市場調查報告書

全球線上娛樂市場規模調查:各形態,各收益模式,各設備,及各地區預測(2020∼2027年)

Global Online Entertainment Market Size study, by Form, by Revenue Model, by Devices and Regional Forecasts 2020-2027

出版商 Bizwit Research & Consulting LLP 商品編碼 950032
出版日期 內容資訊 英文
商品交期: 2-3個工作天內
價格
全球線上娛樂市場規模調查:各形態,各收益模式,各設備,及各地區預測(2020∼2027年) Global Online Entertainment Market Size study, by Form, by Revenue Model, by Devices and Regional Forecasts 2020-2027
出版日期: 2020年07月01日內容資訊: 英文
簡介

全球線上娛樂市場,2019年價值約1,830億美元,在2020∼2027年預測期間預計以超越17.2%的健全成長率成長。由於最近的COVID-19大流行,各國政府為了防止新冠狀病毒的擴大而封鎖,也提高線上娛樂服務的需求。再加上個人間的智慧型手機和筆記型電腦擁有與出貨增加,及合理價格的網際網路服務的可用性,在預測期間內是推動市場年複合成長率的要素。。可是,對數位的無知和有限的數位基礎設施,是抑制2020年到2027年的預測期間內的市場成長的主要原因。

本報告提供全球線上娛樂市場相關調查,市場概要,以及各形態,收益模式,各設備,各地區的趨勢,及加入此市場的主要企業的簡介等資訊。

目錄

第1章 摘要整理

第2章 全球線上娛樂市場定義和範圍

第3章 全球線上娛樂市場動態

  • 線上娛樂市場影響分析(2018-2027)

第4章 全球線上娛樂市場產業分析

  • 波特五力模式
  • PEST分析
  • 投資採用模式
  • 分析師的建議與結論

第5章 各形態全球線上娛樂市場

  • 市場概述
  • 各形態全球線上娛樂市場,效能-潛力分析
  • 各形態全球線上娛樂市場預算與預測2017-2027年(10億美元)
  • 線上娛樂市場,子區隔分析
    • 視訊
    • 音訊
    • 遊戲
    • 線上廣播
    • 其他

第6章 各收益模式世界的線上娛樂市場

  • 市場概述
  • 各收益模式的全球線上娛樂市場,效能-潛力分析
  • 各收益模式的全球線上娛樂市場預算與預測2017-2027年(10億美元)
  • 線上娛樂市場,子區隔分析
    • 訂閱
    • 廣告
    • 贊助商
    • 其他

第7章 各設備全球線上娛樂市場

  • 市場概述
  • 各設備全球線上娛樂市場,效能-潛力分析
  • 各設備全球線上娛樂市場預算與預測2017-2027年(10億美元)
  • 線上娛樂市場,子區隔分析
    • 智慧型手機
    • 智慧電視
    • 投影機,螢幕
    • 筆記型電腦,桌上型電腦,平板電腦
    • 其他

第8章 全球線上娛樂市場,地區分析

  • 地區市場概述
  • 北美
    • 美國
    • 加拿大
  • 歐洲的概述
    • 英國
    • 德國
    • 法國
    • 西班牙
    • 義大利
    • 其他
  • 亞太地區的概述
    • 中國
    • 印度
    • 日本
    • 澳洲
    • 韓國
    • 其他
  • 南美的概述
    • 巴西
    • 墨西哥
  • 其他地區

第9章 競爭資訊

  • 最高市場策略
  • 企業簡介
    • Amazon Web Services
    • Netflix, Inc.
    • Google LLC
    • Facebook
    • Tencent Holdings. Ltd.
    • Sony Corp.
    • King Digital Entertainment Ltd.
    • Spotify Technology S.A.
    • Rakuten Inc.
    • CBS Corporation

第10章 調查流程

目錄

Title:
Global Online Entertainment Market Size study, by Form (Video, Audio, Games, Internet Radio, Others), by Revenue Model (Subscription, Advertisement, Sponsorship, Others), by Devices (Smartphones, Smart TVs, Projectors, & Monitors; Laptop, Desktops, & Tablets, Others) and Regional Forecasts 2020-2027.

Global Online Entertainment Market is valued at approximately USD 183 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 17.2% over the forecast period 2020-2027. In the recent scenario, most of the entertainment services are now available online and this provides the users with access to more content than ever before. Online entertainment involves access to material such as music and films over the Internet. The online entertainment combines entertaining collaborative functionality and content such as video streaming, multi-player gaming, music and video streaming, video chat communication, and many more. Online entertainment can be either watching or listening to the program as they live streaming, as well as keep it on the device to enjoy at a later time. Any modern internet-enabled device should be able to access online entertainment platforms. These devices can be a smartphone, smart TVs, desktops, laptops, and projectors. Although, the recent outbreak of COVID-19 pandemic has been increasing the demand for online entertainment services due to several regional government has imposed lockdown to prevent the spread of novel coronavirus. Therefore, many people temporarily do not have any kind of work, which results that they are getting more engaged in online entertainment. This is likely to leverage the market growth during the forecast period. Moreover, the rising ownership and shipment of smartphones and laptops among individuals, along with the availability of internet services at affordable prices are the few factors responsible for the CAGR of the market during the forecast period. According to Statista, the total shipments of smartphones around the world were about 1.6 billion units in 2017, demonstrating an increase of 7.17% from 2014 (1.3 billion-unit smartphone shipments). Similarly, according to the International Data Corporation (IDC), the smartphone suppliers shipped a total of 369.8 million smartphone units around the world during the Q4 of 2019. This, in turn, is expected to strengthen the market growth all over the world. However, digital illiteracy and limited digital infrastructure are the major factors restraining the market growth over the forecast period of 2020-2027.

The regional analysis of the global Online Entertainment market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the high availability of advanced digital infrastructure with digital literacy, along with the presence of a significant number of internet service providers in the region. Whereas, Asia-Pacific is anticipated to exhibit the highest growth rate / CAGR over the forecast period 2020-2027. Factors such as increasing penetration of internet & smartphone and the rapid growth of digitalization in the media & entertainment industry would create lucrative growth prospects for the Online Entertainment market across the Asia-Pacific region.

Major market player included in this report are:

Amazon Web Services

Netflix, Inc.

Google LLC

Facebook

Tencent Holdings. Ltd.

Sony Corp.

King Digital Entertainment Ltd.

Spotify Technology S.A.

Rakuten Inc.

CBS Corporation

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. 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, & Monitors

Laptop, Desktops, & 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

Rest of the World

Furthermore, years considered for the study are as follows:

Historical year - 2017, 2018

Base year - 2019

Forecast period - 2020 to 2027

Target Audience of the Global Online Entertainment Market in Market Study:

Key Consulting Companies & Advisors

Large, medium-sized, and small enterprises

Venture capitalists

Value-Added Resellers (VARs)

Third-party knowledge providers

Investment bankers

Investors

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)
    • 1.2.1. Online Entertainment Market, by Region, 2018-2027 (USD Billion)
    • 1.2.2. Online Entertainment Market, by Form, 2018-2027 (USD Billion)
    • 1.2.3. Online Entertainment Market, by Revenue Model, 2018-2027 (USD Billion)
    • 1.2.4. Online Entertainment Market, by Device, 2018-2027 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Online Entertainment Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Scope of the Study
    • 2.2.2. Industry Evolution
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Online Entertainment Market Dynamics

  • 3.1. Online Entertainment Market Impact Analysis (2018-2027)
    • 3.1.1. Market Drivers
    • 3.1.2. Market Challenges
    • 3.1.3. Market Opportunities

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 (2017-2027)
  • 4.2. PEST Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
  • 4.3. Investment Adoption Model
  • 4.4. Analyst Recommendation & Conclusion

Chapter 5. Global Online Entertainment Market, by Form

  • 5.1. Market Snapshot
  • 5.2. Global Online Entertainment Market by Form, Performance - Potential Analysis
  • 5.3. Global Online Entertainment Market Estimates & Forecasts by Form 2017-2027 (USD Billion)
  • 5.4. Online Entertainment Market, Sub Segment Analysis
    • 5.4.1. Video
    • 5.4.2. Audio
    • 5.4.3. Games
    • 5.4.4. Internet Radio
    • 5.4.5. Others

Chapter 6. Global Online Entertainment Market, by Revenue Model

  • 6.1. Market Snapshot
  • 6.2. Global Online Entertainment Market by Revenue Model, Performance - Potential Analysis
  • 6.3. Global Online Entertainment Market Estimates & Forecasts by Revenue Model 2017-2027 (USD Billion)
  • 6.4. Online Entertainment Market, Sub Segment Analysis
    • 6.4.1. Subscription
    • 6.4.2. Advertisement
    • 6.4.3. Sponsorship
    • 6.4.4. Others

Chapter 7. Global Online Entertainment Market, by Device

  • 7.1. Market Snapshot
  • 7.2. Global Online Entertainment Market by Device - Potential Analysis
  • 7.3. Global Online Entertainment Market Estimates & Forecasts by Device 2017-2027 (USD Billion)
  • 7.4. Online Entertainment Market, Sub Segment Analysis
    • 7.4.1. Smartphones
    • 7.4.2. Smart TVs
    • 7.4.3. Projectors, & Monitors
    • 7.4.4. Laptop, Desktops, & Tablets
    • 7.4.5. Others

Chapter 8. Global Online Entertainment Market, Regional Analysis

  • 8.1. Online Entertainment Market, Regional Market Snapshot
  • 8.2. North America Online Entertainment Market
    • 8.2.1. U.S. Online Entertainment Market
      • 8.2.1.1. Form breakdown estimates & forecasts, 2017-2027
      • 8.2.1.2. Revenue Model breakdown estimates & forecasts, 2017-2027
      • 8.2.1.3. Device breakdown estimates & forecasts, 2017-2027
    • 8.2.2. Canada Online Entertainment Market
  • 8.3. Europe Online Entertainment Market Snapshot
    • 8.3.1. U.K. Online Entertainment Market
    • 8.3.2. Germany Online Entertainment Market
    • 8.3.3. France Online Entertainment Market
    • 8.3.4. Spain Online Entertainment Market
    • 8.3.5. Italy Online Entertainment Market
    • 8.3.6. Rest of Europe Online Entertainment Market
  • 8.4. Asia-Pacific Online Entertainment Market Snapshot
    • 8.4.1. China Online Entertainment Market
    • 8.4.2. India Online Entertainment Market
    • 8.4.3. Japan Online Entertainment Market
    • 8.4.4. Australia Online Entertainment Market
    • 8.4.5. South Korea Online Entertainment Market
    • 8.4.6. Rest of Asia Pacific Online Entertainment Market
  • 8.5. Latin America Online Entertainment Market Snapshot
    • 8.5.1. Brazil Online Entertainment Market
    • 8.5.2. Mexico Online Entertainment Market
  • 8.6. Rest of The World Online Entertainment Market

Chapter 9. Competitive Intelligence

  • 9.1. Top Market Strategies
  • 9.2. Company Profiles
    • 9.2.1. Amazon Web Services
      • 9.2.1.1. Key Information
      • 9.2.1.2. Overview
      • 9.2.1.3. Financial (Subject to Data Availability)
      • 9.2.1.4. Product Summary
      • 9.2.1.5. Recent Developments
    • 9.2.2. Netflix, Inc.
    • 9.2.3. Google LLC
    • 9.2.4. Facebook
    • 9.2.5. Tencent Holdings. Ltd.
    • 9.2.6. Sony Corp.
    • 9.2.7. King Digital Entertainment Ltd.
    • 9.2.8. Spotify Technology S.A.
    • 9.2.9. Rakuten Inc.
    • 9.2.10. CBS Corporation

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
  • 10.3. Research Assumption

LIST OF TABLES

  • TABLE 1. Global Online Entertainment market, report scope
  • TABLE 2. Global Online Entertainment market estimates & forecasts by region 2017-2027 (USD Billion)
  • TABLE 3. Global Online Entertainment market estimates & forecasts by Form 2017-2027 (USD Billion)
  • TABLE 4. Global Online Entertainment market estimates & forecasts by Revenue Model 2017-2027 (USD Billion)
  • TABLE 5. Global Online Entertainment market estimates & forecasts by Device 2017-2027 (USD Billion)
  • TABLE 6. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 7. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 8. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 9. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 10. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 11. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 12. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 13. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 14. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 15. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 16. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 17. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 18. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 19. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 20. Global Online Entertainment market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 21. Global Online Entertainment market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 22. U.S. Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 23. U.S. Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 24. U.S. Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 25. Canada Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 26. Canada Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 27. Canada Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 28. UK Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 29. UK Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 30. UK Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 31. Germany Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 32. Germany Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 33. Germany Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 34. France Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 35. France Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 36. France Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 37. Spain Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 38. Spain Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 39. Spain Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 40. Italy Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 41. Italy Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 42. Italy Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 43. ROE Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 44. ROE Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 45. ROE Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 46. China Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 47. China Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 48. China Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 49. India Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 50. India Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 51. India Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 52. Japan Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 53. Japan Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 54. Japan Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 55. Australia Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 56. Australia Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 57. Australia Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 58. South Korea Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 59. South Korea Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 60. South Korea Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 61. ROPAC Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 62. ROPAC Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 63. ROPAC Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 64. Brazil Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 65. Brazil Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 66. Brazil Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 67. Mexico Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 68. Mexico Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 69. Mexico Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 70. ROLA Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 71. ROLA Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 72. ROLA Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 73. ROW Online Entertainment market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 74. ROW Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 75. ROW Online Entertainment market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 76. List of secondary Devices, used in the study of global Online Entertainment market
  • TABLE 77. List of primary Devices, used in the study of global Online Entertainment market
  • TABLE 78. Years considered for the study
  • TABLE 79. Exchange rates considered

LIST OF FIGURES

  • FIG 1. Global Online Entertainment market, research methodology
  • FIG 2. Global Online Entertainment market, market estimation techniques
  • FIG 3. Global market size estimates & forecast methods
  • FIG 4. Global Online Entertainment market, key trends 2019
  • FIG 5. Global Online Entertainment market, growth prospects 2020-2027
  • FIG 6. Global Online Entertainment market, porters 5 force Model
  • FIG 7. Global Online Entertainment market, pest analysis
  • FIG 8. Global Online Entertainment market, value chain analysis
  • FIG 9. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 10. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 11. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 12. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 13. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 14. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 15. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 16. Global Online Entertainment market by segment, 2017 & 2027 (USD Billion)
  • FIG 17. Global Online Entertainment market, regional snapshot 2017 & 2027
  • FIG 18. North America Online Entertainment market 2017 & 2027 (USD Billion)
  • FIG 19. Europe Online Entertainment market 2017 & 2027 (USD Billion)
  • FIG 20. Asia-Pacific Online Entertainment market 2017 & 2027 (USD Billion)
  • FIG 21. Latin America Online Entertainment market 2017 & 2027 (USD Billion)
  • FIG 22. Global Online Entertainment market, company market share analysis (2019)