封面
市場調查報告書
商品編碼
1284118

線上娛樂的全球市場的評估:各形態,各支援設備,各收益模式,各地區,機會,預測(2016年~2030年)

Global Online Entertainment Market Assessment, By Form, By Supporting Device, By Revenue Model, By Region, Opportunities and Forecast, 2016-2030F

出版日期: | 出版商: Market Xcel - Markets and Data | 英文 120 Pages | 商品交期: 3-5個工作天內

價格

全球線上娛樂的市場規模,從2022年的1,038億9,000萬美元到2030年預計達到3,318億2,000萬美元,2023年~2030年的預測期間以15.62%的年複合成長率成長。Z世代的崛起增加對線上娛樂內容、媒體和平台的需求,因為Z世代比前幾代人更傾向於使用技術進行娛樂和社交互動。

本報告提供全球線上娛樂市場相關調查分析,市場規模與預測,市場動態,主要企業的形勢及預測等資訊。

目錄

第1章 調查手法

第2章 計劃的範圍和定義

第3章 COVID-19的影響

第4章 俄羅斯、烏克蘭戰爭的影響

第5章 摘要整理

第6章 客戶的迴響

  • 市場認知度與產品的資訊
  • 品牌的認知度和忠誠度
  • 在購買決策中考慮的要素
  • 購買頻率
  • 購買媒體

第7章 全球線上娛樂市場預測(2016年~2030年)

  • 市場規模與預測
    • 金額
  • 各形態
    • 線上遊戲
    • 音樂串流
    • 影片串流
    • 網路廣播
    • 社群媒體
    • 其他
  • 各支援設備
    • 智慧型手機
    • 智慧電視(TV)
    • 筆記型電腦、桌上型電腦
    • 其他
  • 各收益模式
    • 訂閱、會員
    • 廣告
    • 贊助商
    • 直接購買
    • 其他
  • 各地區
    • 北美
    • 歐洲
    • 南美
    • 亞太地區
    • 中東、非洲
  • 市場佔有率:各企業(2022年)

第8章 全球線上娛樂市場預測:各地區(2016年~2030年)

  • 北美
    • 各形態
    • 各支援設備
    • 各收益模式
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 法國
    • 義大利
    • 英國
    • 俄羅斯
    • 荷蘭
    • 西班牙
    • 土耳其
    • 波蘭
  • 南美
    • 巴西
    • 阿根廷
  • 亞太地區
    • 印度
    • 中國
    • 日本
    • 澳洲
    • 越南
    • 韓國
    • 印尼
    • 菲律賓
  • 中東、非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第9章 市場製圖(2022年)

  • 各形態
  • 各支援設備
  • 各收益模式
  • 各地區

第10章 宏觀環境和產業結構

  • 供需的分析
  • 支援/價值鏈分析
  • PESTEL分析
  • 波特的五力分析

第11章 市場動態

  • 成長促進因素
  • 阻礙成長的要素(課題與阻礙因素)

第12章 主要企業形勢

  • 市場領導者前五名公司的競爭矩陣
  • 市場領導者前五名公司的市場收益分析(2022年)
  • 如果合併和收購/合資企業(如果適用)
  • SWOT分析(5家市場參與企業)
  • 如果專利分析(如果適用)

第13章 價格分析

第14章 案例研究

第15章 主要企業預測

  • Amazon.com, Inc.
  • Netflix, Inc.
  • Vivendi SE
  • Sony Group Corporation
  • Spotify AB
  • AT&T Inc.
  • Meta Platforms, Inc. (Facebook)
  • Ubisoft Entertainment SA
  • Bandai Namco Entertainment Inc.
  • Google LLC
  • Take-Two Interactive Software, Inc.
  • Paramount Global
  • The Walt Disney Company
  • Hulu, LLC
  • Tencent Holdings Limited

第16章 策略性推薦事項

第17章 關於本公司、免責聲明

Product Code: MX10086

The rise of Gen Z has led to an increase in demand for online entertainment content, mediums, and platforms owing to their likelihood to use technology for entertainment and social interaction than previous generations. Thus, the Global Online Entertainment Market is projected to reach USD 331.82 billion by 2030 from USD 103.89 billion in 2022. The market is expected to continue to witness a dynamic double-digit growth of 15.62% CAGR for the forecast period between 2023 and 2030. The sector continues to flourish, driven by factors such as accessibility, convenience, technological advancements, and the proliferation of streaming platforms.

Moreover, the rise of social media influencers has largely contributed to the growth of online entertainment market globally with their effective marketing strategies like word-of-mouth promotion, sharing sponsored content, etc. Influencers promoting entertainment products and services through social media and other platforms have created new potential for online entertainment. For instance, The Influencer Marketing Benchmark Report 2023 reveals that Investments into the social media influencer and creator space totaled USD 5 billion in 2022 alone and there more than 50 million people around the world who tag themselves as the influencers. Moreover, Facebook, Instagram, and YouTube have matured into key participants in the online entertainment sector, providing video-based content, live streaming, and user-generated content. In addition, the rise of online entertainment has given rise to new forms of content, such as podcasts, which have grown in popularity in recent years. Furthermore, the expansion of streaming services is fueling gaming industry innovation, with cloud-based gaming services like Google Stadia and Amazon Luna giving new ways to play games without the need for pricey and expensive hardware. This makes games more inexpensive and accessible to a broader audience.

In addition to the rise of Gen Z and social media influencers, the increased use of smart devices such as smartphones, smart TVs, and laptops is a major driver of the global growth of the online entertainment industry. Technological advancements such as the launch of fast-speed internet connections like 5G in countries such as India, the introduction of internet-enabled TVs, and the integration of artificial intelligence (AI) in many devices are also fueling market growth. Furthermore, the growing popularity of internet-enabled smart devices is opening new avenues for online entertainment providers to reach a larger audience and provide more personalized and engaging content, which is driving growth in the global online entertainment industry.

Rising Popularity of Streaming Services

The increasing popularity of entertainment streaming services heavily influenced the worldwide online entertainment market, transforming the way people consume entertainment. Streaming services and OTT platforms like Netflix, Amazon Prime Video, and Disney+ are upending old forms of content distribution, opening new opportunities. In addition, the drop in traditional cable and satellite TV subscriptions is one of the most important effects of streaming services as more people are inclining towards adoption of OTT Platforms. Moreover, streaming services are also transforming the film and television production industries. Netflix and Amazon Prime Video have emerged as major content producers, funding and creating their own original content. For instance, Netflix obtained nearly 5% of new subscriptions whereas regained around 13% of its former subscribers primarily due to their original content and popular show "Stranger Things". Hence, the rise of streaming services and OTT platforms is influencing the growth of online entertainment market towards positive trajectory worldwide.

Increasing Demand for Interactive Entertainment

Consumers are looking for interesting, interactive experiences that allow them to connect with others and immerse themselves in virtual worlds. This tendency is fueling growth in a wide range of online entertainment industries, including gaming, social networking, and virtual reality. The tremendous expansion of internet gaming is one illustration of this growth. These games allow players to communicate with one another in virtual environments, fostering a feeling of community and social connection. Hence, owing to the surging demand for interactive entertainment like social gaming apps, many startups have emerged offering diverse content. For instance, Hiber, a Sweden-based social-gaming platform, raised USD 2.03 million in August 2020. This platform allows users to develop 3D social games on PC and mobile. Hence, emergence of platforms like Hiber have drastically contributed to demand for interactive entertainment by resolving supply side content constraints in the market.

Government Initiatives

Major governments around the globe enforce copyright laws and intellectual property rights to protect content creators and ensure fair compensation. There are regulations and frameworks in place that prevent unauthorized distribution or piracy of online entertainment content and encourage innovation and investment in the industry. For instance, the Digital Millennium Copyright Act (DMCA) in the United States provides legal protection for copyrighted material, including online entertainment content. It enables copyright holders to issue takedown notices to platforms hosting infringing content.

Apart from this, various governments are investing in digital infrastructure, such as broadband connectivity and high-speed internet networks, to ensure reliable and widespread access to online entertainment content. In January 2019, China's The Ministry of Industry and Information Technology MIIT announced that an interim 5G licenses will be awarded in certain locations. In April 2019, the first 5G mobile phone was released in Beijing in April. The government has since been working to expand the coverage and capabilities of 5G networks, with a focus on urban areas and key entertainment hubs. Likewise other nations are also working on providing seamless and fast internet connection to promote growth of the online entertainment market.

Global Rise of E-sports and Livestreaming

The online gaming market is increasingly getting fragmented as the demand for online games and the rising penetration of mobile apps fuels market competition. This industry is developing due to the increasing popularity of multi-functional gaming consoles, competitive multiplayer games, and AR/VR gaming. E-sports has progressed beyond basic virtualization of sports to professional leagues and contests with million-dollar prize pools. Large tech companies such as Facebook and Amazon are joining the E-sports sector with large-scale investment and innovation. In 2021 , e-sports produced around USD 243 million in revenue in the United States and approximately USD 360 million in China. Furthermore, sports federations, game publishers, and broadcasters, are increasingly hosting worldwide competitions via a variety of social platforms, including YouTube and Twitch.

Adoption of Various Monetization Models

By offering different options such as advertising-supported content, pay-per-view events, brand partnerships, merchandise sales, and subscription tiers, key providers cater to a wide range of consumer preferences and sustain their business operations in a competitive market. For instance, YouTube, the renowned video-sharing network, provides free access to a massive library of user-generated material, which is backed up by adverts that play before, during, or alongside the videos. Additionally, ad income produced by these advertisements enables content providers to monetize their channels while delivering free entertainment to consumers. Similarly, Netflix's hit series "Stranger Things" showcases the monetization potential of merchandise. The show's popularity has led to a range of licensed merchandise, including t-shirts, action figures, and collectibles. Such merchandise has further enabled effective marketing thereby driving the demand for online entertainment content and market growth.

Impact of COVID-19

The COVID-19 pandemic has caused widespread disruptions in the offline entertainment sector, with theatres, cinemas, and other public venues closing for lengthy periods of time. As a result, demand for the online entertainment sector spiked as people seek online entertainment to watch movies and shows from the comfort and safety of their homes. Furthermore, the online gaming sector has grown significantly, with many individuals using gaming for enjoyment and social interaction.

More than 80% of worldwide consumers played video games and viewed video game content during the peak of the COVID-19 pandemic lockdown. In addition, subscriptions and memberships for streaming video and music services such as Netflix, Amazon Prime and Spotify have increased. Additionally, virtual events such as competitions, conferences, and concerts have grown in popularity. Overall, the pandemic has hastened the transition towards internet entertainment, which is projected to continue in the future.

Impact of Russia-Ukraine War

The Russia-Ukraine war has had a considerable influence on the worldwide online entertainment industry, in addition to politics and economics. Economic sanctions and online restrictions have reduced consumer demand and income for online entertainment providers, particularly in conflict-affected countries. This has created a difficult climate in which small businesses must navigate uncertainties and plan for the future. As the dispute continues, the negative impact on the online entertainment business is likely to endure.

Key Players Landscape and Outlook

As more individuals have access to media, major companies operating in this industry pay greater attention to unexpected consumer behavior, technological updates, changing lifestyle trends, celebrity endorsements, and promotional offers. Apart from this, creation of original content and providing exclusive deals are the most prominent trends in this industry. The competition among major streaming platforms has intensified, leading to a surge in original content production. Streaming giants like Netflix, Amazon Prime Video, Disney+, and Apple TV+ are investing heavily in creating exclusive content to attract and retain subscribers.

Netflix, known as a pioneer in the streaming industry, has invested heavily in creating original shows and movies. Their acclaimed series like "Stranger Things," "The Crown," and "Ozark" have garnered massive popularity and critical acclaim, drawing in millions of subscribers. The success of their original content strategy has inspired other players to follow suit.

Market Xcel's reports answer the following questions:

What is the current and future market size of the product/service in question globally or specific to different countries?

How are the markets divided into different product/service segments and the market size and growth of each segment?

What is the market potential of different product segments and their investment case?

How are the markets predicted to develop in the future and what factors will drive or inhibit growth?

What is the business environment and regulatory landscape specific to the product/service?

Table of Contents

1. Research Methodology

2. Project Scope & Definitions

3. Impact of COVID-19

4. Impact of Russia-Ukraine War

5. Executive Summary

6. Voice of Customer

  • 6.1. Market Awareness and Product Information
  • 6.2. Brand Awareness and Loyalty
  • 6.3. Factors Considered in Purchase Decision
    • 6.3.1. Brand Name
    • 6.3.2. Quality
    • 6.3.3. Quantity
    • 6.3.4. Price
    • 6.3.5. Product Specification
    • 6.3.6. Ease of Use
    • 6.3.7. Graphics Quality
    • 6.3.8. Technical Support
  • 6.4. Frequency of Purchase
  • 6.5. Medium of Purchase

7. Global Online Entertainment Market Outlook, 2016-2030F

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. By Form
    • 7.2.1. Online Gaming
    • 7.2.2. Music Streaming
    • 7.2.3. Video Streaming
    • 7.2.4. Web Radio
    • 7.2.5. Social Media
    • 7.2.6. Others
  • 7.3. By Supporting Device
    • 7.3.1. Smartphones
    • 7.3.2. Smart Televisions (TVs)
    • 7.3.3. Laptops and Desktops
    • 7.3.4. Others
  • 7.4. By Revenue Model
    • 7.4.1. Subscription and Membership
    • 7.4.2. Advertisement
    • 7.4.3. Sponsorship
    • 7.4.4. Direct Purchase
    • 7.4.5. Others
  • 7.5. By Region
    • 7.5.1. North America
    • 7.5.2. Europe
    • 7.5.3. South America
    • 7.5.4. Asia-Pacific
    • 7.5.5. Middle East and Africa
  • 7.6. By Company Market Share (%), 2022

8. Global Online Entertainment Market Outlook, By Region, 2016-2030F

  • 8.1. North America*
    • 8.1.1. By Form
      • 8.1.1.1. Online Gaming
      • 8.1.1.2. Music Streaming
      • 8.1.1.3. Video Streaming
      • 8.1.1.4. Web Radio
      • 8.1.1.5. Social Media
      • 8.1.1.6. Others
    • 8.1.2. By Supporting Device
      • 8.1.2.1. Smartphones
      • 8.1.2.2. Smart Televisions (TVs)
      • 8.1.2.3. Laptops and Desktops
      • 8.1.2.4. Others
    • 8.1.3. By Revenue Model
      • 8.1.3.1. Subscription and Membership
      • 8.1.3.2. Advertisement
      • 8.1.3.3. Sponsorship
      • 8.1.3.4. Direct Purchase
      • 8.1.3.5. Others
    • 8.1.4. United States*
      • 8.1.4.1. By Form
      • 8.1.4.1.1. Online Gaming
      • 8.1.4.1.2. Music Streaming
      • 8.1.4.1.3. Video Streaming
      • 8.1.4.1.4. Web Radio
      • 8.1.4.1.5. Social Media
      • 8.1.4.1.6. Others
      • 8.1.4.2. By Supporting Device
      • 8.1.4.2.1. Smartphones
      • 8.1.4.2.2. Smart Televisions (TVs)
      • 8.1.4.2.3. Laptops and Desktops
      • 8.1.4.2.4. Others
      • 8.1.4.3. By Revenue Model
      • 8.1.4.3.1. Subscription and Membership
      • 8.1.4.3.2. Advertisement
      • 8.1.4.3.3. Sponsorship
      • 8.1.4.3.4. Direct Purchase
      • 8.1.4.3.5. Others
    • 8.1.5. Canada
    • 8.1.6. Mexico

All segments will be provided for all regions and countries covered

  • 8.2. Europe
    • 8.2.1. Germany
    • 8.2.2. France
    • 8.2.3. Italy
    • 8.2.4. United Kingdom
    • 8.2.5. Russia
    • 8.2.6. Netherlands
    • 8.2.7. Spain
    • 8.2.8. Turkey
    • 8.2.9. Poland
  • 8.3. South America
    • 8.3.1. Brazil
    • 8.3.2. Argentina
  • 8.4. Asia-Pacific
    • 8.4.1. India
    • 8.4.2. China
    • 8.4.3. Japan
    • 8.4.4. Australia
    • 8.4.5. Vietnam
    • 8.4.6. South Korea
    • 8.4.7. Indonesia
    • 8.4.8. Philippines
  • 8.5. Middle East & Africa
    • 8.5.1. Saudi Arabia
    • 8.5.2. UAE
    • 8.5.3. South Africa

9. Market Mapping, 2022

  • 9.1. By Form
  • 9.2. By Supporting Device
  • 9.3. By Revenue Model
  • 9.4. By Region

10. Macro Environment and Industry Structure

  • 10.1. Supply Demand Analysis
  • 10.2. Supply/Value Chain Analysis
  • 10.3. PESTEL Analysis
    • 10.3.1. Political Factors
    • 10.3.2. Economic System
    • 10.3.3. Social Implications
    • 10.3.4. Technological Advancements
    • 10.3.5. Environmental Impacts
    • 10.3.6. Legal Compliances and Regulatory Policies (Statutory Bodies Included)
  • 10.4. Porter's Five Forces Analysis
    • 10.4.1. Supplier Power
    • 10.4.2. Buyer Power
    • 10.4.3. Substitution Threat
    • 10.4.4. Threat from New Entrant
    • 10.4.5. Competitive Rivalry

11. Market Dynamics

  • 11.1. Growth Drivers
  • 11.2. Growth Inhibitors (Challenges, Restraints)

12. Key Players Landscape

  • 12.1. Competition Matrix of Top Five Market Leaders
  • 12.2. Market Revenue Analysis of Top Five Market Leaders (in %, 2022)
  • 12.3. Mergers and Acquisitions/Joint Ventures (If Applicable)
  • 12.4. SWOT Analysis (For Five Market Players)
  • 12.5. Patent Analysis (If Applicable)

13. Pricing Analysis

14. Case Studies

15. Key Players Outlook

  • 15.1. Amazon.com, Inc.
    • 15.1.1. Company Details
    • 15.1.2. Key Management Personnel
    • 15.1.3. Products & Services
    • 15.1.4. Financials (As reported)
    • 15.1.5. Key Market Focus & Geographical Presence
    • 15.1.6. Recent Developments
  • 15.2. Netflix, Inc.
  • 15.3. Vivendi SE
  • 15.4. Sony Group Corporation
  • 15.5. Spotify AB
  • 15.6. AT&T Inc.
  • 15.7. Meta Platforms, Inc. (Facebook)
  • 15.8. Ubisoft Entertainment SA
  • 15.9. Bandai Namco Entertainment Inc.
  • 15.10. Google LLC
  • 15.11. Take-Two Interactive Software, Inc.
  • 15.12. Paramount Global
  • 15.13. The Walt Disney Company
  • 15.14. Hulu, LLC
  • 15.15. Tencent Holdings Limited

Companies mentioned above DO NOT hold any order as per market share and can be changed as per information available during research work

16. Strategic Recommendations

17. About Us & Disclaimer

List of Tables

  • Table 1. Pricing Analysis of Types from Key Players
  • Table 2. Competition Matrix of Top 5 Market Leaders
  • Table 3. Mergers & Acquisitions/ Joint Ventures (If Applicable)
  • Table 4. About Us - Regions and Countries Where We Have Executed Client Projects

List of Figures

  • Figure 1. Global Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 2. Global Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 3. Global Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 4. Global Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 5. Global Online Entertainment Market Share, By Region, In USD Billion, 2016-2030F
  • Figure 6. North America Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 7. North America Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 8. North America Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 9. North America Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 10. North America Online Entertainment Market Share, By Country, In USD Billion, 2016-2030F
  • Figure 11. United States Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 12. United States Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 13. United States Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 14. United States Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 15. Canada Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 16. Canada Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 17. Canada Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 18. Mexico Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 19. Mexico Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 20. Mexico Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 21. Mexico Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 22. Europe Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 23. Europe Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 24. Europe Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 25. Europe Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 26. Europe Online Entertainment Market Share, By Country, In USD Billion, 2016-2030F
  • Figure 27. Germany Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 28. Germany Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 29. Germany Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 30. Germany Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 31. France Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 32. France Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 33. France Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 34. France Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 35. Italy Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 36. Italy Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 37. Italy Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 38. Italy Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 39. United Kingdom Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 40. United Kingdom Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 41. United Kingdom Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 42. Russia Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 43. Russia Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 44. Russia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 45. Russia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 46. Netherlands Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 47. Netherlands Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 48. Netherlands Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 49. Netherlands Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 50. Spain Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 51. Spain Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 52. Spain Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 53. Spain Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 54. Turkey Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 55. Turkey Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 56. Turkey Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 57. Turkey Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 58. Poland Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 59. Poland Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 60. Poland Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 61. Poland Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 62. South America Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 63. South America Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 64. South America Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 65. South America Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 66. South America Online Entertainment Market Share, By Country, In USD Billion, 2016-2030F
  • Figure 67. Brazil Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 68. Brazil Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 69. Brazil Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 70. Brazil Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 71. Argentina Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 72. Argentina Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 73. Argentina Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 74. Argentina Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 75. Asia-Pacific Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 76. Asia-Pacific Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 77. Asia-Pacific Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 78. Asia-Pacific Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 79. Asia-Pacific Online Entertainment Market Share, By Country, In USD Billion, 2016-2030F
  • Figure 80. India Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 81. India Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 82. India Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 83. India Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 84. China Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 85. China Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 86. China Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 87. China Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 88. Japan Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 89. Japan Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 90. Japan Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 91. Japan Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 92. Australia Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 93. Australia Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 94. Australia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 95. Australia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 96. Vietnam Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 97. Vietnam Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 98. Vietnam Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 99. Vietnam Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 100. South Korea Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 101. South Korea Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 102. South Korea Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 103. South Korea Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 104. Indonesia Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 105. Indonesia Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 106. Indonesia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 107. Indonesia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 108. Philippines Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 109. Philippines Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 110. Philippines Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 111. Philippines Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 112. Middle East & Africa Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 113. Middle East & Africa Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 114. Middle East & Africa Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 115. Middle East & Africa Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 116. Middle East & Africa Online Entertainment Market Share, By Country, In USD Billion, 2016-2030F
  • Figure 117. Saudi Arabia Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 118. Saudi Arabia Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 119. Saudi Arabia Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 120. Saudi Arabia Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 121. UAE Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 122. UAE Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 123. UAE Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 124. UAE Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 125. South Africa Online Entertainment Market, By Value, In USD Billion, 2016-2030F
  • Figure 126. South Africa Online Entertainment Market Share, By Form, In USD Billion, 2016-2030F
  • Figure 127. South Africa Online Entertainment Market Share, By Supporting Device, In USD Billion, 2016-2030F
  • Figure 128. South Africa Online Entertainment Market Share, By Revenue Models, In USD Billion, 2016-2030F
  • Figure 129. By Form Map-Market Size (USD Billion) & Growth Rate (%), 2022
  • Figure 130. By Supporting Device Map-Market Size (USD Billion) & Growth Rate (%), 2022
  • Figure 131. By Revenue Models Map-Market Size (USD Billion) & Growth Rate (%), 2022
  • Figure 132. By Region Map-Market Size (USD Billion) & Growth Rate (%), 2022