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市場調查報告書
商品編碼
1514837

全球線上娛樂市場規模研究,按形式、收入模式、設備和地區預測 2022-2032

Global Online Entertainment Market Size Study, by Form, by Revenue Model, by Device and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 200 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

2023 年全球線上娛樂市場價值約為 2,848 億美元,預計在 2024-2032 年預測期內將以超過 15% 的健康成長率成長。線上娛樂產業涉及透過網路存取娛樂材料,包括音樂、影片、書籍和遊戲。網路普及率的激增以及智慧型手機、智慧電視和筆記型電腦等智慧型裝置的普及,顯著增加了網民數量轉向線上娛樂的偏好。高速網路的興起和串流媒體技術的進步改變了人們消費娛樂的方式。 Netflix、Hulu 和 Disney+ 等平台已使點播串流媒體成為主流,允許用戶隨時從任何裝置觀看內容。此外,智慧型手機和平板電腦的普及使娛樂變得更加容易,從而促進了遊戲、電影和音樂行動應用程式的成長。這些設備使用戶能夠隨時隨地享受娛樂,從而擴大了線上娛樂市場規模。此外,VR 和 AR 技術提供身臨其境的娛樂體驗,推動遊戲、虛擬音樂會和互動故事講述的創新,為用戶提供與內容互動的新方式。

消費者行為的轉變是推動線上娛樂市場成長的另一個重要因素,受到人口變化、生活方式趨勢和不斷變化的偏好的影響。消費者尋求個人化的娛樂體驗,平台利用資料分析和人工智慧演算法根據用戶偏好推薦內容。這創造了更客製化的體驗,擴大了線上娛樂市場規模。基於訂閱的模式(例如串流媒體服務和遊戲平台提供的模式)越來越受歡迎,因為消費者欣賞按固定月費無限觀看或暢玩的便利性,從而減少了個人購買或租賃的需求。

然而,資料隱私和安全問題給線上娛樂市場的成長帶來了挑戰。隨著平台收集和使用個人資料來提供個人化內容和有針對性的廣告,消費者變得更加關注資料隱私和安全。引人注目的資料外洩和個人資訊濫用削弱了消費者的信任。歐洲的《一般資料保護規範》(GDPR) 和美國的《加州消費者隱私法案》(CCPA) 等監管框架制定了嚴格的資料處理準則,增加了企業的合規成本。此外,線上娛樂平台容易受到網路攻擊,包括駭客攻擊、勒索軟體和資料洩露,從而擾亂線上娛樂市場佔有率並洩露敏感資訊。

內容授權和智慧財產權(IP)問題也為市場帶來了挑戰。線上娛樂平台依賴授權內容,例如電影、電視節目、音樂和遊戲,這些內容都附帶許可費用和限制。取得許可證的成本很高,影響獲利能力。限制性授權協議限制了平台可以提供的內容的多樣性。此外,隨著用戶生成內容和內容共享的興起,知識產權侵權已成為一個問題。未經授權使用受版權保護的資料會導致法律糾紛和經濟處罰,阻礙市場的成長並影響線上娛樂市場的需求。

內容和獲利模式的多樣化為線上娛樂市場帶來了巨大的機會。透過探索各種內容格式,例如互動式故事敘述、虛擬實境 (VR)、擴增實境 (AR)、直播和用戶生成的內容,平台創造了吸引更廣泛受眾的獨特體驗。這種多元化使公司能夠吸引不同的用戶群體並在競爭格局中保持領先地位。創新的貨幣化策略可促進創收。除了傳統的訂閱和廣告模式之外,該公司還提供免費增值服務,其中基本內容是免費的,而高級功能則需要付費才能使用,從而為線上娛樂市場機會做出了貢獻。微交易和應用程式內購買在遊戲或應用程式中提供額外的內容或虛擬商品,而與品牌和影響者的合作夥伴關係和贊助則創建贊助內容。此外,Patreon 等平台允許內容創作者透過每月訂閱或一次性貢獻獲得粉絲的直接支持,從而促進創作者與其受眾之間更緊密的聯繫。這些多元化的方法幫助公司保持靈活性,吸引不同的受眾,並適應線上娛樂市場不斷變化的需求,從而促進線上娛樂市場的成長。

由於先進的技術基礎設施、龐大而富裕的消費者基礎、領先的娛樂公司以及多元化的文化輸出,北美在全球線上娛樂市場佔據主導地位。憑藉廣泛的高速網際網路和強大的 4G 和 5G 網路,該地區為串流媒體、線上遊戲和其他數據密集型活動提供了無縫環境。北美是 Netflix、迪士尼和 YouTube 等主要娛樂平台的所在地,這些平台推動創新並引領產業趨勢。該地區多元化的文化內容,從好萊塢電影到音樂和電視節目,具有顯著的全球影響力,吸引世界各地的觀眾。在創投和私募股權的支持下,對科技和娛樂新創公司的大力投資推動了線上娛樂產業的成長。同時,該地區健全的智慧財產權保護法律框架鼓勵了創新。這些因素共同使北美成為線上娛樂市場的主導力量。然而,由於可支配收入增加、支援優質內容和應用程式內購買,亞太地區的市場預計在預測期內將以最快的速度成長。此外,物聯網設備的採用激增以及整個地區網際網路的快速普及正在成為預計幾年內該地區市場成長的催化因素。

本報告中包含的主要市場參與者包括:

  • 亞馬遜網路服務 (AWS)
  • Netflix公司
  • 谷歌有限責任公司
  • Facebook
  • 騰訊控股有限公司
  • 索尼公司
  • 國王數位娛樂有限公司
  • Spotify 技術公司
  • 樂天株式會社
  • 哥倫比亞廣播公司

目錄

第 1 章:全球線上娛樂市場執行摘要

  • 全球線上娛樂市場規模及預測(2022-2032)
  • 區域概要
  • 分部摘要
    • 按形式
    • 按收入模式
    • 按設備
  • 主要趨勢
  • 經濟衰退的影響
  • 分析師推薦與結論

第 2 章:全球線上娛樂市場定義與研究假設

  • 研究目的
  • 市場定義
  • 研究假設
    • 包容與排除
    • 限制
    • 供給側分析
      • 可用性
      • 基礎設施
      • 監管環境
      • 市場競爭
      • 經濟可行性(消費者的角度)
    • 需求面分析
      • 監理框架
      • 技術進步
      • 環境考慮
      • 消費者意識和接受度
  • 估算方法
  • 研究涵蓋的年份
  • 貨幣兌換率

第 3 章:全球線上娛樂市場動態

  • 市場促進因素
    • 高速網路的興起與串流技術的進步
    • 智慧型手機和平板電腦的激增
    • VR 和 AR 技術提供沉浸式體驗
  • 市場挑戰
    • 資料隱私和安全問題
    • 內容授權成本高和智慧財產權問題
    • 網路攻擊的脆弱性
  • 市場機會
    • 內容形式和變現模式多元化
    • AR、AI等先進元素的融合
    • 對個人化娛樂體驗的偏好

第 4 章:全球線上娛樂市場產業分析

  • 波特的五力模型
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭競爭
    • 波特五力模型的未來方法
    • 波特的 5 力影響分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社會的
    • 技術性
    • 環境的
    • 合法的
  • 頂級投資機會
  • 最佳制勝策略
  • 顛覆性趨勢
  • 產業專家視角
  • 分析師推薦與結論

第 5 章:2022-2032 年全球線上娛樂市場規模及預測

  • 細分儀表板
  • 全球線上娛樂市場:2022 年和 2032 年收入趨勢分析
    • 影片
    • 聲音的
    • 遊戲
    • 網路廣播
    • 其他

第 6 章:2022-2032 年全球線上娛樂市場規模及收入模式預測

  • 細分儀表板
  • 全球線上娛樂市場:2022 年和 2032 年收入模式趨勢分析
    • 訂閱
    • 廣告
    • 贊助
    • 其他

第 7 章:2022-2032 年全球線上娛樂市場規模及設備預測

  • 細分儀表板
  • 全球線上娛樂市場:2022 年和 2032 年設備收入趨勢分析
    • 智慧型手機
    • 智慧電視、投影機和顯示器
    • 筆記型電腦、桌上型電腦和平板電腦
    • 其他

第 8 章:2022-2032 年全球線上娛樂市場規模及地區預測

  • 北美線上娛樂市場
    • 美國線上娛樂市場
      • 表格細分大小與預測,2022-2032
      • 2022-2032 年收入模式細分規模與預測
      • 2022-2032 年設備細分規模與預測
    • 加拿大線上娛樂市場
  • 歐洲線上娛樂市場
    • 英國線上娛樂市場
    • 德國線上娛樂市場
    • 法國線上娛樂市場
    • 西班牙線上娛樂市場
    • 義大利線上娛樂市場
    • 歐洲其他地區線上娛樂市場
  • 亞太線上娛樂市場
    • 中國線上娛樂市場
    • 印度線上娛樂市場
    • 日本線上娛樂市場
    • 澳洲線上娛樂市場
    • 韓國線上娛樂市場
    • 亞太地區其他線上娛樂市場
  • 拉丁美洲線上娛樂市場
    • 巴西線上娛樂市場
    • 墨西哥線上娛樂市場
    • 拉丁美洲其他地區線上娛樂市場
  • 中東和非洲線上娛樂市場
    • 沙烏地阿拉伯線上娛樂市場
    • 南非線上娛樂市場
    • 中東和非洲其他地區線上娛樂市場

第 9 章:競爭情報

  • 重點企業SWOT分析
    • 亞馬遜網路服務 (AWS)
    • Netflix公司
    • 谷歌有限責任公司
  • 頂級市場策略
  • 公司簡介
    • Facebook
    • Tencent Holdings Ltd.
    • Sony Corp
    • King Digital Entertainment Ltd.
    • Spotify Technology SA
    • Rakuten, Inc.
    • CBS Corporation
    • Amazon Web Services (AWS)
    • Netflix, Inc.
    • Google LLC

第 10 章:研究過程

  • 研究過程
    • 資料探勘
    • 分析
    • 市場預測
    • 驗證
    • 出版
  • 研究屬性
簡介目錄

Global Online Entertainment Market is valued at approximately USD 284.8 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 15% over the forecast period 2024-2032. The Online Entertainment Industry involves accessing entertainment materials, including music, videos, books, and games over the internet. The surge in internet penetration and the increase in the adoption of smart devices such as smartphones, smart TVs, and laptops have significantly boosted the number of netizens who have shifted their preference toward online entertainment. The rise of high-speed internet and advancements in streaming technology have transformed how people consume entertainment. Platforms such as Netflix, Hulu, and Disney+ have made on-demand streaming mainstream, allowing users to watch content from any device at any time. Moreover, the proliferation of smartphones and tablets has made entertainment more accessible, contributing to the growth of mobile apps for games, movies, and music. These devices enable users to enjoy entertainment on the go, boosting the Online Entertainment Market Size. Additionally, VR and AR technologies offer immersive entertainment experiences, driving innovation in gaming, virtual concerts, and interactive storytelling, providing users with new ways to engage with content.

The shift in consumer behavior is another significant factor driving the growth of the online entertainment market, influenced by demographic changes, lifestyle trends, and evolving preferences. Consumers seek personalized entertainment experiences, and platforms use data analytics and AI algorithms to recommend content based on user preferences. This has created a more customized experience, increasing the Online Entertainment Market Size. Subscription-based models, such as those offered by streaming services and gaming platforms, have gained popularity as consumers appreciate the convenience of all-you-can-watch or play access for a fixed monthly fee, reducing the need for individual purchases or rentals.

However, data privacy and security concerns present challenges to the growth of the online entertainment market. As platforms collect and use personal data to provide personalized content and targeted advertising, consumers become more concerned about data privacy and security. High-profile data breaches and misuse of personal information erode consumer trust. Regulatory frameworks such as the General Data Protection Regulation (GDPR) in Europe and the California Consumer Privacy Act (CCPA) in the U.S. have established strict guidelines for data handling, increasing compliance costs for companies. Moreover, online entertainment platforms are vulnerable to cyberattacks, including hacking, ransomware, and data breaches, disrupting Online Entertainment Market Share and compromising sensitive information.

Content licensing and intellectual property (IP) issues also pose challenges to the market. Online entertainment platforms rely on licensed content, such as movies, TV shows, music, and games, which come with licensing fees and restrictions. The cost of obtaining licenses is substantial, affecting profitability. Restrictive licensing agreements limit the variety of content that platforms can offer. Furthermore, with the rise of user-generated content and content sharing, intellectual property infringement has become a concern. Unauthorized use of copyrighted material has led to legal disputes and financial penalties, hindering the growth of the market and affecting Online Entertainment Market Demands.

The diversification of content and monetization models presents significant opportunities in the online entertainment market. By exploring various content formats, such as interactive storytelling, virtual reality (VR), augmented reality (AR), live streaming, and user-generated content, platforms create unique experiences that appeal to a wider audience. This diversification enables companies to attract different user segments and stay ahead in a competitive landscape. Innovative monetization strategies boost revenue generation. Beyond traditional subscription and advertising models, companies offer freemium services, where basic content is free, and premium features are accessible for a fee, contributing to Online Entertainment Market Opportunity. Microtransactions and in-app purchases provide additional content or virtual goods within games or apps, while partnerships and sponsorships with brands and influencers create sponsored content. Furthermore, platforms like Patreon allow content creators to receive direct support from fans through monthly subscriptions or one-time contributions, fostering a closer connection between creators and their audience. These diversified approaches help companies maintain flexibility, attract varied audiences, and adapt to the ever-evolving demands of the online entertainment market, contributing to Online Entertainment Market Growth.

North America dominates the global online entertainment market due to a combination of advanced technological infrastructure, a large & affluent consumer base, leading entertainment companies, and a diverse cultural output. With widespread high-speed internet and robust 4G & 5G networks, the region provides a seamless environment for streaming, online gaming, and other data-intensive activities. North America is home to major entertainment platforms such as Netflix, Disney, and YouTube, which drive innovation and set industry trends. The region's diverse cultural content, from Hollywood movies to music and television shows, has a significant global influence, attracting audiences worldwide. Strong investment in technology and entertainment startups, backed by venture capital and private equity, has fueled the online entertainment industry growth. Meanwhile, the robust legal framework for intellectual property protection in the region has encouraged innovation. These factors collectively make North America a dominant force in the online entertainment market. Whereas, the market in Asia Pacific is anticipated to grow at the fastest rate over the forecast period fueled by presence of high consumer base with increasing disposable income, supporting premium content and in-app purchases. Also, the surge in adoption of IoT devices, as well as rapid internet proliferation across the region are acting as a catalyzing factor for the regional market growth over the anticipated years.

Major market players included in this report are:

  • Amazon Web Services (AWS)
  • Netflix, Inc.
  • Google LLC
  • Facebook
  • Tencent Holdings Ltd.
  • Sony Corp
  • King Digital Entertainment Ltd.
  • Spotify Technology S.A.
  • Rakuten, Inc.
  • CBS Corporation

The detailed segments and sub-segment of the market are explained below:

By Form

  • Video
  • Audio
  • Games
  • Internet Radio
  • Others

By Revenue Model

  • Subscription
  • Advertisement
  • Sponsorship
  • Others

By Device

  • Smartphones
  • Smart TVs, Projectors, and Monitors
  • Laptop, Desktops, and Tablets
  • Others

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • RoLA
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Online Entertainment Market Executive Summary

  • 1.1. Global Online Entertainment Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Form
    • 1.3.2. By Revenue Model
    • 1.3.3. By Device
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Online Entertainment Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Online Entertainment Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Rise of High-Speed Internet and Advancements in Streaming Technology
    • 3.1.2. Proliferation of Smartphones and Tablets
    • 3.1.3. VR and AR Technologies Offering Immersive Experiences
  • 3.2. Market Challenges
    • 3.2.1. Data Privacy and Security Concerns
    • 3.2.2. High Costs of Content Licensing and Intellectual Property Issues
    • 3.2.3. Vulnerability to Cyberattacks
  • 3.3. Market Opportunities
    • 3.3.1. Diversification of Content Formats and Monetization Models
    • 3.3.2. Integration of Advanced Elements like AR and AI
    • 3.3.3. Preference for Personalized Entertainment Experiences

Chapter 4. Global Online Entertainment Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Online Entertainment Market Size & Forecasts by Form 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Online Entertainment Market: Form Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Video
    • 5.2.2. Audio
    • 5.2.3. Games
    • 5.2.4. Internet Radio
    • 5.2.5. Others

Chapter 6. Global Online Entertainment Market Size & Forecasts by Revenue Model 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Online Entertainment Market: Revenue Model Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Subscription
    • 6.2.2. Advertisement
    • 6.2.3. Sponsorship
    • 6.2.4. Others

Chapter 7. Global Online Entertainment Market Size & Forecasts by Device 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Online Entertainment Market: Device Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. Smartphones
    • 7.2.2. Smart TVs, Projectors, and Monitors
    • 7.2.3. Laptop, Desktops, and Tablets
    • 7.2.4. Others

Chapter 8. Global Online Entertainment Market Size & Forecasts by Region 2022-2032

  • 8.1. North America Online Entertainment Market
    • 8.1.1. U.S. Online Entertainment Market
      • 8.1.1.1. Form breakdown size & forecasts, 2022-2032
      • 8.1.1.2. Revenue Model breakdown size & forecasts, 2022-2032
      • 8.1.1.3. Device breakdown size & forecasts, 2022-2032
    • 8.1.2. Canada Online Entertainment Market
  • 8.2. Europe Online Entertainment Market
    • 8.2.1. U.K. Online Entertainment Market
    • 8.2.2. Germany Online Entertainment Market
    • 8.2.3. France Online Entertainment Market
    • 8.2.4. Spain Online Entertainment Market
    • 8.2.5. Italy Online Entertainment Market
    • 8.2.6. Rest of Europe Online Entertainment Market
  • 8.3. Asia-Pacific Online Entertainment Market
    • 8.3.1. China Online Entertainment Market
    • 8.3.2. India Online Entertainment Market
    • 8.3.3. Japan Online Entertainment Market
    • 8.3.4. Australia Online Entertainment Market
    • 8.3.5. South Korea Online Entertainment Market
    • 8.3.6. Rest of Asia Pacific Online Entertainment Market
  • 8.4. Latin America Online Entertainment Market
    • 8.4.1. Brazil Online Entertainment Market
    • 8.4.2. Mexico Online Entertainment Market
    • 8.4.3. Rest of Latin America Online Entertainment Market
  • 8.5. Middle East & Africa Online Entertainment Market
    • 8.5.1. Saudi Arabia Online Entertainment Market
    • 8.5.2. South Africa Online Entertainment Market
    • 8.5.3. Rest of Middle East & Africa Online Entertainment Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
    • 9.1.1. Amazon Web Services (AWS)
    • 9.1.2. Netflix, Inc.
    • 9.1.3. Google LLC
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. Facebook
    • 9.3.2. Tencent Holdings Ltd.
    • 9.3.3. Sony Corp
    • 9.3.4. King Digital Entertainment Ltd.
    • 9.3.5. Spotify Technology S.A.
    • 9.3.6. Rakuten, Inc.
    • 9.3.7. CBS Corporation
    • 9.3.8. Amazon Web Services (AWS)
    • 9.3.9 Netflix, Inc.
    • 9.3.10. Google LLC

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes