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市場調查報告書
商品編碼
1804736

娛樂內容與商品市場:2025-2030 年全球預測(按類型、平台、年齡層、經營模式、最終用戶和分銷管道)

Entertainment Content & Goods Market by Type, Platform, Age Group, Business Model, End User, Distribution Channel - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 193 Pages | 商品交期: 最快1-2個工作天內

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預計到 2024 年娛樂內容和商品市場價值將達到 1,577.5 億美元,到 2025 年將成長至 1,677 億美元,複合年成長率為 6.53%,到 2030 年將達到 2,306.8 億美元。

主要市場統計數據
基準年2024年 1577.5億美元
預計2025年 1677億美元
預測年份 2030 2306.8億美元
複合年成長率(%) 6.53%

近年來,隨著技術創新和不斷變化的消費行為交織在一起,重新定義了行業格局,娛樂內容和商品經歷了模式轉移。以實體媒體和線下活動為中心的傳統模式正被數位管道所增強,這些管道透過串流媒體、下載和線上平台分發動畫、網路漫畫、電影、電視節目、音樂、音訊內容、電玩遊戲等內容。同時,音樂會、體育賽事、戲劇和表演藝術等現場內容體驗正在利用混合模式,將場內觀眾與虛擬參與相結合。這些模式的交會創造了新的參與機會,但也帶來了製作、授權、發行和版權管理的複雜性。

此外,實體市場仍然強勁,迎合了珍惜有形資產的收藏家和愛好者的需求,這些資產包括圖板遊戲、卡牌遊戲、書籍、漫畫、雜誌、CD 和 DVD。隨著該行業的不斷發展,相關人員必須應對涵蓋設備平台、人口偏好、經營模式、最終用戶和分銷管道等多方面的環境。本執行摘要總結了最重要的趨勢,從監管變化的影響到市場細分洞察和區域差異,旨在為娛樂內容和收藏品生態系統的策略決策提供堅實的基礎。

本簡報重點在於近期貿易政策的連鎖效應、平台特定消費模式的興起以及主要企業的策略佈局。本簡報對變革性轉變、細分市場動態和區域需求進行了結構化分析,旨在為產業領導者提供符合消費者期望和競爭壓力的可行資訊。透過將複雜數據提煉為策略洞察,本摘要將成為引領全球娛樂、內容和商品領域下一階段成長與創新的指南針。

探索在數位融合和消費者期望下重塑娛樂生態系統的關鍵轉折點

過去十年,在數位融合和消費者期望不斷演變的推動下,娛樂業經歷了一場變革性的轉變。串流平台的覆蓋範圍已從電影和電視節目顯著擴展至動畫、網路漫畫、互動內容等,模糊了傳統媒體類別之間的界限。同時,音樂消費模式已從下載轉向基於訂閱的串流模式,電子遊戲也採用了直播服務架構。這些變化不僅重新定義了內容創作工作流程,也提升了直接面對消費者的分銷和個人化互動的重要性。

評估2025年美國關稅對全球企業娛樂內容及商品供應鏈的累積影響

2025年全年,美國關稅的累積影響將波及娛樂內容和商品供應鏈的各個環節。圖板遊戲、卡牌遊戲、CD和DVD等實體商品將面臨進口成本上升的局面,這促使製造商重新思考籌資策略並最佳化庫存規劃。因此,一些製造商正在轉向區域供應商並實現零件來源多元化,以減輕進口成本上升的影響,並尋求高階定位,以便在不損害品牌股權的情況下吸收成本上漲。

發掘關鍵細分洞察,了解不同類型、平台、年齡層、經營模式和最終用戶維度的消費者偏好

按類型細分娛樂市場可以揭示成長動力和營運考量。數位內容包括動畫、網路漫畫、電影、電視節目、音樂、音軌和電玩遊戲,每一種都需要量身訂做的內容藍圖和發行策略。對於音樂和音訊而言,從下載所有權到串流訂閱的轉變正在重塑收益模式,而視訊遊戲則同時利用領先和遊戲內收益。包括音樂會、體育賽事、戲劇和表演藝術在內的現場內容正在發展以混合訪問為特色,在現場出席和虛擬參與之間取得平衡。實體商品,包括圖板遊戲、紙牌遊戲、書籍、漫畫、雜誌和 CD 和 DVD 等實體媒體,繼續吸引收藏家和小眾受眾,尤其是觸覺體驗和包裝,可以提升感知價值。

探索推動美洲、歐洲、中東和亞太市場消費者參與和成長機會的重要區域見解

區域分析揭示了美洲各地消費行為模式和策略必要事項的多樣性。在北美,數位化加速發展持續重塑傳統娛樂模式,消費者青睞電影、電視節目、音樂和遊戲內容的訂閱串流服務。現場活動也呈現強勁反彈,將現場觀賽與互動虛擬內容結合,增強了全球影響力。同時,在拉丁美洲市場,受本地內容和社區活動的推動,圖板遊戲、漫畫、雜誌等實體消費蓬勃發展,儘管行動串流媒體在城市中心日益盛行。

聚焦塑造全球娛樂內容製作、發行和消費者體驗未來的主要企業

對娛樂內容和商品領域主要企業的分析揭示了驅動競爭優勢的策略模式。主要的串流媒體平台正在大力投資原創內容,並利用專有數據分析來改善內容推薦並最大限度地提高用戶參與度。這些公司也透過收購音樂版權和與互動遊戲合作進行垂直整合,模糊了媒體格式之間的傳統界線。同時,硬體公司正專注於擴展其生態系統,最佳化主機和智慧型電視的設計,以支援無縫的內容存取和身臨其境型的視聽效能。

為產業領導者提供切實可行的策略建議,協助市場顛覆。掌握新興趨勢,增強競爭優勢。

隨著市場持續轉型,產業領導者必須優先考慮策略敏捷性和創新性,以抓住新機會。企業應投資強大的數位基礎設施,支援主機、桌上型電腦、行動裝置和智慧電視的可擴展內容傳送,確保跨夥伴關係的無縫體驗。此外,與本地內容創作者和技術提供者合作可以加速在地化進程,發掘新的受眾,並加深文化共鳴和品牌忠誠度。

詳述娛樂內容和商品研究資料收集、分析和檢驗方法的綜合調查方法方法

這項研究採用嚴謹的調查方法,結合全面的一手資料和二手資料收集技術。一手數據研究包括對產業主管、內容創作者、平台營運商和分銷合作夥伴的深入訪談。此外,我們還透過廣泛的消費者調查、橫斷面焦點小組和專家小組,對這些定性洞察進行了補充,以檢驗市場趨勢和策略要點。

結論:我們總結了關鍵見解並強調了不斷發展的娛樂內容和商品領域的相關人員的必要行動。

總而言之,娛樂內容和商品產業正處於一個關鍵的十字路口,其核心因素包括數位創新、不斷變化的消費者偏好以及不斷變化的監管環境。本分析的關鍵見解包括:數位融合對不同內容類型的變革性影響、關稅政策對實體供應鏈的營運影響,以及針對平台、人口統計、經營模式和分銷細節的細分策略的重要性。從美洲蓬勃發展的串流生態系統,到歐洲、中東和非洲的混合採用模式,再到亞太地區的技術主導成長,區域因素凸顯了製定在地化策略的必要性,該策略旨在平衡全球規模與文化特性。

目錄

第1章:前言

第2章調查方法

第3章執行摘要

第4章 市場概述

第5章市場動態

  • 引入人工智慧個人化內容推薦,提高跨平台用戶留存率
  • 整合身臨其境型擴增實境產品體驗,提高消費者參與度與銷售量
  • 轉向直接面對消費者的串流服務,提供廣告支援和低成本選項,推動訂閱量成長
  • 擴展虛擬實況活動和元宇宙音樂會,提供獨家數位收藏品和粉絲互動
  • 短影片行動端面臨的挑戰越來越大,推動了病毒式品牌夥伴關係和用戶生成內容的趨勢
  • 引入基於區塊鏈的版稅追蹤系統,確保內容創作者獲得公平的報酬
  • 跨專利權電影宇宙和跨媒體敘事的需求不斷成長,以延長 IP 壽命
  • 擴大使用永續材料的環保產品線,以吸引環保意識的粉絲

第6章 市場洞察

  • 波特五力分析
  • PESTEL分析

第7章 2025年美國關稅的累積影響

第8章 娛樂內容和商品市場(按類型)

  • 數位內容
    • 動畫和網路漫畫
    • 電影和電視節目
    • 音樂和音訊內容
      • 下載
      • 串流媒體
    • 電子遊戲
  • 直播內容
    • 音樂會和音樂
    • 體育賽事
    • 戲劇與表演藝術
  • 實體商品
    • 圖板遊戲和紙牌遊戲
    • 漫畫
    • 雜誌
    • 實體媒體
      • CD
      • DVD

9. 娛樂內容和商品市場(按平台)

  • 主機
  • 桌面
    • macOS
    • Windows
  • 移動的
    • Android
    • iOS
  • 智慧電視

第10章:依年齡層分類的娛樂內容和商品市場

  • 成人
  • 進階的
  • 青少年

第 11 章 娛樂內容與商品市場(依經營模式)

  • 免費增值和廣告支持
  • 授權和權利銷售
  • 訂閱

第 12 章:娛樂內容和商品市場(按最終用戶分類)

  • 商業的
  • 個人

第 13 章:娛樂內容與商品市場(依通路)

  • 離線
    • 零售店
    • 劇院
  • 線上
    • 直接面對消費者
    • 第三方平台

第 14 章:美洲娛樂內容與商品市場

  • 美國
  • 加拿大
  • 墨西哥
  • 巴西
  • 阿根廷

第15章歐洲、中東和非洲娛樂內容和商品市場

  • 英國
  • 德國
  • 法國
  • 俄羅斯
  • 義大利
  • 西班牙
  • 阿拉伯聯合大公國
  • 沙烏地阿拉伯
  • 南非
  • 丹麥
  • 荷蘭
  • 卡達
  • 芬蘭
  • 瑞典
  • 奈及利亞
  • 埃及
  • 土耳其
  • 以色列
  • 挪威
  • 波蘭
  • 瑞士

第16章 亞太娛樂內容及商品市場

  • 中國
  • 印度
  • 日本
  • 澳洲
  • 韓國
  • 印尼
  • 泰國
  • 菲律賓
  • 馬來西亞
  • 新加坡
  • 越南
  • 台灣

第17章競爭格局

  • 2024年市場佔有率分析
  • 2024年FPNV定位矩陣
  • 競爭分析
    • Konami Group Corporation
    • Warner Bros. Discovery, Inc.
    • Adidas AG
    • Bandai Namco Holdings
    • Banijay Group
    • Comcast Corporation
    • Dalian Wanda Group
    • DreamWorks Animation LLC
    • Electronic Arts
    • Fanatics, Inc.
    • Hasbro, Inc.
    • Legendary Entertainment, LLC
    • LG Electronics
    • Live Nation Entertainment, Inc.
    • Mattel, Inc.
    • Merchbar, Inc.
    • NetEase, Inc.
    • Netflix, Inc.
    • New Era Cap Company
    • Nike, Inc.
    • Nintendo Co., Ltd.
    • Samsung Electronics Co Ltd
    • Sony Group Corporation
    • Super Cassettes Industries Private Limited(T-Series)
    • Tencent Holdings Limited
    • The Walt Disney Company
    • Universal City Studios LLC
    • Yamaha Corporation

第18章 研究人工智慧

第19章 研究統計

第20章 研究聯絡人

第21章 研究報導

第22章 附錄

Product Code: MRR-5B49EE16FCFE

The Entertainment Content & Goods Market was valued at USD 157.75 billion in 2024 and is projected to grow to USD 167.70 billion in 2025, with a CAGR of 6.53%, reaching USD 230.68 billion by 2030.

KEY MARKET STATISTICS
Base Year [2024] USD 157.75 billion
Estimated Year [2025] USD 167.70 billion
Forecast Year [2030] USD 230.68 billion
CAGR (%) 6.53%

Entertainment content and goods have undergone a paradigm shift in recent years as technological innovation and evolving consumer behaviors converge to redefine the industry landscape. Traditional models centered on physical media and in-person events have been augmented by digital channels that deliver animations, webtoons, movies, TV shows, music, audio content, video games, and more through streaming, downloads, and online platforms. At the same time, live content experiences such as concerts, sporting events, theater, and performing arts are leveraging hybrid models that blend on-site attendance with virtual participation. The intersection of these models has created new opportunities for engagement, while also introducing complexities in production, licensing, distribution, and rights management.

Moreover, the physical segment remains resilient through board games, card games, books, comics, magazines, CDs, and DVDs, catering to collectors and enthusiasts who value tangible assets. As this industry continues to evolve, stakeholders must navigate a multifaceted environment that spans device platforms, demographic preferences, business models, end users, and distribution channels. This executive summary synthesizes the most critical developments-from the impact of regulatory changes to market segmentation insights and regional variances-offering a cohesive foundation for strategic decision-making in the entertainment content and goods ecosystem.

In this overview, the focus will extend to the cascading effects of recent trade policies, the emergence of platform-specific consumption patterns, and the strategic maneuvers of leading companies. Through a structured examination of transformative shifts, segmentation dynamics, and regional imperatives, we aim to equip industry leaders with actionable intelligence that aligns with consumer expectations and competitive pressures. By distilling complex data into strategic insights, this summary serves as a compass for navigating the next phase of growth and innovation in the global entertainment content and goods sector.

Exploring the Pivotal Transformative Shifts Reshaping the Entertainment Ecosystem Amid Digital Convergence and Consumer Expectations

Over the past decade, the entertainment landscape has experienced transformative shifts driven by digital convergence and evolving consumer expectations. Streaming platforms have expanded far beyond movies and TV shows to include animations, webtoons, and interactive content that blur the lines between traditional media categories. Simultaneously, music consumption has migrated from downloads to subscription-based streaming models, while video games have embraced live service architectures. These changes have not only redefined content creation workflows but have also elevated the importance of direct-to-consumer distribution and personalized engagement.

Furthermore, technological innovations such as virtual reality, augmented reality, and blockchain have introduced new paradigms for storytelling and ownership. Virtual concerts and immersive gaming environments are reshaping live experiences, while non fungible tokens enable digital collectibles that bridge the gap between creators and fans. At the same time, smart TVs, consoles, desktops, and mobile devices are converging into unified ecosystems, unlocking cross-platform experiences that were previously unattainable.

In addition, regulatory frameworks and data privacy considerations have emerged as critical factors influencing content strategies. As governments worldwide reevaluate copyright protections and digital trade agreements, stakeholders must adapt to shifting compliance requirements. This confluence of technological, regulatory, and consumer-driven forces underscores the dynamic environment in which entertainment content and goods are produced, distributed, and consumed today.

Assessing the Cumulative Impact of United States Tariffs on Entertainment Content and Goods Supply Chains in 2025 Global Operations

Throughout 2025, the cumulative impact of United States tariffs has reverberated across every segment of the entertainment content and goods supply chain. Physical goods such as board games, card games, CDs, and DVDs have faced elevated import costs, prompting manufacturers to reconsider sourcing strategies and optimize inventory planning. As a result, some producers have shifted toward regional suppliers or diversified component origins to mitigate exposure, while others have explored premium positioning to absorb cost increases without eroding brand equity.

Digital content has not been immune to these dynamics. Although tariffs traditionally affect tangible products, ancillary effects have emerged through higher licensing fees and adjusted royalty structures as rights holders seek to preserve margins. For live content, the imposition of duties on audio equipment, stage components, and merchandise has compelled event organizers to streamline production budgets and renegotiate supplier contracts. Consequently, hybrid and virtual event models have gained traction as cost-efficient alternatives that reduce reliance on cross-border logistics.

Moreover, the tariffs have accelerated conversations around nearshoring and localized production for physical media and event infrastructure. Strategic partnerships with domestic manufacturers and investment in automated production technologies are promising avenues for long-term resilience. At the same time, corporate negotiators are proactively engaging with policy makers to advocate for sector-specific exemptions, reflecting a collaborative approach to address trade barriers in the global entertainment ecosystem.

Revealing Key Segmentation Insights Illuminating Diverse Consumer Preferences Across Type Platform Age Group Business Model and End User Dimensions

Segmenting the entertainment market by type reveals distinct growth drivers and operational considerations. Digital content spans animations, webtoons, movies, TV shows, music, audio tracks, and video games, each demanding tailored content roadmaps and distribution strategies. Within music and audio, the shift from download-based ownership to streaming subscriptions has reshaped revenue models, while video games leverage both upfront sales and in-game monetization. Live content-encompassing concerts, sporting events, theater, and performing arts-has evolved to feature hybrid access, balancing in-person attendance with virtual participation. Physical goods, including board games, card games, books, comics, magazines, and physical media in the form of CDs and DVDs, continue to serve collectors and niche audiences, particularly where tactile experiences and packaging add perceived value.

Platform segmentation further highlights nuanced consumption patterns. Console gaming platforms maintain strong community engagement with multiplayer experiences, while desktop consumption on MacOS and Windows caters to both productivity and entertainment. Mobile access through Android and iOS drives on-the-go content usage, creating new advertising and freemium opportunities. Smart TVs have become central hubs for streaming media, integrating applications across varied content genres. Age group analysis indicates that adults embrace subscription-based bundles across multiple content types, seniors gravitate toward familiar physical formats and curated programming, and teenagers fuel rapid adoption of interactive digital experiences and content sharing.

Business model segmentation underscores the importance of agile monetization frameworks. Freemium and ad-supported offerings lower entry barriers for new users, licensing and rights sales enable bespoke content distribution partnerships, and subscription models deliver predictable revenue streams. End user perspectives reveal commercial customers prioritizing enterprise licensing for events and bulk content procurement, while individuals demand seamless user experiences and tailored recommendations. Finally, distribution channel dynamics emphasize offline retail stores and theatrical venues as experiential touchpoints, contrasting with online direct-to-consumer portals and third-party platforms that offer convenience and global reach.

Uncovering Pivotal Regional Insights Driving Consumer Engagement and Growth Opportunities Across Americas Europe Middle East and Asia Pacific Markets

Regional analysis uncovers diverse consumer behavior patterns and strategic imperatives across the Americas. In North America, digital acceleration continues to redefine traditional entertainment paradigms, with consumers favoring subscription-based streaming services for movies, TV shows, music, and gaming content. Live events have rebounded strongly, blending in-person attendance with interactive virtual components that enhance global reach. Latin American markets, meanwhile, exhibit vibrant physical goods consumption in board games, comics, and magazines, driven by localized content and community events, even as mobile streaming gains prominence in urban centers.

In Europe, the Middle East, and Africa, varying regulatory landscapes and cultural preferences shape market evolution. European countries emphasize stringent data protection and diversity mandates, influencing content licensing and distribution structures. The Middle East presents a dynamic mix of digital adoption and traditional content consumption, where local studios leverage regional storytelling for broader platform distribution. Africa's rapidly expanding mobile infrastructure is enabling first-time access to streaming services and online gaming, while physical media maintains relevance in areas with limited broadband connectivity.

Asia-Pacific stands out for rapid tech adoption and diverse demographic segments. East Asian markets are at the forefront of webtoon and animation innovation, with strong consumer bases in gaming. Southeast Asia exhibits surging mobile content consumption and a growing appetite for local language music and podcasts. Meanwhile, Oceania balances mature digital platforms with robust live event circuits. Across the region, partnerships between global media conglomerates and local content creators drive tailored offerings that resonate with national cultural identities.

Spotlight on Leading Companies Shaping the Future of Entertainment Content Production Distribution and Consumer Experience Worldwide

Analyzing leading companies in the entertainment content and goods sector reveals strategic patterns that drive competitive advantage. Major streaming platforms have invested heavily in original productions, leveraging proprietary data analytics to refine content recommendations and maximize user engagement. These entities also negotiate vertical integration through music rights acquisitions and interactive gaming partnerships, blurring traditional boundaries between media formats. In parallel, hardware companies have focused on ecosystem expansion, optimizing console and smart TV designs to support seamless content access and immersive audiovisual performance.

Meanwhile, publishers and physical goods manufacturers are adopting omnichannel strategies. By collaborating with online retailers, theatrical venues, and direct-to-consumer websites, these companies preserve the tactile appeal of books, comics, board games, and physical media while tapping into new consumer segments. Key industry players are also embracing sustainability initiatives, sourcing eco-friendly materials for packaging and exploring circular economy models to mitigate waste across production and distribution channels.

Additionally, event promoters and live experience curators have differentiated their offerings through hybrid event structures and branded digital collectibles. Strategic alliances with technology providers have enabled real-time audience analytics, enhancing sponsorship monetization and content personalization. Collectively, these approaches underscore a broader industry trend: integrating digital capabilities with traditional strengths to foster resilient business models and sustained relevance in a highly competitive entertainment ecosystem.

Emerging entrants are also disrupting traditional hierarchies, leveraging niche content verticals and community-driven platforms to challenge established players. Through targeted investments in indie studios and user-generated ecosystems, these companies foster grassroots innovation and accelerate time-to-market for specialized entertainment offerings. Such agility underscores the competitive imperative for legacy organizations to embrace open innovation and strategic venture partnerships.

Actionable Strategic Recommendations for Industry Leaders to Navigate Disruption Capitalize on Emerging Trends and Strengthen Competitive Positioning

In light of ongoing market transformation, industry leaders must prioritize strategic agility and innovation to capitalize on emerging opportunities. Companies should invest in robust digital infrastructures that support scalable content delivery across consoles, desktops, mobile devices, and smart TVs, ensuring seamless cross-platform experiences. Furthermore, forging partnerships with regional content creators and technology providers can accelerate localization efforts and unlock new audience segments, fostering deeper cultural resonance and brand loyalty.

Moreover, organizations should diversify sourcing strategies to mitigate the impact of trade policies. Nearshoring or establishing regional production hubs for physical goods and event infrastructure can reduce exposure to tariff volatility, while digital content providers should adopt flexible licensing agreements that account for evolving regulatory frameworks. Embracing data-driven decision making through advanced analytics and AI-powered insights will enable precise audience targeting and optimized monetization across freemium, subscription, ad-supported, and licensing models.

Finally, fostering immersive experiences through live-virtual hybrids and leveraging next-generation technologies-such as augmented reality overlays at concerts or blockchain-enabled digital collectibles-will differentiate offerings in crowded markets. To strengthen competitive positioning, companies should cultivate a culture of continuous learning, empower cross-functional teams to experiment with novel formats, and maintain open dialogues with policy makers to influence supportive industry regulations. By implementing these recommendations, stakeholders can navigate disruption proactively and sustain long-term growth in the dynamic entertainment content and goods sector.

In addition, cultivating a skilled workforce capable of bridging creative and technical domains is essential. Industry leaders should establish cross-disciplinary teams that combine content development expertise with data science, UX design, and supply chain optimization to foster holistic innovation. Ongoing training programs and strategic recruitment of specialized talent will enhance organizational agility and fortify competitive advantage.

Comprehensive Research Methodology Detailing Data Collection Analysis and Validation Approaches Underpinning the Entertainment Content and Goods Study

This study is underpinned by a rigorous research methodology that combines comprehensive primary and secondary data collection techniques. Primary research involved in-depth interviews with industry executives, content creators, platform operators, and distribution partners. These qualitative insights were complemented by large-scale consumer surveys, focus groups across diverse demographic segments, and expert panels to validate market trends and strategic imperatives.

Secondary research encompassed a systematic review of corporate filings, regulatory documents, trade association publications, and publicly available financial reports. Industry journals, conference proceedings, and academic studies were also analyzed to capture the latest technological advancements, policy developments, and consumer behavior shifts. Cross-referencing these data sources enabled triangulation of findings and identification of consistent patterns across the entertainment content ecosystem.

Data analysis employed both quantitative and qualitative approaches, including statistical modeling to assess intersegment correlations and thematic coding to extract nuanced insights from expert interviews. Validation techniques such as sensitivity analysis and peer review ensured the robustness and reliability of conclusions. Collectively, these methodological steps provide a transparent and repeatable framework for exploring the multifaceted dynamics of the entertainment content and goods market.

Ethical considerations and data privacy protocols were integral throughout the research process. All respondent information was anonymized in compliance with prevailing data protection standards, and survey methodologies adhered to ethical guidelines to ensure participant consent and confidentiality. This commitment to integrity reinforces the credibility of the study's findings.

Conclusion Summarizing Critical Insights and Underscoring Imperative Actions for Stakeholders in the Evolving Entertainment Content and Goods Sector

In conclusion, the entertainment content and goods industry stands at a pivotal juncture defined by digital innovation, shifting consumer preferences, and evolving regulatory landscapes. Key insights from this analysis include the transformative impact of digital convergence across content types, the operational ramifications of tariff policies on physical supply chains, and the critical importance of segmentation strategies that align with platform, demographic, business model, and distribution nuances. Regional considerations-from the robust streaming ecosystems of the Americas to the hybrid adoption patterns in EMEA and the tech-driven growth in Asia-Pacific-underscore the need for localized strategies that balance global scale with cultural specificity.

Moving forward, stakeholders must embrace proactive strategies that integrate digital capabilities with core competencies in content creation, distribution, and live event management. By diversifying sourcing approaches, leveraging data-driven audience insights, and exploring immersive technologies, industry participants can not only weather market disruptions but also capture new growth avenues. Anticipatory regulatory engagement and strategic alliances will further enhance resilience and innovation capacity. Continuous research monitoring and iterative strategy refinement will be vital as new technologies and policy shifts emerge, enabling stakeholders to stay ahead of market inflections and maintain sustainable growth trajectories. Ultimately, success in this dynamic landscape will hinge on the ability to respond swiftly to emerging trends while maintaining a clear focus on delivering compelling, differentiated experiences to audiences worldwide.

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

  • 4.1. Introduction
  • 4.2. Market Sizing & Forecasting

5. Market Dynamics

  • 5.1. Adoption of AI-driven personalized content recommendations to boost user retention across platforms
  • 5.2. Integration of immersive augmented reality merchandise experiences to enhance consumer engagement and sales
  • 5.3. Shift towards direct-to-consumer streaming tiers with ad-supported low-cost options driving subscription growth
  • 5.4. Expansion of virtual live events and metaverse concerts offering exclusive digital collectibles and fan interactions
  • 5.5. Rise of short-form mobile video challenges fueling viral brand partnerships and user-generated content trends
  • 5.6. Deployment of blockchain-based royalty tracking systems to ensure fair compensation for content creators
  • 5.7. Increasing demand for cross-franchise cinematic universes and transmedia storytelling to boost IP longevity
  • 5.8. Growth of eco-conscious merchandise lines using sustainable materials to appeal to environmentally aware fans

6. Market Insights

  • 6.1. Porter's Five Forces Analysis
  • 6.2. PESTLE Analysis

7. Cumulative Impact of United States Tariffs 2025

8. Entertainment Content & Goods Market, by Type

  • 8.1. Introduction
  • 8.2. Digital Content
    • 8.2.1. Animations & Webtoons
    • 8.2.2. Movies & TV Shows
    • 8.2.3. Music & Audio Content
      • 8.2.3.1. Downloads
      • 8.2.3.2. Streaming
    • 8.2.4. Video Games
  • 8.3. Live Content
    • 8.3.1. Concerts & Music
    • 8.3.2. Sporting Events
    • 8.3.3. Theater & Performing Arts
  • 8.4. Physical Goods
    • 8.4.1. Board Games & Card Games
    • 8.4.2. Books
    • 8.4.3. Comics
    • 8.4.4. Magazines
    • 8.4.5. Physical Media
      • 8.4.5.1. CDs
      • 8.4.5.2. DVDs

9. Entertainment Content & Goods Market, by Platform

  • 9.1. Introduction
  • 9.2. Console
  • 9.3. Desktop
    • 9.3.1. MacOS
    • 9.3.2. Windows
  • 9.4. Mobile
    • 9.4.1. Android
    • 9.4.2. iOS
  • 9.5. Smart TV

10. Entertainment Content & Goods Market, by Age Group

  • 10.1. Introduction
  • 10.2. Adults
  • 10.3. Seniors
  • 10.4. Teenagers

11. Entertainment Content & Goods Market, by Business Model

  • 11.1. Introduction
  • 11.2. Freemium & Ad-Supported
  • 11.3. Licensing & Rights Sales
  • 11.4. Subscription

12. Entertainment Content & Goods Market, by End User

  • 12.1. Introduction
  • 12.2. Commercial
  • 12.3. Individual

13. Entertainment Content & Goods Market, by Distribution Channel

  • 13.1. Introduction
  • 13.2. Offline
    • 13.2.1. Retail Stores
    • 13.2.2. Theatrical Venues
  • 13.3. Online
    • 13.3.1. Direct-To-Consumer
    • 13.3.2. Third-Party Platforms

14. Americas Entertainment Content & Goods Market

  • 14.1. Introduction
  • 14.2. United States
  • 14.3. Canada
  • 14.4. Mexico
  • 14.5. Brazil
  • 14.6. Argentina

15. Europe, Middle East & Africa Entertainment Content & Goods Market

  • 15.1. Introduction
  • 15.2. United Kingdom
  • 15.3. Germany
  • 15.4. France
  • 15.5. Russia
  • 15.6. Italy
  • 15.7. Spain
  • 15.8. United Arab Emirates
  • 15.9. Saudi Arabia
  • 15.10. South Africa
  • 15.11. Denmark
  • 15.12. Netherlands
  • 15.13. Qatar
  • 15.14. Finland
  • 15.15. Sweden
  • 15.16. Nigeria
  • 15.17. Egypt
  • 15.18. Turkey
  • 15.19. Israel
  • 15.20. Norway
  • 15.21. Poland
  • 15.22. Switzerland

16. Asia-Pacific Entertainment Content & Goods Market

  • 16.1. Introduction
  • 16.2. China
  • 16.3. India
  • 16.4. Japan
  • 16.5. Australia
  • 16.6. South Korea
  • 16.7. Indonesia
  • 16.8. Thailand
  • 16.9. Philippines
  • 16.10. Malaysia
  • 16.11. Singapore
  • 16.12. Vietnam
  • 16.13. Taiwan

17. Competitive Landscape

  • 17.1. Market Share Analysis, 2024
  • 17.2. FPNV Positioning Matrix, 2024
  • 17.3. Competitive Analysis
    • 17.3.1. Konami Group Corporation
    • 17.3.2. Warner Bros. Discovery, Inc.
    • 17.3.3. Adidas AG
    • 17.3.4. Bandai Namco Holdings
    • 17.3.5. Banijay Group
    • 17.3.6. Comcast Corporation
    • 17.3.7. Dalian Wanda Group
    • 17.3.8. DreamWorks Animation LLC
    • 17.3.9. Electronic Arts
    • 17.3.10. Fanatics, Inc.
    • 17.3.11. Hasbro, Inc.
    • 17.3.12. Legendary Entertainment, LLC
    • 17.3.13. LG Electronics
    • 17.3.14. Live Nation Entertainment, Inc.
    • 17.3.15. Mattel, Inc.
    • 17.3.16. Merchbar, Inc.
    • 17.3.17. NetEase, Inc.
    • 17.3.18. Netflix, Inc.
    • 17.3.19. New Era Cap Company
    • 17.3.20. Nike, Inc.
    • 17.3.21. Nintendo Co., Ltd.
    • 17.3.22. Samsung Electronics Co Ltd
    • 17.3.23. Sony Group Corporation
    • 17.3.24. Super Cassettes Industries Private Limited (T-Series)
    • 17.3.25. Tencent Holdings Limited
    • 17.3.26. The Walt Disney Company
    • 17.3.27. Universal City Studios LLC
    • 17.3.28. Yamaha Corporation

18. ResearchAI

19. ResearchStatistics

20. ResearchContacts

21. ResearchArticles

22. Appendix

LIST OF FIGURES

  • FIGURE 1. ENTERTAINMENT CONTENT & GOODS MARKET RESEARCH PROCESS
  • FIGURE 2. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 3. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY REGION, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 4. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2024 VS 2030 (%)
  • FIGURE 6. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 7. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2024 VS 2030 (%)
  • FIGURE 8. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 9. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2024 VS 2030 (%)
  • FIGURE 10. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 11. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2024 VS 2030 (%)
  • FIGURE 12. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 13. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2024 VS 2030 (%)
  • FIGURE 14. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 15. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2024 VS 2030 (%)
  • FIGURE 16. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 17. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 18. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 19. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STATE, 2024 VS 2030 (%)
  • FIGURE 20. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STATE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 21. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 22. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 23. ASIA-PACIFIC ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 24. ASIA-PACIFIC ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 25. ENTERTAINMENT CONTENT & GOODS MARKET SHARE, BY KEY PLAYER, 2024
  • FIGURE 26. ENTERTAINMENT CONTENT & GOODS MARKET, FPNV POSITIONING MATRIX, 2024
  • FIGURE 27. ENTERTAINMENT CONTENT & GOODS MARKET: RESEARCHAI
  • FIGURE 28. ENTERTAINMENT CONTENT & GOODS MARKET: RESEARCHSTATISTICS
  • FIGURE 29. ENTERTAINMENT CONTENT & GOODS MARKET: RESEARCHCONTACTS
  • FIGURE 30. ENTERTAINMENT CONTENT & GOODS MARKET: RESEARCHARTICLES

LIST OF TABLES

  • TABLE 1. ENTERTAINMENT CONTENT & GOODS MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2024
  • TABLE 3. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, 2018-2024 (USD MILLION)
  • TABLE 4. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, 2025-2030 (USD MILLION)
  • TABLE 5. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 6. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 7. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2018-2024 (USD MILLION)
  • TABLE 8. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2025-2030 (USD MILLION)
  • TABLE 9. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 10. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 11. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 12. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 13. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ANIMATIONS & WEBTOONS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 14. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ANIMATIONS & WEBTOONS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 15. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOVIES & TV SHOWS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 16. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOVIES & TV SHOWS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 17. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 18. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 19. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DOWNLOADS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 20. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DOWNLOADS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 21. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STREAMING, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 22. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STREAMING, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 23. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 24. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 25. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY VIDEO GAMES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 26. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY VIDEO GAMES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 27. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 28. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 29. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 30. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 31. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CONCERTS & MUSIC, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 32. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CONCERTS & MUSIC, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 33. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SPORTING EVENTS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 34. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SPORTING EVENTS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 35. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THEATER & PERFORMING ARTS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 36. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THEATER & PERFORMING ARTS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 37. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 38. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 39. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 40. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 41. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BOARD GAMES & CARD GAMES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 42. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BOARD GAMES & CARD GAMES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 43. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BOOKS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 44. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BOOKS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 45. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COMICS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 46. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COMICS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 47. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MAGAZINES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 48. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MAGAZINES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 49. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 50. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 51. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CDS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 52. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CDS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 53. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DVDS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 54. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DVDS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 55. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 56. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 57. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 58. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 59. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 60. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 61. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CONSOLE, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 62. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY CONSOLE, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 63. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 64. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 65. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MACOS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 66. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MACOS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 67. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY WINDOWS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 68. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY WINDOWS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 69. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 70. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 71. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 72. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 73. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ANDROID, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 74. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ANDROID, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 75. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY IOS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 76. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY IOS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 77. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 78. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 79. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SMART TV, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 80. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SMART TV, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 81. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 82. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 83. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ADULTS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 84. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ADULTS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 85. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SENIORS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 86. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SENIORS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 87. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TEENAGERS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 88. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TEENAGERS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 89. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 90. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 91. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY FREEMIUM & AD-SUPPORTED, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 92. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY FREEMIUM & AD-SUPPORTED, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 93. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LICENSING & RIGHTS SALES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 94. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LICENSING & RIGHTS SALES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 95. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SUBSCRIPTION, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 96. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY SUBSCRIPTION, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 97. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 98. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 99. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COMMERCIAL, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 100. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COMMERCIAL, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 101. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY INDIVIDUAL, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 102. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY INDIVIDUAL, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 103. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 104. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 105. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 106. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 107. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY RETAIL STORES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 108. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY RETAIL STORES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 109. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THEATRICAL VENUES, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 110. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THEATRICAL VENUES, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 111. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 112. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 113. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 114. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 115. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIRECT-TO-CONSUMER, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 116. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIRECT-TO-CONSUMER, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 117. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THIRD-PARTY PLATFORMS, BY REGION, 2018-2024 (USD MILLION)
  • TABLE 118. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY THIRD-PARTY PLATFORMS, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 119. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 120. GLOBAL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 121. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 122. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 123. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 124. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 125. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 126. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 127. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 128. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 129. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 130. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 131. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 132. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 133. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 134. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 135. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 136. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 137. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 138. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 139. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 140. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 141. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 142. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 143. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 144. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 145. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 146. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 147. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 148. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 149. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 150. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 151. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2018-2024 (USD MILLION)
  • TABLE 152. AMERICAS ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY COUNTRY, 2025-2030 (USD MILLION)
  • TABLE 153. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 154. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 155. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 156. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 157. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 158. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 159. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 160. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 161. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 162. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 163. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 164. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 165. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 166. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 167. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 168. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 169. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 170. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 171. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 172. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 173. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 174. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 175. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 176. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 177. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 178. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 179. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 180. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 181. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 182. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 183. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STATE, 2018-2024 (USD MILLION)
  • TABLE 184. UNITED STATES ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY STATE, 2025-2030 (USD MILLION)
  • TABLE 185. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 186. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 187. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 188. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 189. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 190. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 191. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 192. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 193. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 194. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 195. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 196. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 197. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 198. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 199. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 200. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 201. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 202. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 203. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 204. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 205. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 206. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 207. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 208. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 209. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 210. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 211. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 212. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 213. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 214. CANADA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 215. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 216. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 217. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 218. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 219. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 220. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 221. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 222. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 223. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 224. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 225. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 226. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 227. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 228. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 229. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 230. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 231. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 232. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 233. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 234. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 235. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 236. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 237. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 238. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 239. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 240. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 241. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 242. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 243. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 244. MEXICO ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 245. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 246. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 247. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 248. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 249. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 250. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 251. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 252. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 253. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 254. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 255. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 256. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 257. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 258. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 259. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 260. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 261. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 262. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 263. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 264. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 265. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 266. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 267. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 268. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 269. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 270. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 271. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 272. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 273. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 274. BRAZIL ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 275. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 276. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 277. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 278. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 279. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 280. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 281. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 282. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2025-2030 (USD MILLION)
  • TABLE 283. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2018-2024 (USD MILLION)
  • TABLE 284. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL GOODS, 2025-2030 (USD MILLION)
  • TABLE 285. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2018-2024 (USD MILLION)
  • TABLE 286. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PHYSICAL MEDIA, 2025-2030 (USD MILLION)
  • TABLE 287. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2018-2024 (USD MILLION)
  • TABLE 288. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY PLATFORM, 2025-2030 (USD MILLION)
  • TABLE 289. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2018-2024 (USD MILLION)
  • TABLE 290. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DESKTOP, 2025-2030 (USD MILLION)
  • TABLE 291. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2018-2024 (USD MILLION)
  • TABLE 292. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MOBILE, 2025-2030 (USD MILLION)
  • TABLE 293. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2018-2024 (USD MILLION)
  • TABLE 294. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY AGE GROUP, 2025-2030 (USD MILLION)
  • TABLE 295. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2018-2024 (USD MILLION)
  • TABLE 296. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY BUSINESS MODEL, 2025-2030 (USD MILLION)
  • TABLE 297. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2018-2024 (USD MILLION)
  • TABLE 298. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY END USER, 2025-2030 (USD MILLION)
  • TABLE 299. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2024 (USD MILLION)
  • TABLE 300. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DISTRIBUTION CHANNEL, 2025-2030 (USD MILLION)
  • TABLE 301. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2018-2024 (USD MILLION)
  • TABLE 302. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY OFFLINE, 2025-2030 (USD MILLION)
  • TABLE 303. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2018-2024 (USD MILLION)
  • TABLE 304. ARGENTINA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY ONLINE, 2025-2030 (USD MILLION)
  • TABLE 305. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2018-2024 (USD MILLION)
  • TABLE 306. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY TYPE, 2025-2030 (USD MILLION)
  • TABLE 307. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2018-2024 (USD MILLION)
  • TABLE 308. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY DIGITAL CONTENT, 2025-2030 (USD MILLION)
  • TABLE 309. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2018-2024 (USD MILLION)
  • TABLE 310. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY MUSIC & AUDIO CONTENT, 2025-2030 (USD MILLION)
  • TABLE 311. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE CONTENT, 2018-2024 (USD MILLION)
  • TABLE 312. EUROPE, MIDDLE EAST & AFRICA ENTERTAINMENT CONTENT & GOODS MARKET SIZE, BY LIVE C