The global digital content market is expected to grow from USD 4.5 billion in 2016 to USD 8.2 billion by 2030, at a CAGR of 7.8% during the forecast period. The growth of this market can be attributed to the increasing penetration of smartphones and tablets, which are used for consuming digital content such as movies and music, games, education, and digital publications. The global digital content market is segmented on the basis of type into movie and music, game, education, and digital publication; on the basis of application into smartphones (including mobile phones), computers (including laptops), tablets (including e-readers), smart TV (including set-top boxes), STB& analogue TV; on the basis of region into North America (NA) including Canada & Mexico; Latin America including Brazil & Argentina; Europe including Russia & Turkey; Asia Pacific including China & India; Middle East & Africa including Saudi Arabia.
- The growth of the digital content market is driven by the increasing demand for digital content from consumers and businesses.
- The growth of the digital content market is also driven by the increasing number of internet users, which has increased from 1 billion in 2000 to 3 billion in 2016.
- The growth of the digital content market is also driven by an increase in mobile phone usage, which has increased from 1 billion in 2000 to 6 billion in 2016.
- The growth of the digital content market is also driven by an increase in broadband internet access, which has increased from 100 million subscribers worldwide to over 2 billion subscribers worldwide since 2000.
- Finally, a major driver for this industry's growth is that it provides a way for people to consume media on their own terms and at their own pace without having to wait for it or be interrupted with commercials or other advertisements.
Industry Growth Insights published a new data on “Digital Content Market”. The research report is titled “Digital Content Market research by Types (Movie and Music, Game, Education, Digital Publication, Others), By Applications (Smartphones, Computes, Tablets, Smart TV, STB& Analogue TV, Non-network Consumption Device(CD-Player?game console?etc), ), By Players/Companies Tencent, Microsoft, Sony, Activision Blizzard, Apple, Google, Amazon, Facebook, EA, NetEase, Nexon, Mixi, Warner Bros, Square Enix., DeNA, Zynga, NCSoft, Baidu, Deezer, Dish Network, Giant Interactive Group, Hulu, Nintendo, Reed Elsevier, Schibsted, Spotify, Wolters Kluwer, KONAMI, Ubisoft, Bandai Namco, ”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Digital Content Market Research Report
By Type
Movie and Music, Game, Education, Digital Publication, Others
By Application
Smartphones, Computes, Tablets, Smart TV, STB& Analogue TV, Non-network Consumption Device(CD-Player?game console?etc),
By Companies
Tencent, Microsoft, Sony, Activision Blizzard, Apple, Google, Amazon, Facebook, EA, NetEase, Nexon, Mixi, Warner Bros, Square Enix., DeNA, Zynga, NCSoft, Baidu, Deezer, Dish Network, Giant Interactive Group, Hulu, Nintendo, Reed Elsevier, Schibsted, Spotify, Wolters Kluwer, KONAMI, Ubisoft, Bandai Namco,
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
245
Number of Tables & Figures
172
Customization Available
Yes, the report can be customized as per your need.
Global Digital Content Market Report Segments:
The global Digital Content market is segmented on the basis of:
Types
Movie and Music, Game, Education, Digital Publication, Others
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Smartphones, Computes, Tablets, Smart TV, STB& Analogue TV, Non-network Consumption Device(CD-Player?game console?etc),
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Tencent
- Microsoft
- Sony
- Activision Blizzard
- Apple
- Amazon
- EA
- NetEase
- Nexon
- Mixi
- Warner Bros
- Square Enix.
- DeNA
- Zynga
- NCSoft
- Baidu
- Deezer
- Dish Network
- Giant Interactive Group
- Hulu
- Nintendo
- Reed Elsevier
- Schibsted
- Spotify
- Wolters Kluwer
- KONAMI
- Ubisoft
- Bandai Namco
Highlights of The Digital Content Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Movie and Music
- Game
- Education
- Digital Publication
- Others
- By Application:
- Smartphones
- Computes
- Tablets
- Smart TV
- STB& Analogue TV
- Non-network Consumption Device(CD-Player?game console?etc)
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Digital Content Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Digital content is any type of information that can be stored on a digital medium, such as an electronic book, an online article, or a video.
Some of the major players in the digital content market are Tencent, Microsoft, Sony, Activision Blizzard, Apple, Google, Amazon, Facebook, EA, NetEase, Nexon, Mixi, Warner Bros, Square Enix., DeNA, Zynga, NCSoft, Baidu, Deezer, Dish Network, Giant Interactive Group, Hulu, Nintendo, Reed Elsevier, Schibsted, Spotify, Wolters Kluwer, KONAMI, Ubisoft, Bandai Namco.
The digital content market is expected to register a CAGR of 7.8%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Digital Content Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Digital Content Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Digital Content Market - Supply Chain
4.5. Global Digital Content Market Forecast
4.5.1. Digital Content Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Digital Content Market Size (000 Units) and Y-o-Y Growth
4.5.3. Digital Content Market Absolute $ Opportunity
5. Global Digital Content Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Digital Content Market Size and Volume Forecast by Type
5.3.1. Movie and Music
5.3.2. Game
5.3.3. Education
5.3.4. Digital Publication
5.3.5. Others
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Digital Content Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Digital Content Market Size and Volume Forecast by Application
6.3.1. Smartphones
6.3.2. Computes
6.3.3. Tablets
6.3.4. Smart TV
6.3.5. STB& Analogue TV
6.3.6. Non-network Consumption Device(CD-Player?game console?etc)
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Digital Content Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Digital Content Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Digital Content Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Digital Content Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Digital Content Demand Share Forecast, 2019-2026
9. North America Digital Content Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Digital Content Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Digital Content Market Size and Volume Forecast by Application
9.4.1. Smartphones
9.4.2. Computes
9.4.3. Tablets
9.4.4. Smart TV
9.4.5. STB& Analogue TV
9.4.6. Non-network Consumption Device(CD-Player?game console?etc)
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Digital Content Market Size and Volume Forecast by Type
9.7.1. Movie and Music
9.7.2. Game
9.7.3. Education
9.7.4. Digital Publication
9.7.5. Others
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Digital Content Demand Share Forecast, 2019-2026
10. Latin America Digital Content Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Digital Content Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Digital Content Market Size and Volume Forecast by Application
10.4.1. Smartphones
10.4.2. Computes
10.4.3. Tablets
10.4.4. Smart TV
10.4.5. STB& Analogue TV
10.4.6. Non-network Consumption Device(CD-Player?game console?etc)
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Digital Content Market Size and Volume Forecast by Type
10.7.1. Movie and Music
10.7.2. Game
10.7.3. Education
10.7.4. Digital Publication
10.7.5. Others
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Digital Content Demand Share Forecast, 2019-2026
11. Europe Digital Content Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Digital Content Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Digital Content Market Size and Volume Forecast by Application
11.4.1. Smartphones
11.4.2. Computes
11.4.3. Tablets
11.4.4. Smart TV
11.4.5. STB& Analogue TV
11.4.6. Non-network Consumption Device(CD-Player?game console?etc)
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Digital Content Market Size and Volume Forecast by Type
11.7.1. Movie and Music
11.7.2. Game
11.7.3. Education
11.7.4. Digital Publication
11.7.5. Others
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Growth Projections by Type
11.10. Market Attractiveness/Growth Potential Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Digital Content Demand Share, 2019-2026
12. Asia Pacific Digital Content Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Digital Content Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Digital Content Market Size and Volume Forecast by Application
12.4.1. Smartphones
12.4.2. Computes
12.4.3. Tablets
12.4.4. Smart TV
12.4.5. STB& Analogue TV
12.4.6. Non-network Consumption Device(CD-Player?game console?etc)
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Digital Content Market Size and Volume Forecast by Type
12.7.1. Movie and Music
12.7.2. Game
12.7.3. Education
12.7.4. Digital Publication
12.7.5. Others
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Digital Content Demand Share, 2019-2026
13. Middle East & Africa Digital Content Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Digital Content Market Size and Volume Forecast by Country
13.2.1. Saudi Arabia
13.2.2. South Africa
13.2.3. UAE
13.2.4. Rest of Middle East & Africa (MEA)
13.3. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Digital Content Market Size and Volume Forecast by Application
13.4.1. Smartphones
13.4.2. Computes
13.4.3. Tablets
13.4.4. Smart TV
13.4.5. STB& Analogue TV
13.4.6. Non-network Consumption Device(CD-Player?game console?etc)
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Digital Content Market Size and Volume Forecast by Type
13.7.1. Movie and Music
13.7.2. Game
13.7.3. Education
13.7.4. Digital Publication
13.7.5. Others
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Digital Content Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Digital Content Market: Market Share Analysis
14.2. Digital Content Distributors and Customers
14.3. Digital Content Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Tencent
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Microsoft
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. Sony
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. Activision Blizzard
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Apple
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Google
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. Amazon
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. Facebook
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. EA
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. NetEase
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. Nexon
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. Mixi
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. Warner Bros
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. Square Enix.
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. DeNA
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. Zynga
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. NCSoft
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. Baidu
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. Deezer
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. Dish Network
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook