Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Internet Entertainment Platform Market by Type (Game, Music, Read, Live Broadcast, Others, Others), By Application (Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027, PC, Mobile Phone, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Internet Entertainment Platform Market by Type (Game, Music, Read, Live Broadcast, Others, Others), By Application (Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027, PC, Mobile Phone, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 356635 4200 Service & Software 377 131 Pages 4.8 (41)
                                          

Market Overview:


The global internet entertainment platform market is segmented on the basis of type, application and region. The type segment is further divided into game, music, read, live broadcast and others. The application segment is further divided into PC, mobile phone and others. The regions covered in the study are North America, Latin America, Europe Asia Pacific and Middle East & Africa. The global internet entertainment platform market is expected to grow at a CAGR of 16% from 2018 to 2030. Some of the major factors driving the growth of this market include increasing penetration of smartphones and other connected devices globally coupled with rising demand for online content among consumers across different geographies. In addition to this, growing trend of cloud-based services is also anticipated to fuel the growth of this market in coming years.


Global Internet Entertainment Platform Industry Outlook


Product Definition:


An internet entertainment platform is a website or app that allows users to watch, listen to, or play content online. The importance of internet entertainment platforms lies in their ability to bring content directly to users, making it easy for them to access and enjoy. Additionally, these platforms can often be accessed anywhere there is an internet connection, making them a convenient source of entertainment.


Game:


The global game, it's usage and growth factor in internet entertainment platform market size was valued at USD 23.5 billion in 2016. It is expected to expand at a CAGR of XX% over the forecast period. The increasing penetration of internet services coupled with rising disposable income is anticipated to drive the growth of this industry over the forecast period.


Increasing demand for mobile gaming on account of growing smartphone adoption across various countries such as India, China, Indonesia.


Music:


The global music and it's usage in internet entertainment platform market size was valued at USD 1.22 billion in 2015. The industry is expected to witness significant growth owing to the increasing demand for online streaming of audio & video content via the internet, which has led to a rise in the adoption of digital media players worldwide.


Application Insights:


Based on the application type, the global internet entertainment platform market is segmented into PC gaming, mobile phone gaming and other applications. The PC gaming segment dominated the overall industry in terms of revenue share in 2016. This can be attributed to a large installed base of desktop computers and rising demand for online games across the globe. Furthermore, increasing use of web browsers as a medium for playing games has also contributed to this growth over other media such as consoles or handheld devices. However, with growing popularity and accessibility of social networking platforms such as Facebook & YouTube among gamers worldwide; live streaming has become an integral part of gameplay which is further driving its adoption among gamers globally.


Regional Analysis:


Asia Pacific dominated the global market in terms of revenue share in 2018. The region is expected to continue its dominance over the forecast period, with China contributing significantly to regional growth. The Chinese government has been taking several initiatives to promote domestic gaming industry growth and encourage gamers across the country. For instance, in 2017, China launched a national strategy for gaming development that focuses on expanding internet access and developing artificial intelligence (AI) technology for games underdeveloped areas of China such as Xinjiang Uyghur Autonomous Region (XUAR) and Tibet autonomous region.


North America is anticipated to grow at a significant rate from 2019-2030 owing her large number of online gamers along with high disposable income per capita across countries such as Canada & Mexico which makes it one of the most lucrative markets globally.


Growth Factors:


  • Increasing demand for online entertainment: With the increase in the number of internet users, there is a corresponding increase in the demand for online entertainment. This is because people are looking for convenient and affordable ways to enjoy their favorite content.
  • Proliferation of connected devices: The growth of connected devices such as smartphones, tablets, and smart TVs has led to an increase in the consumption of online content. This is because these devices provide easy access to a wide range of content options.
  • Emergence of new streaming services: There has been a proliferation of new streaming services in recent years, providing consumers with more choices when it comes to watching their favorite shows and movies online. These services are often cheaper than traditional cable TV subscriptions, making them attractive to budget-conscious consumers.

Scope Of The Report

Report Attributes

Report Details

Report Title

Internet Entertainment Platform Market Research Report

By Type

Game, Music, Read, Live Broadcast, Others, Others

By Application

Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027, PC, Mobile Phone, Others

By Companies

GREE, Inc, Twitter, Facebook, Valve Corporation, Google, Tencent, Alibaba, DOYU, Guangzhou Huya Information Technology, Apple, Baidu, Hong Kong NetEase Interactive Entertainment, Hubei Shengtian Network Technology, Hangzhou Shunwang, Beijing Zhizhetianxia Technology Co.,Ltd.

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

131

Number of Tables & Figures

92

Customization Available

Yes, the report can be customized as per your need.


Global Internet Entertainment Platform Market Report Segments:

The global Internet Entertainment Platform market is segmented on the basis of:

Types

Game, Music, Read, Live Broadcast, Others, 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

Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027, PC, Mobile Phone, 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:

  1. GREE, Inc
  2. Twitter
  3. Facebook
  4. Valve Corporation
  5. Google
  6. Tencent
  7. Alibaba
  8. DOYU
  9. Guangzhou Huya Information Technology
  10. Apple
  11. Baidu
  12. Hong Kong NetEase Interactive Entertainment
  13. Hubei Shengtian Network Technology
  14. Hangzhou Shunwang
  15. Beijing Zhizhetianxia Technology Co.,Ltd.

Global Internet Entertainment Platform Market Overview


Highlights of The Internet Entertainment Platform 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. Game
    2. Music
    3. Read
    4. Live Broadcast
    5. Others
    6. Others
  1. By Application:

    1. Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027
    2. PC
    3. Mobile Phone
    4. Others
  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 Internet Entertainment Platform 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 Internet Entertainment Platform 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?


An Internet Entertainment Platform (IEP) is a platform that enables developers to create and distribute digital content. IEPs can be used to develop, market, and distribute video games, applications, music, movies and other forms of digital content.

Some of the major players in the internet entertainment platform market are GREE, Inc, Twitter, Facebook, Valve Corporation, Google, Tencent, Alibaba, DOYU, Guangzhou Huya Information Technology, Apple, Baidu, Hong Kong NetEase Interactive Entertainment, Hubei Shengtian Network Technology, Hangzhou Shunwang, Beijing Zhizhetianxia Technology Co.,Ltd..

The internet entertainment platform market is expected to register a CAGR of 16%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Internet Entertainment Platform 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 Internet Entertainment Platform Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Internet Entertainment Platform 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 Internet Entertainment Platform 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 Internet Entertainment Platform Market Size & Forecast, 2020-2028       4.5.1 Internet Entertainment Platform Market Size and Y-o-Y Growth       4.5.2 Internet Entertainment Platform Market Absolute $ Opportunity

Chapter 5 Global  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  Market Size Forecast by Type
      5.2.1 Game
      5.2.2 Music
      5.2.3 Read
      5.2.4 Live Broadcast
      5.2.5 Others
      5.2.6 Others
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  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  Market Size Forecast by Applications
      6.2.1 Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027
      6.2.2 PC
      6.2.3 Mobile Phone
      6.2.4 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Internet Entertainment Platform 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 Internet Entertainment Platform 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  Analysis and Forecast
   9.1 Introduction
   9.2 North America  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  Market Size Forecast by Type
      9.6.1 Game
      9.6.2 Music
      9.6.3 Read
      9.6.4 Live Broadcast
      9.6.5 Others
      9.6.6 Others
   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  Market Size Forecast by Applications
      9.10.1 Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027
      9.10.2 PC
      9.10.3 Mobile Phone
      9.10.4 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  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  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  Market Size Forecast by Type
      10.6.1 Game
      10.6.2 Music
      10.6.3 Read
      10.6.4 Live Broadcast
      10.6.5 Others
      10.6.6 Others
   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  Market Size Forecast by Applications
      10.10.1 Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027
      10.10.2 PC
      10.10.3 Mobile Phone
      10.10.4 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  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  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  Market Size Forecast by Type
      11.6.1 Game
      11.6.2 Music
      11.6.3 Read
      11.6.4 Live Broadcast
      11.6.5 Others
      11.6.6 Others
   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  Market Size Forecast by Applications
      11.10.1 Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027
      11.10.2 PC
      11.10.3 Mobile Phone
      11.10.4 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  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  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  Market Size Forecast by Type
      12.6.1 Game
      12.6.2 Music
      12.6.3 Read
      12.6.4 Live Broadcast
      12.6.5 Others
      12.6.6 Others
   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  Market Size Forecast by Applications
      12.10.1 Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027
      12.10.2 PC
      12.10.3 Mobile Phone
      12.10.4 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)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  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)  Market Size Forecast by Type
      13.6.1 Game
      13.6.2 Music
      13.6.3 Read
      13.6.4 Live Broadcast
      13.6.5 Others
      13.6.6 Others
   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)  Market Size Forecast by Applications
      13.10.1 Global Internet Entertainment Platform Market Share by Terminal: 2016 VS 2021 VS 2027
      13.10.2 PC
      13.10.3 Mobile Phone
      13.10.4 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 Internet Entertainment Platform Market: Competitive Dashboard
   14.2 Global Internet Entertainment Platform Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 GREE, Inc
      14.3.2 Twitter
      14.3.3 Facebook
      14.3.4 Valve Corporation
      14.3.5 Google
      14.3.6 Tencent
      14.3.7 Alibaba
      14.3.8 DOYU
      14.3.9 Guangzhou Huya Information Technology
      14.3.10 Apple
      14.3.11 Baidu
      14.3.12 Hong Kong NetEase Interactive Entertainment
      14.3.13 Hubei Shengtian Network Technology
      14.3.14 Hangzhou Shunwang
      14.3.15 Beijing Zhizhetianxia Technology Co.,Ltd.

Our Trusted Clients

Contact Us