. Global Online Entertainment Market Size & Forecasts by Revenue Model 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Online Entertainment Market: Revenue Model Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Subscription
    • 6.2.2. Advertisement
    • 6.2.3. Sponsorship
    • 6.2.4. Others

Chapter 7. Global Online Entertainment Market Size & Forecasts by Device 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Online Entertainment Market: Device Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. Smartphones
    • 7.2.2. Smart TVs, Projectors, and Monitors
    • 7.2.3. Laptop, Desktops, and Tablets
    • 7.2.4. Others

Chapter 8. Global Online Entertainment Market Size & Forecasts by Region 2022-2032

  • 8.1. North America Online Entertainment Market
    • 8.1.1. U.S. Online Entertainment Market
      • 8.1.1.1. Form breakdown size & forecasts, 2022-2032
      • 8.1.1.2. Revenue Model breakdown size & forecasts, 2022-2032
      • 8.1.1.3. Device breakdown size & forecasts, 2022-2032
    • 8.1.2. Canada Online Entertainment Market
  • 8.2. Europe Online Entertainment Market
    • 8.2.1. U.K. Online Entertainment Market
    • 8.2.2. Germany Online Entertainment Market
    • 8.2.3. France Online Entertainment Market
    • 8.2.4. Spain Online Entertainment Market
    • 8.2.5. Italy Online Entertainment Market
    • 8.2.6. Rest of Europe Online Entertainment Market
  • 8.3. Asia-Pacific Online Entertainment Market
    • 8.3.1. China Online Entertainment Market
    • 8.3.2. India Online Entertainment Market
    • 8.3.3. Japan Online Entertainment Market
    • 8.3.4. Australia Online Entertainment Market
    • 8.3.5. South Korea Online Entertainment Market
    • 8.3.6. Rest of Asia Pacific Online Entertainment Market
  • 8.4. Latin America Online Entertainment Market
    • 8.4.1. Brazil Online Entertainment Market
    • 8.4.2. Mexico Online Entertainment Market
    • 8.4.3. Rest of Latin America Online Entertainment Market
  • 8.5. Middle East & Africa Online Entertainment Market
    • 8.5.1. Saudi Arabia Online Entertainment Market
    • 8.5.2. South Africa Online Entertainment Market
    • 8.5.3. Rest of Middle East & Africa Online Entertainment Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
    • 9.1.1. Amazon Web Services (AWS)
    • 9.1.2. Netflix, Inc.
    • 9.1.3. Google LLC
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. Facebook
    • 9.3.2. Tencent Holdings Ltd.
    • 9.3.3. Sony Corp
    • 9.3.4. King Digital Entertainment Ltd.
    • 9.3.5. Spotify Technology S.A.
    • 9.3.6. Rakuten, Inc.
    • 9.3.7. CBS Corporation
    • 9.3.8. Amazon Web Services (AWS)
    • 9.3.9 Netflix, Inc.
    • 9.3.10. Google LLC

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