The global online entertainment market is projected to grow at a strong CAGR of 15.7% during the forecast period (2020-2026). Increasing smartphone penetration is acting as the primary factor that drives the growth of the global online entertainment market. This is attributed to the fact that smartphones are majorly used for social media accessing, playing online games, watching movies, and listening to music. The growth of the global market is further driven by the decline in the cost of internet charges and technological advancements in smartphones such as the introduction of mobile phones supporting 5G networks, folding smartphones, 3D-enabled mobile phones, and artificial intelligence & augmented reality-integrated phones.
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However, digital illiteracy and lack of digital infrastructures such as digital communication, computing or data storage, Wi-Fi networks, applications, and software have limited the growth of the online entertainment market. On the contrary, an increase in internet user base and technological development in smart devices are anticipated to offer lucrative growth opportunities for the new entrants in the online entertainment market.
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- Market Coverage
- Market number available for – 2022-2028
- Base year- 2021
- Forecast period- 2022-2028
- Segment Covered- By Source, By Product Type, By Applications
- Competitive Landscape- Archer Daniels Midland Co., Ingredion Inc., Kerry Group Plc, Cargill Inc., and others
Market Segmentation
Global Online Entertainment Market by Device
- Laptops/Desktops/Tablets
- Smart TVs/Monitors/Projectors
- Smartphones
- Virtual Reality
- Others
Global Online Entertainment Market by Platform
- Audio Streaming
- Video Streaming
- Gaming
- Internet Radio
Regional Analysis
- North America
- US
- Canada
- Europe
- UK
- Germany
- Italy
- Spain
- France
- Rest of Europe
- Asia-Pacific
- China
- India
- Japan
- Rest of Asia Pacific
- Rest of the World
Company Profiles
- com, Inc.
- Apple, Inc.
- AT&T Communications, LLC
- Comcast Corporation
- Dish Network,LLC
- Fox Broadcasting Co.
- Google, LLC
- com,Ltd.
- Microsoft Corp.
- National Amusements, Inc.
- Nintendo Company, Ltd.
- Netflix, Inc.
- Popcornflix LLC
- Project Panther Bidco, Ltd.
- Radionomy(AudioValley S.A.)
- Rakuten, Inc.
- Sony Interactive Entertainment, Inc.
- Spotify AB
- Tencent Holdings, Ltd.
- The Walt Disney Company
- Ubisoft Entertainment SA
- ViacomCBS, Inc.
- Warner Media, LLC
- Xandrie S.A.
The Report Covers
- Market value data analysis of 2019 and forecast to 2026.
- Annualized market revenues ($ million) for each market segment.
- Country-wise analysis of major geographical regions.
- Key companies operating in the global online entertainment market. Based on the availability of data, information related to the products, and relevant news is also available in the report.
- Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
- Analysis of market-entry and market expansion strategies.
- Competitive strategies by identifying ‘who-stands-where’ in the market.
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