2023-2030年全球媒体和娱乐市场
市场调查报告书
商品编码
1296906

2023-2030年全球媒体和娱乐市场

Global Media and Entertainment Market 2023-2030

出版日期: | 出版商: Orion Market Research | 英文 140 Pages | 商品交期: 2-3个工作天内

价格

此外,活动和贸易展览对媒体和娱乐市场的增长有很大贡献。体育产业是最大的娱乐产业之一,最受欢迎的运动和团队展示了对全球经济的积极影响。然而,COVID-19大流行病的爆发肯定会影响2020年和2021年半阶段的市场增长。线下媒体和娱乐平台,如活动、贸易展览和游乐园的收入将在2020年出现下降。这是由于快速变化的环境迫使政府对所有涉及社交聚会的活动实施禁令。几乎所有发达国家和新兴经济体(包括美国、中国、印度、英国和德国)的政府采取的第一个步骤是关闭剧院、现场活动和游乐园。然而,由于全球范围内的这场重大危机迫使人们呆在家里,与历史时期相比,电视的总体使用率有所提高。这对娱乐业的在线视频流媒体产生了积极的影响,因此,由于大流行病的爆发,在线视频流媒体预计将有相当大的增长。

分部前景

媒体和娱乐市场被分为两种类型,即在线平台和离线平台。在线/数字平台媒体和娱乐市场包括电视、广播和音乐、数字标牌、戏剧制作、游戏、视频流和其他。线下平台媒体和娱乐市场包括活动和贸易展览、游乐园和其他。基于在线/数字平台,数字标牌部分预计将以显著的速度增长。数字标牌正在改变信息和媒体部门,它允许中央和快速更新内容,并将信息即时分配给精确位置的观众。数字标牌在商业领域的上升趋势,加上先进技术在市场上的不断部署,包括4K和8K显示器,推动了市场的发展。此外,全球各地的一些团体和倡议正在呼吁互操作性,以实现大规模数字标牌网络的推广,促进创新应用,并避免供应商锁定。

在线/数字部分预计将占据相当大的市场份额

目录

第一章:报告摘要

  • 当前行业分析和增长潜力展望
  • 研究方法和工具
  • 市场细分
    • 按领域划分
    • 按地区

第二章:市场概述和洞察力

  • 报告的范围
  • 分析师的洞察力和当前的市场趋势
    • 主要发现
    • 建议
    • 总结

第三章:竞争格局

  • 主要公司分析
  • Company
    • 概述
    • 财务分析
    • SWOT分析
    • 近期发展情况
  • 关键战略分析

第四章:市场细分

  • 全球媒体和娱乐市场的类型
    • 在线/数字平台
      • 电视
      • 广播和音乐
      • 数字标牌
      • 电影和戏剧制作
      • 游戏
      • 视频流媒体
      • 其他(虚拟现实和播客)
    • 离线平台
      • 活动和贸易展
      • 游乐场
      • 其他(报纸/杂志)

第五章:区域分析

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 意大利
    • 西班牙
    • 法国
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 世界其他地区

第六章:公司简介

  • Amazon Web Services, Inc.
  • AMC Entertainment Holdings, Inc.
  • Apple Inc.
  • AT&T Inc. (Warner Bros. Entertainment Inc.)
  • Barco NV
  • Bertelsmann SE & Co. KGaA
  • Cinemark Holdings, Inc.
  • Cineplex Inc.
  • Cineworld Group PLC
  • Eros International PLC
  • Facebook, Inc.
  • Fox Corp.
  • Google LLC
  • Intel Corp.
  • LG Electronics Inc.
  • Microsoft Corp.
  • Netflix Inc.
  • News Corp.
  • Samsung Electronics Co., Ltd.
  • Sony Corp. (Sony Pictures Entertainment)
  • The New York Times Co.
  • The Walt Disney
  • Thomson Reuters Corp.
  • Viacom CBS Inc. (Paramount Pictures Corp.)
Product Code: OMR2027380

Global media and entertainment market is growing at a significant CAGR of 8.5% during the forecast period (2022-2030). The media and entertainment industry is driven by the growing digitalization and access to online media platforms. Rising internet penetration and rising demand for online and on-demand videos owing to the considerable adoption of smartphones and tablets are some crucial factors boosting the growth of the market. Most sports events or any other large events are live-streamed. Apart from this, many social media platforms, such as Facebook, and Instagram are providing the facilities to individuals for live video streaming. It is a new feature that is being adopted by a significant number of individuals across the globe.

In addition, the events and trade shows contribute considerably to the growth of the media and entertainment market. The sports industry is one of the largest entertainment industries with the most popular sports and teams showcasing a positive impact on the global economy. However, the outbreak of the COVID-19 pandemic will certainly affect the market growth in 2020 and a half phase of 2021. The offline media and entertainment platforms, such as events, trade shows, and amusement parks will see a decline in revenue in 2020. This is due to rapidly changing circumstances which have compelled the government to impose a ban on all activities that involve social gatherings. The first step taken by the government of almost all the developed and emerging economies, which includes the US, China, India, the UK, and Germany, was to shut down theaters, live events, and amusement parks. However, due to this major crisis across the globe that has forced people to stay at home, the overall TV usage has raised in comparison with historical times. This has positively impacted the online video streaming vertical in the entertainment industry, which, therefore, is projecting considerable growth due to the outbreak of the pandemic.

Segmental Outlook

The media and entertainment market is bifurcated into two types, namely online platforms and offline platforms. The online/digital platform media and entertainment market includes television, radio & music, digital signage, theatrical productions, gaming, video streaming, and others. The offline platform media and entertainment market include events and trade shows, amusement parks, and others. Based on online/digital platforms the digital signage segment is anticipated to grow at a significant rate. Digital signage is transforming the information and media sectors by permitting the central and quick update of content and instantaneous distribution of information to audiences in precise locations. The market is driven by the rising trend of digital signage in the commercial sector coupled with the continuous deployment of advanced technologies in the market, which includes 4K and 8K displays. Moreover, some groups and initiatives across the globe are calling for interoperability to enable the rollout of large-scale digital signage networks, foster innovative applications, and avoid vendor lock-in.

The online/Digital segment is Projected to Hold a Considerable Market Share

Online/digital platform is estimated to project a considerable CAGR in the media and entertainment market during the forecast period. This growth can be accredited to the continuous rise in demand for video streaming platforms across the globe. A shift towards online video watching coupled with the development of digital infrastructure has escalated the demand for online video streaming platforms. In addition, video streaming companies are coming up with new solutions to increase their subscribers across the globe. For instance, Netflix launched a Google Chrome browser extension named Netflix Party which allows users to access the video in groups and watch them together.

Regional Outlooks

The global media and entertainment market is further segmented based on geography, including North America (the US and Canada), Europe (Italy, Spain, Germany, France, and Others), Asia-Pacific (India, China, Japan, South Korea, and Others), and the Rest of the World (the Middle East & Africa and Latin America). The market can be analyzed for a particular region or country level as per the requirement. Among these, North America holds a significant share of the global media and entertainment market. The US plays a critical role in the geographic contribution of North America in the global media and entertainment market, attributing to the existence of the most popular amusement parks, theatrical and film productions, sports, and live events and trade shows. Moreover, the market players show a keen interest in providing their services to the developed markets, considering the US as its predominant country, which in turn, drives the market growth in North America. Several video streaming companies have their headquarters in the country. Google's YouTube, Netflix, Amazon's Prime Video, and Hulu are some of the major video streaming providers in the country. In addition, the US largely contributes to the growth of the online platform of the media and entertainment market, as the country significantly adopts digital signage across various locations such as restaurants, airports, and shopping malls.

Asia-Pacific is expected to propel with a considerable growth rate in the global market

Asia-Pacific is estimated to project a considerable CAGR in the global media and entertainment market. Countries in Asia-Pacific that are contributing to the market growth include China, India, and Japan. China is one of the fastest-growing film industries, globally. By 2020, China is expected to exceed North America as the world's largest industry in box office revenue. The value has been driven by the cohesive policies and emergence of the new players in the film industry. In addition, the Indian media and entertainment industry registered a CAGR of more than 10.9% during 2018 and is expected to grow at a CAGR of 13.1% during 2018-2023 and is projected to hit $39.6 billion in 2023 from $22.2 billion in 2018, as per the Indian Brand Equity Foundation (IBEF). The next decade is expected to witness significant evolution through digital technologies which will increase their influence across the industry-leading to a change in consumer behavior across the segments. Therefore, the media and entertainment market is expected to see significant growth in Asia-Pacific during the forecast period.

Market Players Outlook

The key players in the media and entertainment market are contributing significantly by providing advanced technology-based products and expanding their geographical presence across the globe. The key players operating in the global media and entertainment market include Warner Bros, Sony Pictures Entertainment Inc., Walt Disney Studios, Paramount Pictures, Netflix Inc., and Apple Inc. These market players adopt various strategies such as product launches, partnerships, collaborations, mergers, and acquisitions to sustain a strong position in the market. For instance, in September 2019, Apple Inc. launched Apple TV+, an original video subscription service in over 100 countries and regions.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Company
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global Media and Entertainment Market by Type
    • 4.1.1. Online/Digital Platform
      • 4.1.1.1. Television
      • 4.1.1.2. Radio & Music
      • 4.1.1.3. Digital Signage
      • 4.1.1.4. Film and Theatrical Productions
      • 4.1.1.5. Gaming
      • 4.1.1.6. Video Streaming
      • 4.1.1.7. Others (Virtual Reality and Podcasts)
    • 4.1.2. Offline Platform
      • 4.1.2.1. Events and Trade Shows
      • 4.1.2.2. Amusement Parks
      • 4.1.2.3. Others (Newspaper/Magazines)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. Amazon Web Services, Inc.
  • 6.2. AMC Entertainment Holdings, Inc.
  • 6.3. Apple Inc.
  • 6.4. AT&T Inc. (Warner Bros. Entertainment Inc.)
  • 6.5. Barco NV
  • 6.6. Bertelsmann SE & Co. KGaA
  • 6.7. Cinemark Holdings, Inc.
  • 6.8. Cineplex Inc.
  • 6.9. Cineworld Group PLC
  • 6.10. Eros International PLC
  • 6.11. Facebook, Inc.
  • 6.12. Fox Corp.
  • 6.13. Google LLC
  • 6.14. Intel Corp.
  • 6.15. LG Electronics Inc.
  • 6.16. Microsoft Corp.
  • 6.17. Netflix Inc.
  • 6.18. News Corp.
  • 6.19. Samsung Electronics Co., Ltd.
  • 6.20. Sony Corp. (Sony Pictures Entertainment)
  • 6.21. The New York Times Co.
  • 6.22. The Walt Disney
  • 6.23. Thomson Reuters Corp.
  • 6.24. Viacom CBS Inc. (Paramount Pictures Corp.)

LIST OF TABLES

  • 1. GLOBAL MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 2. GLOBAL ONLINE/DIGITAL PLATFORM FOR MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 3. GLOBAL OFFLINE PLATFORM FOR MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 4. GLOBAL TELEVISION MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 5. GLOBAL RADIO & MUSIC MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 6. GLOBAL DIGITAL SIGNAGE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 7. GLOBAL FILM AND THEATRICAL PRODUCTIONS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 8. GLOBAL GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 9. GLOBAL VIDEO STREAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 10. GLOBAL OTHERS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 11. GLOBAL EVENTS AND TRADE SHOWS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 12. GLOBAL AMUSEMENT PARKS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 13. GLOBAL OTHERS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 14. GLOBAL MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY,2022-2030 ($ MILLION)
  • 15. NORTH AMERICAN MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 16. NORTH AMERICAN MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE,2022-2030 ($ MILLION)
  • 17. EUROPEAN MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY,2022-2030 ($ MILLION)
  • 18. EUROPEAN MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 19. ASIA-PACIFIC MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY,2022-2030 ($ MILLION)
  • 20. ASIA-PACIFIC MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 21. REST OF THE WORLD MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY TYPE,2022-2030 ($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL MEDIA AND ENTERTAINMENT MARKET SHARE BY TYPE, 2022 VS 2030 (%)
  • 2. GLOBAL TELEVISION MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 3. GLOBAL RADIO & MUSIC MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030(%)
  • 4. GLOBAL DIGITAL SIGNAGE MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 5. GLOBAL FILM AND THEATRICAL PRODUCTIONS MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 6. GLOBAL GAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 7. GLOBAL VIDEO STREAMING MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 8. GLOBAL OTHERS MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 9. GLOBAL EVENTS AND TRADE SHOWS MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 10. GLOBAL AMUSEMENT PARKS MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 11. GLOBAL OTHERS MARKET RESEARCH AND ANALYSIS BY TYPE, 2022 VS 2030 (%)
  • 12. GLOBAL MEDIA AND ENTERTAINMENT MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 13. US MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 14. CANADA MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 15. UK MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 16. FRANCE MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 17. GERMANY MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 18. ITALY MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 19. SPAIN MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 20. ROE MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 21. INDIA MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 22. CHINA MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 23. JAPAN MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 24. REST OF ASIA-PACIFIC MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 25. REST OF THE WORLD MEDIA AND ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)