2023-2030年全球媒體和娛樂市場
市場調查報告書
商品編碼
1296906

2023-2030年全球媒體和娛樂市場

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個工作天內

價格

此外,活動和貿易展覽對媒體和娛樂市場的成長有很大貢獻。體育產業是最大的娛樂產業之一,最受歡迎的運動和團隊展示了對全球經濟的積極影響。然而,COVID-19大流行病的爆發肯定會影響2020年和2021年半階段的市場成長。線下媒體和娛樂平台,如活動、貿易展覽和遊樂園的收入將在2020年出現下降。這是由於快速變化的環境迫使政府對所有涉及社交聚會的活動實施禁令。幾乎所有已開發國家和新興經濟體(包括美國、中國、印度、英國和德國)的政府採取的第一個步驟是關閉劇院、現場活動和遊樂園。然而,由於全球範圍內的這場重大危機迫使人們呆在家裡,與歷史時期相比,電視的總體使用率有所提高。這對娛樂業的線上影片流媒體產生了積極的影響,因此,由於大流行病的爆發,線上影片流媒體預計將有相當大的成長。

分部前景

媒體和娛樂市場被分為兩種類型,即線上平台和離線平台。線上/數位平台媒體和娛樂市場包括電視、廣播和音樂、數位標牌、戲劇製作、遊戲、影片流和其他。線下平台媒體和娛樂市場包括活動和貿易展覽、遊樂園和其他。基於線上/數位平台,數位標牌部分預計將以顯著的速度成長。數位標牌正在改變資訊和媒體部門,它允許中央和快速更新內容,並將資訊即時分配給精確位置的觀眾。數位標牌在商業領域的上升趨勢,加上先進技術在市場上的不斷部署,包括4K和8K顯示器,推動了市場的發展。此外,全球各地的一些團體和計劃正在呼籲互操作性,以實現大規模數位標牌網路的推廣,促進創新應用,並避免供應商鎖定。

線上/數位部分預計將佔據相當大的市場佔有率

目錄

第一章:報告摘要

  • 當前行業分析和成長潛力展望
  • 研究方法和工具
  • 市場細分
    • 按領域分類
    • 按地區

第二章:市場概述和洞察力

  • 報告的範圍
  • 分析師的洞察力和當前的市場趨勢
    • 主要發現
    • 建議
    • 總結

第三章:競爭格局

  • 主要公司分析
  • Company
    • 概述
    • 財務分析
    • SWOT分析
    • 近期發展情況
  • 關鍵戰略分析

第四章:市場細分

  • 全球媒體和娛樂市場的類型
    • 線上/數位平台
      • 電視
      • 廣播和音樂
      • 數位標牌
      • 電影和戲劇製作
      • 遊戲
      • 影片流媒體
      • 其他(虛擬實境和播客)
    • 離線平台
      • 活動和貿易展
      • 遊樂場
      • 其他(報紙/雜誌)

第五章:區域分析

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 義大利
    • 西班牙
    • 法國
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 世界其他地區

第六章:公司簡介

  • 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)