Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Digital Content 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), ) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Digital Content 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), ) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 171900 3300 IT & Telecom 377 245 Pages 4.7 (32)
                                          

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.

  1. The growth of the digital content market is driven by the increasing demand for digital content from consumers and businesses.
  2. 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.
  3. 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.
  4. 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.
  5. 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 Industry Outlook


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:

  1. Tencent
  2. Microsoft
  3. Sony
  4. Activision Blizzard
  5. Apple
  6. Google
  7. Amazon
  8. Facebook
  9. EA
  10. NetEase
  11. Nexon
  12. Mixi
  13. Warner Bros
  14. Square Enix.
  15. DeNA
  16. Zynga
  17. NCSoft
  18. Baidu
  19. Deezer
  20. Dish Network
  21. Giant Interactive Group
  22. Hulu
  23. Nintendo
  24. Reed Elsevier
  25. Schibsted
  26. Spotify
  27. Wolters Kluwer
  28. KONAMI
  29. Ubisoft
  30. Bandai Namco

Global Digital Content Market Overview


Highlights of The Digital Content Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Movie and Music
    2. Game
    3. Education
    4. Digital Publication
    5. Others
  1. By Application:

    1. Smartphones
    2. Computes
    3. Tablets
    4. Smart TV
    5. STB& Analogue TV
    6. Non-network Consumption Device(CD-Player?game console?etc)
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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

Global Digital Content Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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