Market Overview:
The global entertainment market is expected to grow at a CAGR of 5.8% from 2018 to 2030. The market growth is attributed to the increasing demand for electronic, exhibition, live, mass media and musical entertainment across the globe. In addition, the growing trend of out-door entertainment is also propelling the growth of this market. North America dominates the global entertainment market and is expected to maintain its dominance during the forecast period.
Product Definition:
The definition of Entertainment is the provision of amusement or pleasure. The importance of Entertainment is that it provides people with a way to have fun and enjoy themselves.
In-door Entertainment:
In-door entertainment is the usage of electronic devices such as television, laptop, console and others in a residential area. The growth factor for this market is increasing the purchasing power of consumers which has led to an increase in demand for high-end flat panel TVs with 3D capabilities and ultra-high definition (UHD) resolution.
Out-door Entertainment:
Out-door entertainment is the branch of events that take place in open space. It includes various activities such as music concerts, political assemblies, product launches and others. The main aim of these events is to reach out to a large number of people and create awareness about the offered products/services.
It has been observed that outdoor entertainment improves sales both for physical as well as digital products.
Application Insights:
The live entertainment segment dominated the global market in 2017. This can be attributed to the rising number of live performances held across various forms of art, such as music, theatre and circus. Live events provide a unique experience to their viewers as they offer an opportunity for audiences to witness the artiste in action. Moreover, technological advancements have led to innovations such as smart lighting and sound systems that enhance the performance experience. The growing popularity of reality shows has also positively influenced viewer interest in out-door entertainment events including carnivals and street parties.
Exhibition is another popular application witnessing growth owing to increasing participation by countries from Asia Pacific region at international level coupled with rise in number of sports tournaments held at national level across various games including cricket, hockey and tennis among others which attracts huge crowd every year resulting into increased demand for exhibiting space which will eventually drive growth over next few years.
Regional Analysis:
North America dominated the global market in 2017. The U.S., as well as Canada, is one of the most lucrative markets for entertainment technologies owing to a large number of corporate events and celebrations that take place in these countries on a regular basis.
Asia Pacific region is anticipated to witness significant growth during the forecast period owing to increasing disposable income levels and growing popularity of various forms of entertainment across this region.
Growth Factors:
- Increasing disposable income of people
- Rising trend of nuclear families and single person households
- Proliferation of digital platforms and devices that offer entertainment content
- Emergence of new genres in entertainment such as web series, gaming etc
- Growing demand for experiential forms of entertainment
Scope Of The Report
Report Attributes
Report Details
Report Title
Entertainment Market Research Report
By Type
In-door Entertainment, Out-door Entertainment
By Application
Electronic, Exhibition, Live, Mass media, Musical, Others
By Companies
Xaxis, Kerzner International Holdings Limited, Disney, CBS Radio, Belo Corp, Netflix Inc, Advance Publications Inc, Activision Blizzard Inc, ACME Communications Inc, About Inc
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
207
Number of Tables & Figures
145
Customization Available
Yes, the report can be customized as per your need.
Global Entertainment Market Report Segments:
The global Entertainment market is segmented on the basis of:
Types
In-door Entertainment, Out-door Entertainment
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
Electronic, Exhibition, Live, Mass media, Musical, Others
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:
- Xaxis
- Kerzner International Holdings Limited
- Disney
- CBS Radio
- Belo Corp
- Netflix Inc
- Advance Publications Inc
- Activision Blizzard Inc
- ACME Communications Inc
- About Inc
Highlights of The Entertainment 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:
- In-door Entertainment
- Out-door Entertainment
- By Application:
- Electronic
- Exhibition
- Live
- Mass media
- Musical
- Others
- 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 Entertainment 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?
Entertainment is anything that can provide pleasure or amusement. It can be something as simple as watching a movie, playing a game, listening to music, or reading a book.
Some of the major players in the entertainment market are Xaxis, Kerzner International Holdings Limited, Disney, CBS Radio, Belo Corp, Netflix Inc, Advance Publications Inc, Activision Blizzard Inc, ACME Communications Inc, About Inc.
The entertainment market is expected to register a CAGR of 5.8%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Entertainment Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Entertainment Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Entertainment Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Entertainment Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Entertainment Market Size & Forecast, 2018-2028 4.5.1 Entertainment Market Size and Y-o-Y Growth 4.5.2 Entertainment Market Absolute $ Opportunity
Chapter 5 Global Entertainment Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Entertainment Market Size Forecast by Type
5.2.1 In-door Entertainment
5.2.2 Out-door Entertainment
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Entertainment Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Entertainment Market Size Forecast by Applications
6.2.1 Electronic
6.2.2 Exhibition
6.2.3 Live
6.2.4 Mass media
6.2.5 Musical
6.2.6 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Entertainment Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Entertainment Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Entertainment Analysis and Forecast
9.1 Introduction
9.2 North America Entertainment Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Entertainment Market Size Forecast by Type
9.6.1 In-door Entertainment
9.6.2 Out-door Entertainment
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Entertainment Market Size Forecast by Applications
9.10.1 Electronic
9.10.2 Exhibition
9.10.3 Live
9.10.4 Mass media
9.10.5 Musical
9.10.6 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Entertainment Analysis and Forecast
10.1 Introduction
10.2 Europe Entertainment Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Entertainment Market Size Forecast by Type
10.6.1 In-door Entertainment
10.6.2 Out-door Entertainment
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Entertainment Market Size Forecast by Applications
10.10.1 Electronic
10.10.2 Exhibition
10.10.3 Live
10.10.4 Mass media
10.10.5 Musical
10.10.6 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Entertainment Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Entertainment Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Entertainment Market Size Forecast by Type
11.6.1 In-door Entertainment
11.6.2 Out-door Entertainment
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Entertainment Market Size Forecast by Applications
11.10.1 Electronic
11.10.2 Exhibition
11.10.3 Live
11.10.4 Mass media
11.10.5 Musical
11.10.6 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Entertainment Analysis and Forecast
12.1 Introduction
12.2 Latin America Entertainment Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Entertainment Market Size Forecast by Type
12.6.1 In-door Entertainment
12.6.2 Out-door Entertainment
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Entertainment Market Size Forecast by Applications
12.10.1 Electronic
12.10.2 Exhibition
12.10.3 Live
12.10.4 Mass media
12.10.5 Musical
12.10.6 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Entertainment Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Entertainment Market Size 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 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Entertainment Market Size Forecast by Type
13.6.1 In-door Entertainment
13.6.2 Out-door Entertainment
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Entertainment Market Size Forecast by Applications
13.10.1 Electronic
13.10.2 Exhibition
13.10.3 Live
13.10.4 Mass media
13.10.5 Musical
13.10.6 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Entertainment Market: Competitive Dashboard
14.2 Global Entertainment Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Xaxis
14.3.2 Kerzner International Holdings Limited
14.3.3 Disney
14.3.4 CBS Radio
14.3.5 Belo Corp
14.3.6 Netflix Inc
14.3.7 Advance Publications Inc
14.3.8 Activision Blizzard Inc
14.3.9 ACME Communications Inc
14.3.10 About Inc