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Global Online Entertainment Market, 2021-2027

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Part 1. Introduction

  • 1.1 Market Definition
  • 1.2 Key Benefit
  • 1.3 Market Segment

Part 2. Methodology

  • 2.1 Primary
  • 2.2 Secondary

Part 3. Executive Summary

    Part 4. Market Overview

    • 4.1 Introduction
    • 4.2 Market Size and Forecast
    • 4.3 Market Dynamics
      • 4.3.1 Drivers
      • 4.3.2 Restraints
    • 4.4 Impact of COVID-19 Pandemic

    Part 5. Global Market for Online Entertainment by Form

    • 5.1 Audio
      • 5.1.1 Market Size and Forecast
    • 5.2 Games
      • 5.2.1 Market Size and Forecast
    • 5.3 Internet Radio
      • 5.3.1 Market Size and Forecast
    • 5.4 Video
      • 5.4.1 Market Size and Forecast
    • 5.5 Others
      • 5.5.1 Market Size and Forecast

    Part 6. Global Market for Online Entertainment by Revenue Model

    • 6.1 Advertisement
      • 6.1.1 Market Size and Forecast
    • 6.2 Sponsorship
      • 6.2.1 Market Size and Forecast
    • 6.3 Subscription
      • 6.3.1 Market Size and Forecast
    • 6.4 Others
      • 6.4.1 Market Size and Forecast

    Part 7. Global Market for Online Entertainment by Device

    • 7.1 Laptop, Desktops, & Tablets
      • 7.1.1 Market Size and Forecast
    • 7.2 Smart Tvs, Projectors, & Monitors
      • 7.2.1 Market Size and Forecast
    • 7.3 Smartphones
      • 7.3.1 Market Size and Forecast
    • 7.4 Others
      • 7.4.1 Market Size and Forecast

    Part 8. Global Market for Online Entertainment by Region

    • 8.1 Asia-Pacific
      • 8.1.1 Market Size and Forecast
    • 8.2 Europe
      • 8.2.1 Market Size and Forecast
    • 8.3 North America
      • 8.3.1 Market Size and Forecast
    • 8.4 Middle East And Africa (Mea)
      • 8.4.1 Market Size and Forecast
    • 8.5 South America
      • 8.5.1 Market Size and Forecast

    Part 9. Key Competitor Profiles

    • 9.1 Amazon Prime
    • 9.2 Facebook, INC
    • 9.3 Google LLC
    • 9.4 Netflix, Inc.
    • 9.5 Sony Corporation
    • 9.6 Tencent Holdings Ltd.

    *LIST IS NOT EXHAUSTIVE

      Part 10. Patent Analysis

      • 10.1 Patent Statistics
      • 10.2 Regional Analysis
      • 10.3 Trends Analysis

      DISCLAIMER

        ABOUT GEN CONSULTING COMPANY

        The global online entertainment market is projected to grow at a compound annual growth rate (CAGR) of 18.3% during the forecast period 2021-2027, according to the new report published by Gen Consulting Company.

        The report provides in-depth analysis and insights regarding the current global market scenario, latest trends and drivers into global online entertainment market. It offers an exclusive insight into various details such as market size, key trends, competitive landscape, company share of market leaders, growth rate and market segments.

        The online entertainment market is segmented on the basis of form, revenue model, device, and region. The online entertainment market is segmented as below:

        By Form:
        - audio
        - games
        - internet radio
        - video
        - others

        By Revenue Model:
        - advertisement
        - sponsorship
        - subscription
        - others

        By Device:
        - laptop, desktops, & tablets
        - smart TVs, projectors, & monitors
        - smartphones
        - others

        By Region:
        - region
        - Asia-Pacific
        - Europe
        - North America
        - Middle East and Africa (MEA)
        - South America

        The online entertainment industry is characterized by a high level of market share concentration. The market research report covers the analysis of key stake holders of the online entertainment market. Some of the leading players profiled in the report include Amazon Prime, Facebook, INC, Google LLC, Netflix, Inc., Sony Corporation, Tencent Holdings Ltd., among others.
        *list is not exhaustive, request free sample to get a complete list of companies

        Historical & Forecast Period
        This research report provides analysis for each segment from 2017 to 2027 considering 2020 to be the base year.

        Scope of the Report
        - To analyze and forecast the market size of the global online entertainment market.
        - To classify and forecast the global online entertainment market based on form, revenue model, device, and region.
        - To identify drivers and challenges for the global online entertainment market.
        - To examine competitive developments such as mergers & acquisitions, agreements, collaborations and partnerships, etc., in the global online entertainment market.
        - To conduct pricing analysis for the global online entertainment market.
        - To identify and analyze the profile of leading players operating in the global online entertainment market.

        Why Choose This Report
        - Gain a reliable outlook of the global online entertainment market forecasts from 2021 to 2027 across scenarios.
        - Identify growth segments for investment.
        - Stay ahead of competitors through company profiles and market data.
        - The market estimate for ease of analysis across scenarios in Excel format.
        - Strategy consulting and research support for three months.
        - Print authentication provided for the single-user license.

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