Product Code: FBI110346
Growth Factors of online entertainment Market
The global online entertainment market continues to accelerate, driven by evolving digital consumption patterns, widespread smartphone penetration, and rising demand for subscription-based streaming and gaming services. As of 2024, the market was valued at USD 99.98 billion, supported by increasing engagement in video streaming, online gaming, and digital audio platforms. By 2025, the market is projected to reach USD 111.30 billion, eventually expanding to USD 261.23 billion by 2032, recording an impressive CAGR of 12.96% from 2025 to 2032. The rapid shift toward digital-first entertainment ecosystems continues to reshape global media consumption.
In 2024, North America dominated the market with a 45.24% share, largely driven by high subscription-based video viewership and the rising popularity of online gaming across the U.S., Canada, and Mexico. Streaming giants such as Netflix, Amazon Prime Video, and Disney+ continue to influence viewing habits through algorithm-driven recommendations and personalized content curation. For instance, Jili Online Gaming, a licensed Cambodian casino software provider, has integrated Virtual Reality (VR) and Augmented Reality (AR) technologies into its platforms, offering immersive and interactive user experiences.
The COVID-19 pandemic significantly accelerated digital consumption patterns. Restrictions on outdoor activities during 2020-2021 pushed users toward indoor entertainment options such as online gaming, video streaming, and home workouts. This surge in digital engagement increased demand for online subscription services and boosted revenue across multiple entertainment categories.
Market Snapshot and Segment Insights
High-Growth Regional Dynamics
Asia Pacific is one of the fastest-growing markets, driven by high consumption of regional content and cultural programming, especially in India, China, and South Korea. South Korean dramas, Japanese anime, and Chinese web series continue to shape entertainment trends, influencing content creation worldwide.
In Europe, affordable ad-supported subscription plans introduced by platforms such as Netflix and Disney+ are contributing to user expansion across Germany, the U.K., Italy, and France. Meanwhile, South America is witnessing rapid growth due to rising smartphone adoption-Colombia's penetration rate is projected to reach 82% by 2025, significantly boosting mobile entertainment consumption.
Key Market Trends
Rise of OTT Platforms
Over-the-top (OTT) platforms continue to reshape digital entertainment. With vast libraries of on-demand content, OTT services enable users to stream films, documentaries, and web series at their convenience. Netflix recorded an 11.47% increase in subscribers, reaching 210.78 million in 2021, highlighting the growing importance of online video platforms in everyday entertainment.
Adoption of Smart Devices
Smart home devices such as smart TVs, projectors, smartphones, and tablets play a pivotal role in online entertainment growth. Between 2017 and 2023, Samsung sold 40 million QLED TVs globally, including 8.31 million units in 2023 alone, demonstrating how hardware innovations drive streaming demand across households.
Digital Advertising Expansion
Spending on digital media advertising continues to expand as brands shift budgets from traditional print media to online channels. Companies like Nintendo increased their global marketing expenditure by 1.22%, reaching USD 714.10 million in 2023, reflecting the value of digital advertising in boosting platform visibility and consumer engagement.
Market Restraints
Despite strong growth prospects, high subscription costs for premium OTT services and advanced online games limit adoption among middle-income consumers. Additionally, concerns related to gaming addiction and risky in-app purchases may hinder long-term engagement in certain markets.
Segmentation Analysis
By Form
- Games led the market in 2023 and will continue dominating due to rising in-app purchases, gaming subscriptions, and the popularity of multiplayer role-based games.
- Video streaming is the second-fastest-growing category, supported by rising demand for films, series, and documentaries.
- Audio streaming is experiencing increasing traction, especially for podcasts and live music channels.
By Device
- TVs dominate the market, driven by growing usage of smart TV streaming apps.
- Smartphones are set to grow significantly, fueled by mobile gaming.
- Desktop/laptops continue to grow as consumers invest in high-performance gaming devices.
Conclusion
The online entertainment market is moving toward unprecedented growth as global consumers embrace digital-first media formats. With market size advancing from USD 99.98 billion in 2024 to USD 111.30 billion in 2025, and expected to cross USD 261.23 billion by 2032, the future of entertainment will be shaped by innovation in streaming technology, gaming ecosystems, and personalized digital experiences.
Segmentation By Form
By Device
- TV
- Smartphones/Mobile Phones
- Desktop/Laptop
- Others
North America (By Form, Device, and Country)
- U.S. (By Form)
- Canada (By Form)
- Mexico (By Form)
- Europe (By Form, Device, and Country)
- Germany (By Form)
- France (By Form)
- Italy (By Form)
- Spain (By Form)
- U.K. (By Form)
- Rest of Europe (By Form)
- Asia Pacific (By Form, Device, and Country)
- China (By Form)
- India (By Form)
- Japan (By Form)
- Australia (By Form)
- Rest of the Asia Pacific (By Form)
- South America (By Form, Device, and Country)
- Brazil (By Form)
- Argentina (By Form)
- Rest of South America (By Form)
- Middle East & Africa (By Form, Device, and Country)
- UAE (By Form)
- South Africa (By Form)
- Rest of the Middle East & Africa (By Form)
Table of Content
1. Introduction
- 1.1. Research Scope
- 1.2. Market Segmentation
- 1.3. Research Methodology
- 1.4. Definitions and Assumptions
2. Executive Summary
3. Market Dynamics
- 3.1. Market Drivers
- 3.2. Market Restraints
- 3.3. Market Opportunities
- 3.4. Emerging Trends
4. Key Insights
- 4.1. Overview of the Parent/Related Markets
- 4.2. Industry SWOT Analysis
- 4.3. Value Chain and Regulatory Analysis
- 4.4. Recent Industry Developments - Policies, Partnerships, New Product Launches, and Mergers & Acquisitions
- 4.5. Market Analysis and Insights (in Relation with COVID-19)
5. Global Online Entertainment Market Analysis, Insights and Forecast, 2019-2032
- 5.1. Key Findings / Summary
- 5.2. Market Size Estimates and Forecast
- 5.2.1. By Form (Value)
- 5.2.1.1. Video
- 5.2.1.2. Audio
- 5.2.1.3. Games
- 5.2.1.4. Others
- 5.2.2. By Device (Value)
- 5.2.2.1. TV
- 5.2.2.2. Smartphones/Mobile Phones
- 5.2.2.3. Desktop/Laptop
- 5.2.2.4. Others
- 5.2.3. By Region (Value)
- 5.2.3.1. North America
- 5.2.3.2. Europe
- 5.2.3.3. Asia Pacific
- 5.2.3.4. South America
- 5.2.3.5. Middle East & Africa
6. North America Online Entertainment Market Analysis, Insights and Forecast, 2019-2032
- 6.1. Key Findings / Summary
- 6.2. Market Size Estimates and Forecast
- 6.2.1. By Form (Value)
- 6.2.1.1. Video
- 6.2.1.2. Audio
- 6.2.1.3. Games
- 6.2.1.4. Others
- 6.2.2. By Device (Value)
- 6.2.2.1. TV
- 6.2.2.2. Smartphones/Mobile Phones
- 6.2.2.3. Desktop/Laptop
- 6.2.2.4. Others
- 6.2.3. By Country (Value)
- 6.2.3.1. U.S. (By Form)
- 6.2.3.1.1. Video
- 6.2.3.1.2. Audio
- 6.2.3.1.3. Games
- 6.2.3.1.4. Others
- 6.2.3.2. Canada (By Form)
- 6.2.3.2.1. Video
- 6.2.3.2.2. Audio
- 6.2.3.2.3. Games
- 6.2.3.2.4. Others
- 6.2.3.3. Mexico (By Form)
- 6.2.3.3.1. Video
- 6.2.3.3.2. Audio
- 6.2.3.3.3. Games
- 6.2.3.3.4. Others
7. Europe Online Entertainment Market Analysis, Insights and Forecast, 2019-2032
- 7.1. Key Findings / Summary
- 7.2. Market Product Type Estimates and Forecast
- 7.2.1. By Form (Value)
- 7.2.1.1. Video
- 7.2.1.2. Audio
- 7.2.1.3. Games
- 7.2.1.4. Others
- 7.2.2. By Device (Value)
- 7.2.2.1. TV
- 7.2.2.2. Smartphones/Mobile Phones
- 7.2.2.3. Desktop/Laptop
- 7.2.2.4. Others
- 7.2.3. By Country (Value)
- 7.2.3.1. Germany (By Form)
- 7.2.3.1.1. Video
- 7.2.3.1.2. Audio
- 7.2.3.1.3. Games
- 7.2.3.1.4. Others
- 7.2.3.2. France (By Form)
- 7.2.3.2.1. Video
- 7.2.3.2.2. Audio
- 7.2.3.2.3. Games
- 7.2.3.2.4. Others
- 7.2.3.3. Italy (By Form)
- 7.2.3.3.1. Video
- 7.2.3.3.2. Audio
- 7.2.3.3.3. Games
- 7.2.3.3.4. Others
- 7.2.3.4. Spain (By Form)
- 7.2.3.4.1. Video
- 7.2.3.4.2. Audio
- 7.2.3.4.3. Games
- 7.2.3.4.4. Others
- 7.2.3.5. U.K. (By Form)
- 7.2.3.5.1. Video
- 7.2.3.5.2. Audio
- 7.2.3.5.3. Games
- 7.2.3.5.4. Others
- 7.2.3.6. Rest of Europe (By Form)
- 7.2.3.6.1. Video
- 7.2.3.6.2. Audio
- 7.2.3.6.3. Games
- 7.2.3.6.4. Others
8. Asia Pacific Online Entertainment Market Analysis, Insights and Forecast, 2019-2032
- 8.1. Key Findings / Summary
- 8.2. Market Product Type Estimates and Forecast
- 8.2.1. By Form (Value)
- 8.2.1.1. Video
- 8.2.1.2. Audio
- 8.2.1.3. Games
- 8.2.1.4. Others
- 8.2.2. By Device (Value)
- 8.2.2.1. TV
- 8.2.2.2. Smartphones/Mobile Phones
- 8.2.2.3. Desktop/Laptop
- 8.2.2.4. Others
- 8.2.3. By Country (Value)
- 8.2.3.1. China (By Form)
- 8.2.3.1.1. Video
- 8.2.3.1.2. Audio
- 8.2.3.1.3. Games
- 8.2.3.1.4. Others
- 8.2.3.2. India (By Form)
- 8.2.3.2.1. Video
- 8.2.3.2.2. Audio
- 8.2.3.2.3. Games
- 8.2.3.2.4. Others
- 8.2.3.3. Japan (By Form)
- 8.2.3.3.1. Video
- 8.2.3.3.2. Audio
- 8.2.3.3.3. Games
- 8.2.3.3.4. Others
- 8.2.3.4. Australia (By Form)
- 8.2.3.4.1. Video
- 8.2.3.4.2. Audio
- 8.2.3.4.3. Games
- 8.2.3.4.4. Others
- 8.2.3.5. Rest of Asia Pacific (By Form)
- 8.2.3.5.1. Video
- 8.2.3.5.2. Audio
- 8.2.3.5.3. Games
- 8.2.3.5.4. Others
9. South America Online Entertainment Market Analysis, Insights and Forecast, 2019-2032
- 9.1. Key Findings / Summary
- 9.2. Market Product Type Estimates and Forecast
- 9.2.1. By Form (Value)
- 9.2.1.1. Video
- 9.2.1.2. Audio
- 9.2.1.3. Games
- 9.2.1.4. Others
- 9.2.2. By Device (Value)
- 9.2.2.1. TV
- 9.2.2.2. Smartphones/Mobile Phones
- 9.2.2.3. Desktop/Laptop
- 9.2.2.4. Others
- 9.2.3. By Country (Value)
- 9.2.3.1. Brazil (By Form)
- 9.2.3.1.1. Video
- 9.2.3.1.2. Audio
- 9.2.3.1.3. Games
- 9.2.3.1.4. Others
- 9.2.3.2. Argentina (By Form)
- 9.2.3.2.1. Video
- 9.2.3.2.2. Audio
- 9.2.3.2.3. Games
- 9.2.3.2.4. Others
- 9.2.3.3. Rest of South America (By Form)
- 9.2.3.3.1. Video
- 9.2.3.3.2. Audio
- 9.2.3.3.3. Games
- 9.2.3.3.4. Others
10. Middle East & Africa Online Entertainment Market Analysis, Insights and Forecast, 2019-2032
- 10.1. Key Findings / Summary
- 10.2. Market Product Type Estimates and Forecast
- 10.2.1. By Form (Value)
- 10.2.1.1. Video
- 10.2.1.2. Audio
- 10.2.1.3. Games
- 10.2.1.4. Others
- 10.2.2. By Device (Value)
- 10.2.2.1. TV
- 10.2.2.2. Smartphones/Mobile Phones
- 10.2.2.3. Desktop/Laptop
- 10.2.2.4. Others
- 10.2.3. By Country (Value)
- 10.2.3.1. South Africa (By Form)
- 10.2.3.1.1. Video
- 10.2.3.1.2. Audio
- 10.2.3.1.3. Games
- 10.2.3.1.4. Others
- 10.2.3.2. UAE (By Form)
- 10.2.3.2.1. Video
- 10.2.3.2.2. Audio
- 10.2.3.2.3. Games
- 10.2.3.2.4. Others
- 10.2.3.3. Rest of Middle East and Africa (By Form)
- 10.2.3.3.1. Video
- 10.2.3.3.2. Audio
- 10.2.3.3.3. Games
- 10.2.3.3.4. Others
11. Competitive Matrix
- 11.1. Business Strategies Adopted by Leading Players
- 11.2. Global Online Entertainment Market Revenue Share/Ranking Analysis By Key Manufacturer
12. Company Profiles
- 12.1. Netflix
- 12.1.1. Business Overview
- 12.1.2. Product Portfolio
- 12.1.3. Financials (Data as available in public domain and/or on paid databases)
- 12.1.4. Recent Developments
- 12.2. The Walt Disney Company
- 12.2.1. Business Overview
- 12.2.2. Product Portfolio
- 12.2.3. Financials (Data as available in public domain and/or on paid databases)
- 12.2.4. Recent Developments
- 12.3. Comcast Corporation
- 12.3.1. Business Overview
- 12.3.2. Product Portfolio
- 12.3.3. Financials (Data as available in public domain and/or on paid databases)
- 12.3.4. Recent Developments
- 12.4. Sony Group Corporation
- 12.4.1. Business Overview
- 12.4.2. Product Portfolio
- 12.4.3. Financials (Data as available in public domain and/or on paid databases)
- 12.4.4. Recent Developments
- 12.5. Nintendo Co., Ltd.
- 12.5.1. Business Overview
- 12.5.2. Product Portfolio
- 12.5.3. Financials (Data as available in public domain and/or on paid databases)
- 12.5.4. Recent Developments
- 12.6. Electronic Arts Inc.
- 12.6.1. Business Overview
- 12.6.2. Product Portfolio
- 12.6.3. Financials (Data as available in public domain and/or on paid databases)
- 12.6.4. Recent Developments
- 12.7. Spotify
- 12.7.1. Business Overview
- 12.7.2. Product Portfolio
- 12.7.3. Financials (Data as available in public domain and/or on paid databases)
- 12.7.4. Recent Developments
- 12.8. NetEase, Inc.
- 12.8.1. Business Overview
- 12.8.2. Product Portfolio
- 12.8.3. Financials (Data as available in public domain and/or on paid databases)
- 12.8.4. Recent Developments
- 12.9. Universal Music Group
- 12.9.1. Business Overview
- 12.9.2. Product Portfolio
- 12.9.3. Financials (Data as available in public domain and/or on paid databases)
- 12.9.4. Recent Developments
- 12.10. Amazon.com, Inc.
- 12.10.1. Business Overview
- 12.10.2. Product Portfolio
- 12.10.3. Financials (Data as available in public domain and/or on paid databases)
- 12.10.4. Recent Developments
- 12.11. Flutter Entertainment plc.
- 12.11.1. Business Overview
- 12.11.2. Product Portfolio
- 12.11.3. Financials (Data as available in public domain and/or on paid databases)
- 12.11.4. Recent Developments
13. Strategic Recommendations