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市场调查报告书
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1739587

全球电影和娱乐市场规模(按产品/服务、发行管道、地区和预测)

Global Movies And Entertainment Market Size By Product/Service (Movies, Television, Music), By Distribution Channel (Theatrical, Home Entertainment, Television), By Geographic Scope And Forecast

出版日期: | 出版商: Verified Market Research | 英文 202 Pages | 商品交期: 2-3个工作天内

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简介目录

电影娱乐市场规模及预测

预计 2024 年电影和娱乐市场规模将达到 1,012.6 亿美元,到 2032 年将达到 1,767.3 亿美元,2026 年至 2032 年的复合年增长率为 7.2%。

影视娱乐涵盖了一系列旨在吸引和娱乐观众的活动和平台。这包括电影、电视剧、串流内容、现场表演以及各种类型的数位媒体。影视娱乐的主要目的是娱乐、引发情感,并提供一种逃离日常生活的方式。该领域运用叙事、影像、声音和表演来吸引观众,并建立与讯息的连结。

电影和娱乐分布在各种平台:戏院、电视网络、串流服务、社群媒体等。随着技术的进步,对虚拟实境 (VR) 和扩增实境(AR) 等互动式和沈浸式体验的需求日益增长。

随着数位技术的不断进步、客製化内容需求的不断增长以及全球市场的不断扩张,该行业的未来一片光明。人工智慧、数据分析和高画质内容领域的创新必将提升观众的参与度,同时也为製作人和发行开闢新的选择。

全球电影与娱乐市场动态

影响全球电影和娱乐市场的主要市场动态是:

关键市场驱动因素

串流服务的兴起:串流媒体服务的兴起是娱乐产业的关键驱动力。根据Statista的数据,全球串流视讯点播 (SVOD) 收入预计将从2021年的722.4亿美元增长到2027年的1392亿美元。这反映了复合年增长率,并标誌着消费者接收娱乐内容方式的重大转变。

戏院观影人次增加:儘管串流媒体日益流行,但电影业仍然严重依赖戏院观影人次。美国电影协会 (MPA) 估计,2022 年全球票房收入将达到 322 亿美元,较 2021 年成长 27%。戏院上映电影的復苏显示,观影体验的吸引力经久不衰。

游戏产业成长:游戏是娱乐产业中一个不断成长的领域。根据 Newzoo 的分析,全球游戏市场规模预计在 2023 年达到 1,877 亿美元,到 2025 年将成长至 2,112 亿美元。这一扩张标誌着互动娱乐正在融入更广阔的媒体版图。

主要挑战

内容饱和:电影和娱乐产业内容过度饱和,多个平台充斥着大量内容。这种饱和使得新内容难以脱颖而出,吸引观众的注意。製片人和发行必须在竞争激烈的市场中寻求发展,因为许多内容选择都在争夺观众的时间和注意力。创作出独特、优质的内容,既能脱颖而出,又能吸引观众,同时又能让他们满意,变得愈发困难。

消费者偏好的转变:随着消费者偏好和观看模式的快速变化,娱乐产业正面临困境。串流媒体服务、随选内容和个人化提案的激增改变了人们的媒体消费方式。应对这些发展趋势需要高度重视偏好的变化,并具备製作能够吸引更广泛、日益分散的消费者群体的内容的能力。如果无法适应这些趋势,就可能导致相关性和市场占有率的下降。

盗版和版权问题:盗版仍然是一个主要问题,电影和娱乐内容的非法发行对製作方和发行造成了巨大的收入损失。儘管数位版权管理 (DRM) 和执法方面取得了进展,但非法串流媒体和下载仍在侵蚀市场收益。解决这些问题需要持续的技术创新、强有力的法律规范以及有效的全球合作,以保护智慧财产权并确保内容创作者获得公平的报酬。

人才管理与留任:在电影与娱乐市场,招募和留住顶尖人才是持续存在的难题。高知名度的演员、监督和其他重要人才需求旺盛,而竞争激烈可能会推高价格。维护健康的人才网络并管理员工不同的需求和期望需要有效的谈判和沟通技巧。公司需要製定策略来吸引和留住优秀员工,同时创造一个协作且有效率的职场环境。

主要趋势

串流媒体主导:串流媒体服务继续占据市场主导地位,Netflix 和 Disney+ 等平台的覆盖范围不断扩大。从传统有线电视到点播串流媒体的转变正在影响内容消费模式,并为内容创作者和经销商创造新的收益来源。

原创内容製作:为了吸引和留住用户,串流平台越来越重视製作自己的内容。这一趋势推动了对独家节目、电影和电视剧的投资,旨在打造平台的差异化,并提升品牌忠诚度。

个人化建议:先进的演算法和人工智慧透过个人化内容推荐提升用户体验。串流服务利用数据分析,根据观看历史提供个人化提案,提供更相关、更精选的内容选择,进而提高用户参与度和满意度。

内容创作中的人工智慧:人工智慧在内容创作和製作过程中的应用日益广泛。从剧本创作到视觉特效,人工智慧解决方案正在帮助加快工作流程、提升创造力并降低製作成本,从而彻底改变内容创作和发行的格局。

目录

第一章 引言

  • 市场定义
  • 市场区隔
  • 调查方法

第二章执行摘要

  • 主要发现
  • 市场概览
  • 市集亮点

第三章市场概述

  • 市场规模和成长潜力
  • 市场趋势
  • 市场驱动因素
  • 市场限制
  • 市场机会
  • 波特五力分析

第四章 电影和娱乐市场(按产品/服务)

  • 电影
  • 电视机
  • 音乐
  • 游戏

第五章 电影娱乐市场(依发行管道)

  • 剧院
  • 家庭娱乐
  • 电视机
  • 线上平台

第六章 电影及娱乐市场(按地区)

  • 北美洲
  • 美国
  • 加拿大
  • 墨西哥
  • 欧洲
  • 英国
  • 德国
  • 法国
  • 义大利
  • 亚太地区
  • 中国
  • 日本
  • 印度
  • 澳洲
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 智利
  • 中东和非洲
  • 南非
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国

第七章市场动态

  • 市场驱动因素
  • 市场限制
  • 市场机会
  • COVID-19 市场影响

第八章 竞争态势

  • 主要企业
  • 市场占有率分析

第九章 公司简介

  • Walt Disney Company
  • Comcast Corporation
  • AT&T Inc.
  • Sony Corporation
  • Netflix, Inc.
  • Amazon.com, Inc.
  • WarnerMedia, LLC
  • ViacomCBS Inc.
  • Fox Corporation
  • Tencent Holdings Ltd.

第十章 市场展望与机会

  • 新兴技术
  • 未来市场趋势
  • 投资机会

第十一章 市场展望 附录

  • 简称列表
  • 来源和参考文献
简介目录
Product Code: 59280

Movies And Entertainment Market Size And Forecast

Movies And Entertainment Market size was valued at USD 101.26 Billion in 2024 and is projected to reach USD 176.73 Billion by 2032, growing at a CAGR of 7.2% from 2026 to 2032.

Movies and entertainment cover a wide range of activities and platforms intended to engage and entertain audiences. This includes movies, TV series, streaming content, live performances, and many types of digital media. The primary goal of movies and entertainment is to entertain, elicit emotions, and provide a type of getaway from daily life. This sector uses storytelling, pictures, sound, and performance to capture viewers and establish a connection with the information.

Movies and entertainment are distributed over a variety of platforms, including theaters, television networks, streaming services, and social media. As technology progresses, there is an increasing need for interactive and immersive experiences like virtual reality (VR) and augmented reality (AR).

With the ongoing advancement of digital technology, rising demand for tailored content, and global market expansion, the future of this industry is bright. AI, data analytics, and high-definition content innovations are likely to boost audience engagement while also opening up new options for producers and distributors.

Global Movies And Entertainment Market Dynamics

The key market dynamics that are shaping the global movies and entertainment market include:

Key Market Drivers:

Streaming Service Proliferation: Streaming service proliferation is a key driver in the entertainment business. According to Statista, global streaming video-on-demand (SVOD) revenue is expected to reach USD 139.20 Billion by 2027, up from $72.24 billion in 2021. This reflects a compound annual growth rate that demonstrates a substantial shift in how consumers receive entertainment content.

Creasing Cinema Attendance: The movie industry relies heavily on cinema attendance, despite the growing popularity of streaming. The Motion Picture Association (MPA) estimated that global box office revenues will reach USD 32.2 Billion in 2022, a 27% increase from 2021. This rebound in theatrical releases indicates the long-lasting attractiveness of the cinema experience.

Growth in the Gaming Industry: Gaming is a growing aspect of the entertainment industry. According to a Newzoo analysis, the worldwide games market is estimated to produce USD 187.7 Billion in 2023, increasing to USD 211.2 Billion by 2025. This expansion demonstrates the increasing integration of interactive entertainment into the larger media landscape.

Key Challenges:

Content Saturation: The movie and entertainment industries are oversaturated with a large amount of content available across numerous platforms. This saturation makes it difficult for new content to stand out and attract the audience's attention. Producers and distributors must negotiate a competitive market in which various options compete for viewers' time and attention. The difficulty is to create one-of-a-kind, high-quality content that stands out from the crowd while still engaging and satisfying the audience.

Changing Consumer Preferences: The entertainment sector has a dilemma as consumer preferences and viewing patterns change rapidly. The proliferation of streaming services, on-demand material, and personalized suggestions has changed the way people consume media. Adapting to these developments necessitates a thorough awareness of changing tastes as well as the capacity to produce content that appeals to a wide range of increasingly fragmented consumers. Failure to keep up with these trends can result in diminished relevance and market share.

Piracy and Copyright Issues: Piracy remains a major issue, with illegal distribution of movies and entertainment content resulting in considerable income losses for producers and distributors. Despite advances in digital rights management (DRM) and legal enforcement, illegal streaming and downloading continue to erode the market's profits. Addressing these concerns requires constant technological innovation, strong regulatory frameworks, and effective global collaboration to protect intellectual property and secure fair recompense for content creators.

Talent Management and Retention: Recruiting and maintaining top talent in the movie and entertainment market is an ongoing problem. High-profile performers, directors, and other essential individuals are in high demand, and competing for their services can raise prices. Sustaining healthy connections and managing the different requirements and expectations of people necessitates effective negotiation and communication abilities. Companies must develop tactics to engage and retain talented employees while also cultivating a collaborative and productive work environment.

Key Trends:

Streaming Dominance: Streaming services continue to dominate the market, with platforms such as Netflix and Disney+ growing their reach. The change from traditional cable TV to on-demand streaming is influencing content consumption patterns and opening up new revenue streams for content creators and distributors.

Original Content Production: To attract and maintain users, streaming platforms are increasingly emphasizing the creation of unique content. This trend is driving more investment in exclusive shows, movies, and series, with the goal of differentiating platforms and increasing brand loyalty.

Personalized Recommendations: Advanced algorithms and AI are improving the user experience by making personalized content recommendations. Streaming services leverage data analytics to personalize suggestions based on viewing history, increasing user engagement and happiness by providing more relevant and curated content options.

AI in Content Creation: Artificial intelligence is becoming more prevalent in content creation and production processes. From scriptwriting to visual effects, AI solutions help expedite workflows, boost creativity, and lower production costs, transforming content creation and delivery.

Global Movies And Entertainment Market Regional Analysis

Here is a more detailed regional analysis of the global movies and entertainment market:

North America:

North America is a prominent power in the worldwide movie and entertainment market, owing to its rich history as Hollywood's hub and its robust infrastructure. According to the Motion Picture Association's 2023 Theme Report, the region's box office increased by an astonishing 64% from 2021 to USD 7.5 Billion in 2022.

This increase demonstrates North America's robust market recovery and sustained growth potential. The streaming market is also thriving, with Subscription Video on Demand (SVOD) revenues predicted to increase from USD 43 Billion in 2021 to USD 54 Billion by 2027, according to Digital TV Research. This reflects the region's rapid adoption of digital entertainment trends and growing customer appetite for on-demand content.

The North American video game business is likewise expanding rapidly, with the Entertainment Software Association reporting in 2022 that 66% of Americans-or approximately 215.5 million people-play video games regularly. This widespread engagement has driven the United States to the top of the worldwide video game business, with revenues expected to exceed USD 42 Billion by 2023, according to Statista. North America also leads in the adoption of emerging entertainment technology. This rapid expansion emphasizes North America's importance in pioneering novel entertainment experiences across all sectors.

Asia Pacific:

The Asia Pacific region's movie and entertainment market is expanding dramatically, owing to rapid economic development, a growing middle class, and substantial technical improvements. Leading countries such as China, India, and South Korea are instrumental in this expansion, influencing the global entertainment landscape. According to PwC's Global Entertainment & Media Outlook 2022-2026, the Asia Pacific industry is expected to develop at a CAGR of 5.4%, reaching USD 988 Billion by 2026. This places the region as the world's fastest-growing, outpacing North America and Europe in terms of market expansion.

Asia Pacific's film industry is particularly vibrant, with China developing as the world's second-largest box office market, with ticket sales expected to reach USD 6.8 Billion in 2022 despite pandemic disruptions. The digital streaming business is also expanding, with Media Partners Asia forecasting that the online video market will reach USD 54 Billion by 2026, with subscription video-on-demand (SVOD) accounting for 57% of total revenue.

Furthermore, the gaming sector is expanding, with Niko Partners expecting USD 82.5 Billion in revenues by 2026, primarily from mobile gaming. Collectively, these patterns highlight the region's substantial contribution to global entertainment market growth and innovation.

Global Movies And Entertainment Market: Segmentation Analysis

The Global Movies And Entertainment Market is Segmented on the basis of Product/Service, Distribution Channel, And Geography.

Movies And Entertainment Market, By Product/Service

  • Movies
  • Television
  • Music
  • Gaming

Based on Product/Service, the market is bifurcated into Movies, Television, Music, and Gaming. Television has always dominated the movie and entertainment market due to its widespread reach and consistent revenue streams. However, gaming is expanding rapidly, thanks to technology breakthroughs, increased internet access, and a rising worldwide gaming community. While television continues to be a prominent component, the interactive and immersive quality of gaming is attracting a wider audience, particularly among younger demographics, making it the industry's fastest-growing category.

Movies And Entertainment Market, By Distribution Channel

  • Theatrical
  • Home Entertainment
  • Television
  • Online Platforms

Based on Distribution Channel, the market is segmented into Theatrical, Home Entertainment, Television, and Online Platforms. Television has long held a strong place in the movie and entertainment market, with a large viewership and significant advertising money. However, online platforms are rapidly expanding, driven by technological developments and shifting customer preferences. With the emergence of streaming services that provide on-demand material, personalized recommendations, and original programming, internet platforms are gaining market dominance and altering the entertainment industry.

Movies And Entertainment Market, By Geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World
  • On the basis of Geography, the Global Movies And Entertainment Market is classified into North America, Europe, Asia Pacific, and the Rest of the World. North America has traditionally led the worldwide movie and entertainment market, owing to Hollywood's influence and a mature consumer base. Asia Pacific, on the other hand, is expanding rapidly, owing to rising disposable incomes, a growing middle class, and increased interest in local content. The region's vast population and diversified cultural landscape are helping it rise to prominence in the business.

Key Players

The "Global Movies And Entertainment Market" study report will provide valuable insight with an emphasis on the global market. The major players in the market are Walt Disney Company, Comcast Corporation, AT&T Inc., Sony Corporation, Netflix, Inc., com, Inc., WarnerMedia, LLC, ViacomCBS Inc., Fox Corporation, and Tencent Holdings Ltd.

TABLE OF CONTENTS

1. INTRODUCTION

  • Market Definition
  • Market Segmentation
  • Research Methodology

2. Executive Summary

  • Key Findings
  • Market Overview
  • Market Highlights

3. Market Overview

  • Market Size and Growth Potential
  • Market Trends
  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Porter's Five Forces Analysis

4. Movies And Entertainment Market, By Product/Service

  • Movies
  • Television
  • Music
  • Gaming

5. Movies And Entertainment Market, By Distribution Channel

  • Theatrical
  • Home Entertainment
  • Television
  • Online Platforms

6. Regional Analysis

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • United Kingdom
  • Germany
  • France
  • Italy
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • Latin America
  • Brazil
  • Argentina
  • Chile
  • Middle East and Africa
  • South Africa
  • Saudi Arabia
  • UAE

7. Market Dynamics

  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Impact of COVID-19 on the Market

8. Competitive Landscape

  • Key Players
  • Market Share Analysis

9. Company Profiles

  • Walt Disney Company
  • Comcast Corporation
  • AT&T Inc.
  • Sony Corporation
  • Netflix, Inc.
  • Amazon.com, Inc.
  • WarnerMedia, LLC
  • ViacomCBS Inc.
  • Fox Corporation
  • Tencent Holdings Ltd.

10. Market Outlook and Opportunities

  • Emerging Technologies
  • Future Market Trends
  • Investment Opportunities

11. Appendix

  • List of Abbreviations
  • Sources and References