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市場調查報告書
商品編碼
1739587

全球電影和娛樂市場規模(按產品/服務、發行管道、地區和預測)

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個工作天內

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簡介目錄

電影娛樂市場規模及預測

預計 2024 年電影和娛樂市場規模將達到 1,012.6 億美元,到 2032 年將達到 1,767.3 億美元,2026 年至 2032 年的複合年成長率為 7.2%。

影視娛樂涵蓋了一系列旨在吸引和娛樂觀眾的活動和平台。這包括電影、電視劇、串流內容、現場表演以及各種類型的數位媒體。影視娛樂的主要目的是娛樂、引發情感,並提供一種逃離日常生活的方式。該領域運用敘事、影像、聲音和表演來吸引觀眾,並建立與訊息的連結。

電影和娛樂分佈在各種平台:戲院、電視網路、串流服務、社群媒體等。隨著技術的進步,對虛擬實境 (VR) 和擴增實境(AR) 等互動式和沈浸式體驗的需求日益成長。

隨著數位技術的不斷進步、客製化內容需求的不斷成長以及全球市場的不斷擴張,該行業的未來一片光明。人工智慧、數據分析和高畫質內容領域的創新必將提升觀眾的參與度,同時也為製作人和發行開闢新的選擇。

全球電影與娛樂市場動態

影響全球電影和娛樂市場的主要市場動態是:

關鍵市場促進因素

串流服務的興起:串流媒體服務的興起是娛樂產業的關鍵驅動力。根據Statista的數據,全球串流視訊點播 (SVOD) 收入預計將從2021年的722.4億美元成長到2027年的1392億美元。這反映了複合年成長率,並標誌著消費者接收娛樂內容方式的重大轉變。

戲院觀影人次增加:儘管串流媒體日益流行,但電影業仍然嚴重依賴戲院觀影人次。美國電影協會 (MPA) 估計,2022 年全球票房收入將達到 322 億美元,較 2021 年成長 27%。戲院上映電影的復甦顯示,觀影體驗的吸引力經久不衰。

遊戲產業成長:遊戲是娛樂產業中一個不斷成長的領域。根據 Newzoo 的分析,全球遊戲市場規模預計在 2023 年達到 1,877 億美元,到 2025 年將成長至 2,112 億美元。這一擴張標誌著互動娛樂正在融入更廣闊的媒體版圖。

主要挑戰

內容飽和:電影和娛樂產業內容過度飽和,多個平台充斥著大量內容。這種飽和使得新內容難以脫穎而出,吸引觀眾的注意。製片人和發行必須在競爭激烈的市場中尋求發展,因為許多內容選擇都在爭奪觀眾的時間和注意力。創作出獨特、優質的內容,既能脫穎而出,又能吸引觀眾,同時又能讓他們滿意,變得愈發困難。

消費者偏好的轉變:隨著消費者偏好和觀看模式的快速變化,娛樂產業正面臨困境。串流媒體服務、隨選內容和個人化提案的激增改變了人們的媒體消費方式。應對這些發展趨勢需要高度重視偏好的變化,並具備製作能夠吸引更廣泛、日益分散的消費者群體的內容的能力。如果無法適應這些趨勢,就可能導致相關性和市場佔有率的下降。

盜版和版權問題:盜版仍然是一個主要問題,電影和娛樂內容的非法發行對製作方和發行造成了巨大的收入損失。儘管數位版權管理 (DRM) 和執法方面取得了進展,但非法串流媒體和下載仍在侵蝕市場收益。解決這些問題需要持續的技術創新、強力的法律規範以及有效的全球合作,以保護智慧財產權並確保內容創作者獲得公平的報酬。

人才管理與留任:在電影與娛樂市場,招募和留住頂尖人才是持續存在的難題。高知名度的演員、監督和其他重要人才需求旺盛,而競爭激烈可能會推高價格。維護健康的人才網路並管理員工不同的需求和期望需要有效的談判和溝通技巧。公司需要製定策略來吸引和留住優秀員工,同時創造一個協作且有效率的職場環境。

主要趨勢

串流媒體主導:串流媒體服務繼續佔據市場主導地位,Netflix 和 Disney+ 等平台的覆蓋範圍不斷擴大。從傳統有線電視到點播串流媒體的轉變正在影響內容消費模式,並為內容創作者和經銷商創造新的收益來源。

原創內容製作:為了吸引和留住用戶,串流平台越來越重視製作自己的內容。這一趨勢推動了對獨家節目、電影和電視劇的投資,旨在打造平台的差異化,並提升品牌忠誠度。

個人化建議:先進的演算法和人工智慧透過個人化內容推薦提升用戶體驗。串流服務利用數據分析,根據觀看歷史提供個人化提案,提供更相關、更精選的內容選擇,進而提高用戶參與度和滿意度。

內容創作中的人工智慧:人工智慧在內容創作和製作過程中的應用日益廣泛。從劇本創作到視覺特效,人工智慧解決方案正在幫助加快工作流程、提升創造力並降低製作成本,從而徹底改變內容創作和發行的格局。

目錄

第1章 引言

  • 市場定義
  • 市場區隔
  • 調查方法

第2章執行摘要

  • 主要發現
  • 市場概覽
  • 市場亮點

第3章市場概述

  • 市場規模和成長潛力
  • 市場趨勢
  • 市場促進因素
  • 市場限制
  • 市場機會
  • 波特五力分析

第4章 電影和娛樂市場(按產品/服務)

  • 電影
  • 電視機
  • 音樂
  • 遊戲

第5章 電影娛樂市場(依發行管道)

  • 劇院
  • 家庭娛樂
  • 電視機
  • 線上平台

第6章 電影及娛樂市場(按地區)

  • 北美洲
  • 美國
  • 加拿大
  • 墨西哥
  • 歐洲
  • 英國
  • 德國
  • 法國
  • 義大利
  • 亞太地區
  • 中國
  • 日本
  • 印度
  • 澳洲
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 智利
  • 中東和非洲
  • 南非
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國

第7章市場動態

  • 市場促進因素
  • 市場限制
  • 市場機會
  • COVID-19 市場影響

第8章 競爭態勢

  • 主要企業
  • 市場佔有率分析

第9章 公司簡介

  • 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10章 市場展望與機會

  • 新興技術
  • 未來市場趨勢
  • 投資機會

第11章 市場展望 附錄

  • 簡稱列表
  • 來源和參考文獻
簡介目錄
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