市場調查報告書
商品編碼
1463431
全球電影和娛樂市場規模、佔有率、成長分析,依產品(電影、音樂和影片)、依應用(住宅和商業)- 2024-2031 年行業預測Global Movies and Entertainment Market Size, Share, Growth Analysis, By Product(Movies, and Music & Videos), By Application(Residential and Commercial) - Industry Forecast 2024-2031 |
2022 年全球電影和娛樂市場規模約為 974.7 億美元,預計將從 2023 年的 1044.9 億美元增至 2031 年的 1822.3 億美元,預測期內複合年成長率為 7.2%(2024-2031)。
讓觀眾沉浸在虛擬實境中的 3D 電影的需求不斷成長,預計將推動市場發展。 (虛擬實境)。除了線上音樂和電影銷售之外,新的行銷和分銷管道(包括 IPTV、數位報紙、DTH 和數位有線電視)預計將加速該行業的崛起。此外,由於串流媒體服務上提供了音樂和視訊材料,世界各地的每個人都可以訪問更多音樂。由於串流媒體平台的額外優勢,例如串流內容的音訊品質顯著提高,該行業正在不斷發展。此外,用戶可以輕鬆創建自己的音訊和視訊內容播放列表,因此提高這些平台對千禧世代的吸引力可能有助於市場擴張。網路和電視等多種管道的受眾群促進了新人才的激增。企業擴張成功的一個主要因素是韓國、印度和中國等國家行動和網路通訊的使用不斷增加。鑑於亞洲國家的快速成長和不斷成長的需求,必須解決美國等主要市場的發展所帶來的全球市場擴張的障礙。由於盜版猖獗和全球網路串流利潤率低,收入受到限制。人們注意到,線上串流媒體行業現在有更多的競爭對手。對盜版行為更嚴厲的法律處罰以及安全措施的進步預計將減少企業的損失。
Global Movies and Entertainment Market size was valued at around 97.47 billion in 2022 and is expected to rise from a value of USD 104.49 billion in 2023 to reach a value of USD 182.23 Billion by 2031, at a CAGR of 7.2% during the forecast period (2024-2031).
The growing demand for 3D movies that immerse audiences in virtual reality is expected to propel the market. (VR). The rise of the sector is expected to be accelerated by new marketing and distribution channels, including as IPTV, digital newspapers, DTH, and digital cable, in addition to online music and movie sales. Additionally, more music is accessible to everyone, everywhere, thanks to the availability of music and video material on streaming services. The industry is growing due to additional benefits of streaming platforms, like the noticeably improved audio quality of content that is streamed. Furthermore, users may easily create their own playlists of audio and video content, so boosting these platforms' appeal to millennials would probably help the market expand. The proliferation of new talent has been facilitated by the availability of an audience across multiple channels, including the internet and television. A major contributing element to the success of expanding enterprises is the rising use of mobile and internet communication in nations such as South Korea, India, and China. The impediment to global market expansion provided by the development of major markets such as the United States must be addressed, given the rapid growth and increasing demand in Asian nations. Revenue production is limited due to high levels of piracy and low profit margins from global internet streaming. It's being noticed that the industry for online streaming has more competitors right now. Stricter legal penalties against piracy and advancements in security measures are expected to reduce losses for the players.
Top-down and bottom-up approaches were used to estimate and validate the size of the Global Movies and Entertainment Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.
Global Movies and Entertainment Market Segmental Analysis
The global movies and entertainment market is segmented on the basis of product, application, and region. In terms of product, the market is segmented into movies and music & videos. Based on application, the market is segmented into residential and commercial. Geographically, the global movies and entertainment market is segmented into North America, Europe, Asia-Pacific, South America, and MEA.
Drivers of the Global Movies and Entertainment Market
Since the introduction of streaming services, viewers have become more picky about entertaining and captivating high-quality content.
Restraints in the Global Movies and Entertainment Market
It can be costly to produce high-caliber films and television shows, and many studios run serious financial risks in the event that a film or television program does not do well at the box office.
Market Trends of the Global Movies and Entertainment Market
The rise of streaming services has changed how consumers watch movies and TV shows. Examples of these services are Netflix, Amazon Prime Video, and Disney+. Streaming services have taken the lead in content consumption as more and more customers want to watch material on their smart TVs or mobile devices.
Content localization: In the film and entertainment industries, localizing content has grown in importance. Studios are producing material that takes into account the regional preferences and cultural quirks of viewers. Local production companies have expanded as a result of this trend, which has also given studios access to new revenue streams.
Increasing Investment in Original material: In an effort to stand out from other streaming services and draw in more users, these companies have been making significant investments in original material. As a result, there is a growing market for original content and more money is being invested in content production.
Emergence of Virtual Reality: In the film and entertainment industries, virtual reality has become a significant technological trend. It is being utilized to give viewers immersive experiences and has the power to change how films and television shows are made and watched.
Expanding Social media platforms: Instagram, Twitter, and Facebook are just a few of the social media sites that are becoming more and more crucial for movie and television show promotion. Social media is being used by production companies and studios to interact with viewers and advertise their work.