Online Entertainment Market Size, Share, Trends, and Forecast
商品番号 : SMB-76474
出版社 | IMARC Group |
出版年月 | 2025年4月 |
ページ数 | 141 |
価格タイプ | シングルユーザライセンス |
価格 | USD 2,999 |
種別 | 英文調査報告書 |
Report Overview
世界のオンラインエンターテイメント市場規模は、2024年に5,221億米ドルと評価されました。今後、IMARCグループは、市場が2033年までに2兆1,847億米ドルに達し、2025年から2033年にかけて17.24%のCAGRを示すと予測しています。北米は現在、市場を支配しており、2024年には45.6%以上の市場シェアを占めています。北米地域の成長は、高度なインターネットインフラストラクチャ、スマートフォンの高い普及率、および堅牢なストリーミングプラットフォームの使用によって推進されています。
The global online entertainment market size was valued at USD 522.1 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 2,184.7 Billion by 2033, exhibiting a CAGR of 17.24% from 2025-2033. North America currently dominates the market, holding a market share of over 45.6% in 2024. The growth of the North American region is driven by advanced internet infrastructure, high smartphone adoption, and robust streaming platform usage.

The concept of online entertainment refers to accessing material over the internet, such as music, movies, and web shows. There are currently more entertainment services available online, which provides users with a greater selection of content. The most common online entertainment sources include video streaming, music streaming, video chat communication, and multi-player gaming. In addition to this, this form of entertainment also involves entertainment interactive functions and content, such as social networking services, graph management, forums, geolocation reviews, and ratings. As a result, users can choose from a wide range of easily accessible material, which is mostly free and low-priced. Entertainment over the internet has gained significant traction due to the immense popularity of on-demand content and OTT platforms.
Online Entertainment Market Trends:
The market is majorly driven by the continual technological advancements in smart devices providing enhanced visual and listening experiences to the users. This can be attributed to a considerable increase in the penetration of smartphones among the masses. In addition to this, the widespread adoption of internet-enabled smart devices, including smart TVs, laptops, desktops, and smart projectors, have led to an increased demand for online entertainment content, thus fueling the market. Moreover, the easy availability of internet service at affordable prices, along with the growing data tariffs, are providing an impetus to the market growth. The market is further propelled by the rapid digitization in the media and entertainment sector. Apart from this, the rising popularity of OTT platform subscriptions and the escalating number of OTT application downloads are creating a positive market outlook. Some of the other factors contributing to the market include the increasing size of touchscreen displays, the expanding expenditure on digital advertisements, the emergence of high-speed 5G internet, inflating disposable income levels and extensive research and development (R&D) activities conducted by the key players.
Online Entertainment Market Report Scope:
Report Features | Details |
---|---|
Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Billion USD |
Scope of the Report | Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Future Market Assessment:
|
Forms Covered | Video, Audio, Games, Internet Radio, Others |
Revenue Models Covered | Subscription, Advertisement, Sponsorship, Others |
Devices Covered | Smartphones, Smart TVs, Projectors and Monitors, Laptop, Desktop and Tablets, Others |
Regions Covered | Asia Pacific, Europe, North America, Latin America, Middle East and Africa |
Countries Covered | United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico |
Companies Covered | Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company, Ubisoft Entertainment SA, etc. |
Customization Scope | 10% Free Customization |
Post-Sale Analyst Support | 10-12 Weeks |
Delivery Format | PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each segment of the global online entertainment market, along with forecast at the global, regional, and country levels from 2025-2033. The market has been categorized based on form, revenue model, and device.
Breakup by Form:
- Video
- Audio
- Games
- Internet Radio
- Others
Breakup by Revenue Model:
- Subscription
- Advertisement
- Sponsorship
- Others
Breakup by Device:
- Smartphones
- Smart Tvs, Projectors and Monitors
- Laptop, Desktop and Tablets
- Others
Breakup by Region:
- North America
- United States
- Canada
- Asia-Pacific
- China
- Japan
- India
- South Korea
- Australia
- Indonesia
- Others
- Europe
- Germany
- France
- United Kingdom
- Italy
- Spain
- Russia
- Others
- Latin America
- Brazil
- Mexico
- Others
- Middle East and Africa
Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company and Ubisoft Entertainment SA.
Key Questions Answered in This Report
1.How big is the online entertainment market?
2.What is the future outlook of the global online entertainment market?
3.What are the key factors driving the global online entertainment market?
4.Which region accounts for the largest online entertainment market?
5.Which are the leading companies in the global online entertainment market?
Table of Contents
List of Tables
List of Figures
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