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市場調查報告書

在線娛樂市場:2020-2026

Online Entertainment Market 2020-2026

出版商 Orion Market Research Pvt Ltd 商品編碼 986527
出版日期 內容資訊 英文
商品交期: 2-3個工作天內
價格
在線娛樂市場:2020-2026 Online Entertainment Market 2020-2026
出版日期: 2020年09月11日內容資訊: 英文
簡介

在預測期內,在線娛樂市場預計將以15.7%的複合年增長率增長。隨著互聯網的普及以及智能手機,智能電視和筆記本電腦等智能設備的日益普及,越來越多的市民對在線娛樂充滿熱情。如今,隨著人們越來越多地參與在各種社交媒體平台(例如Instagram,Facebook,Tumblr,LinkedIn和WhatsApp)上製作影片,音樂和圖像的活動,在線社交媒體娛樂越來越流行。因此,在預測期內,社交媒體平台的日益普及有望促進在線娛樂市場的增長。

全球在線娛樂市場按設備和平台分類。按設備劃分,在線娛樂市場可分為筆記本電腦/台式機/平板電腦,智能電視/顯示器/投影儀,智能手機,虛擬現實等。平台部分包括音頻流,影像串流,遊戲和互聯網廣播。互聯網廣播也稱為網絡廣播,網絡廣播,流廣播和在線廣播。它是一種通過Internet傳輸的數字位音樂服務,估計是整個全球在線娛樂市場中增長最快的部分。更低的流媒體成本,在家庭和辦公室中實現Wi-Fi連接的可行性以及智能手機的使用增加,共同推動了互聯網廣播市場的增長。此外,音樂串流媒體行業的新進入者正在通過Internet廣播部分支持在線娛樂市場的增長。

從地理上講,全球在線娛樂市場分為北美,歐洲,亞太地區和其他地區。這主要是由於價格合理的高帶寬連接的可用性,智能手機的龐大用戶群以及較高的數字識字率。此外,諸如OTT平台之類的娛樂和媒體行業的早期採用和對技術變革的良好響應正在推動市場增長。這些基於Internet的服務(包括頂層平台)正在迅速取代有線,衛星和廣播等傳統節目發行商。

該報告對在線娛樂市場進行了調查,並概述了市場,以及按設備,平台,地區和進入市場的公司的概況進行的趨勢。

目錄

第1章報告概述

第2章市場概述和見解

  • 調查範圍
  • 分析師見解和當前市場趨勢

第3章競爭情況

  • 重要戰略分析
  • 主要公司分析
    • Amazon.com, Inc.
    • Nintendo Company, Ltd.
    • Netflix, Inc.
    • Apple, Inc.
    • Sony Interactive Entertainment, Inc.

第4章市場決定因素

  • 動機
  • 抑制因素
  • 市場機會

第5章市場細分

  • 按設備分列的全球在線娛樂市場
    • 筆記本電腦/台式機/平板電腦
    • 智能電視/顯示器/投影儀
    • 智能手機
    • 虛擬現實
    • 其他
  • 按平台劃分的全球在線娛樂市場
    • 音樂串流
    • 影像串流
    • 遊戲
    • 網絡廣播

第6章區域分析

  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 意大利
    • 西班牙
    • 法國
    • 其他
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 其他
  • 其他地區

第7章公司簡介

  • Amazon.com, Inc.
  • Apple, Inc.
  • AT&T Communications, LLC
  • Comcast Corporation
  • Dish Network,LLC
  • Fox Broadcasting Co.
  • Google, LLC
  • King.com,Ltd.
  • Microsoft Corp.
  • National Amusements, Inc.
  • Nintendo Company, Ltd.
  • Netflix, Inc.
  • Popcornflix LLC
  • Project Panther Bidco, Ltd.
  • Radionomy(AudioValley S.A.)
  • Rakuten, Inc.
  • Sony Interactive Entertainment, Inc.
  • Spotify AB
  • Tencent Holdings, Ltd.
  • The Walt Disney Company
  • Ubisoft Entertainment SA
  • ViacomCBS, Inc.
  • Warner Media, LLC
  • Xandrie S.A.
目錄
Product Code: OMR2022791

Global Online Entertainment Market Size, Share & Trends Analysis Report by Device (Laptops/ Desktops/Tablets, Smart TVs/Monitors/Projectors, and Smartphones, Virtual Reality, and Others), by Platform (Audio Streaming, Video Streaming, Gaming, and Internet Radio), Forecast Period (2020-2026)

The online entertainment market is anticipated to at a CAGR of 15.7% during the forecast period. The surge in internet penetration and an increase in the adoption of smart devices such as smartphones, smart TVs, and laptops have boosted the number of citizens inclined toward online entertainment. Presently, online social media entertainment has gained major popularity, as people are getting increasingly involved in producing videos, music, and images on various social media platforms such as Instagram, Facebook, Tumblr, LinkedIn, and WhatsApp. Thus, an increase in the popularity of social media platforms is expected to boost the growth of the online entertainment market during the forecast period.

The global online entertainment market is segmented based on device and platform. Based on the device, the online entertainment market is segmented into laptops/ desktops/tablets, smart TVs/monitors/projectors, and smartphones, virtual reality, and others. The platform segment includes audio streaming, video streaming, gaming, and internet radio. Internet radio is also called web radio, net radio, streaming radio, and online radio. It is a digital audio service transmitted via the internet and is estimated to be the fastest-growing segment, overall, in the global online entertainment market. The decrease in the cost of streaming, the feasibility of Wi-Fi connectivity in homes & offices, an increase in the use of smartphones are collectively bolstering the growth of the internet radio market. In addition, new entrants in the music streaming industry are supporting the growth of the online entertainment market through the internet radio segment.

Geographically, the global online entertainment market is segmented into North America, Europe, Asia Pacific, and the Rest of the World. This is majorly attributed to the availability of affordable high bandwidth connections, the presence of a large user base of smartphones, and a high digital literacy rate. Furthermore, early adoptions and favorable responses for technological changes in the entertainment & media industry such as OTT platforms contribute toward the growth of the market. These internet-based services including over-the-top platforms are rapidly replacing traditional programming distributors such as cable, satellite, and broadcasting.

Amazon Prime Video (Amazon.com), Comcast Corporation, DirecTV, Sony Interactive Entertainment, Inc., Fox Broadcasting Company, King.com Limited, Netflix Inc., Spotify AB, Google, LLC, The Walt Disney Company, ViacomCBS Inc., Warner Media, LLC, and Xbox (Microsoft Corporation) are some of the market leaders in the global online entertainment industry. The global online entertainment market is completely diverse, and all sizes of enterprises are emerging in the online entertainment market. The key players are anticipated to increase investments toward forming partnerships with e-commerce enterprises to inflate their market value. For instance, Netflix, Inc. adopted agreement as its key developmental strategy to strengthen its presence in the digital video streaming market. In January 2020, Sky and Netflix announced a new multi-year deal agreement in the UK to strengthen their successful partnership built over the past two years. Following the deal, Sky customers have the option to take up Netflix's Basic Plan on Sky Q.

Research Methodology

The market study of the global online entertainment market is incorporated by extensive primary and secondary research conducted by the research team at OMR. Secondary research has been conducted to refine the available data to breakdown the market into various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity to our reports.

Secondary Sources Include:

Financial reports of companies involved in the market.

Whitepapers, research-papers, and news blogs.

Company websites and their product catalog.

The report provides an in-depth analysis of market size, intended quality of the service preferred by consumers. The report will serve as a source for a 360-degree analysis of the market thoroughly integrating different models.

Market Segmentation

1. Global Online Entertainment Market Research and Analysis by Device

2. Global Online Entertainment Market Research and Analysis by Platform

The Report Covers:

Comprehensive research methodology of the global online entertainment market.

This report also includes a detailed and extensive market overview with key analyst insights.

An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.

Analysis of regional regulations and other government policies impacting the global online entertainment market.

Insights about market determinants which are stimulating the global online entertainment market.

Detailed and extensive market segments with the regional distribution of forecasted revenues.

Extensive profiles and recent developments of market players.

Table of Contents

1. Report Summary

  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Geography

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Strategy Analysis
  • 3.2. Key Company Analysis
    • 3.2.1. Amazon.com, Inc.
      • 3.2.1.1. Overview
      • 3.2.1.2. Financial Analysis
      • 3.2.1.3. SWOT Analysis
      • 3.2.1.4. Recent Developments
    • 3.2.2. Nintendo Company, Ltd.
      • 3.2.2.1. Overview
      • 3.2.2.2. Financial Analysis
      • 3.2.2.3. SWOT Analysis
      • 3.2.2.4. Recent Developments
    • 3.2.3. Netflix, Inc.
      • 3.2.3.1. Overview
      • 3.2.3.2. Financial Analysis
      • 3.2.3.3. SWOT Analysis
      • 3.2.3.4. Recent Developments
    • 3.2.4. Apple, Inc.
      • 3.2.4.1. Overview
      • 3.2.4.2. Financial Analysis
      • 3.2.4.3. SWOT Analysis
      • 3.2.4.4. Recent Developments
    • 3.2.5. Sony Interactive Entertainment, Inc.
      • 3.2.5.1. Overview
      • 3.2.5.2. Financial Analysis
      • 3.2.5.3. SWOT Analysis
      • 3.2.5.4. Recent Developments

4. Market Determinants

  • 4.1 Motivators
  • 4.2 Restraints
  • 4.1. Opportunities

5. Market Segmentation

  • 5.1. Global Online Entertainment Market by Device
    • 5.1.1. Laptops/Desktops/Tablets
    • 5.1.2. Smart TVs/Monitors/Projectors
    • 5.1.3. Smartphones
    • 5.1.4. Virtual Reality
    • 5.1.5. Others
  • 5.2. Global Online Entertainment Market by Platform
    • 5.2.1. Audio Streaming
    • 5.2.2. Video Streaming
    • 5.2.3. Gaming
    • 5.2.4. Internet Radio

6. Regional Analysis

  • 6.1. North America
    • 6.1.1. US
    • 6.1.2. Canada
  • 6.2. Europe
    • 6.2.1. UK
    • 6.2.2. Germany
    • 6.2.3. Italy
    • 6.2.4. Spain
    • 6.2.5. France
    • 6.2.6. Rest of Europe
  • 6.3. Asia-Pacific
    • 6.3.1. China
    • 6.3.2. India
    • 6.3.3. Japan
    • 6.3.4. Rest of Asia Pacific
  • 6.4. Rest of the World

7. Company Profiles

  • 7.1. Amazon.com, Inc.
  • 7.2. Apple, Inc.
  • 7.3. AT&T Communications, LLC
  • 7.4. Comcast Corporation
  • 7.5. Dish Network,LLC
  • 7.6. Fox Broadcasting Co.
  • 7.7. Google, LLC
  • 7.8. King.com,Ltd.
  • 7.9. Microsoft Corp.
  • 7.10. National Amusements, Inc.
  • 7.11. Nintendo Company, Ltd.
  • 7.12. Netflix, Inc.
  • 7.13. Popcornflix LLC
  • 7.14. Project Panther Bidco, Ltd.
  • 7.15. Radionomy(AudioValley S.A.)
  • 7.16. Rakuten, Inc.
  • 7.17. Sony Interactive Entertainment, Inc.
  • 7.18. Spotify AB
  • 7.19. Tencent Holdings, Ltd.
  • 7.20. The Walt Disney Company
  • 7.21. Ubisoft Entertainment SA
  • 7.22. ViacomCBS, Inc.
  • 7.23. Warner Media, LLC
  • 7.24. Xandrie S.A.

LIST OF TABLES

  • 1. GLOBAL ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY DEVICE, 2019-2026 ($ MILLION)
  • 2. GLOBAL LAPTOPS/DESKTOPS/TABLETS MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 3. GLOBAL SMART TVS/MONITORS/PROJECTORS MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 4. GLOBAL SMARTPHONES MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 5. GLOBAL VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 6. GLOBAL OTHERS MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 7. GLOBAL ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2019-2026 ($ MILLION)
  • 8. GLOBAL AUDIO STREAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 9. GLOBAL VIDEO STREAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 10. GLOBAL GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 11. GLOBAL INTERNET RADIO MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 12. NORTH AMERICANONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)
  • 13. NORTH AMERICANONLINE ENTERTAINMENTMARKET RESEARCH AND ANALYSIS BY DEVICE, 2019-2026 ($ MILLION)
  • 14. NORTH AMERICANONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2019-2026 ($ MILLION)
  • 15. EUROPEANONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)
  • 16. EUROPEANONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY DEVICE, 2019-2026 ($ MILLION)
  • 17. EUROPEANONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2019-2026 ($ MILLION)
  • 18. ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)
  • 19. ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY DEVICE, 2019-2026 ($ MILLION)
  • 20. ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2019-2026 ($ MILLION)
  • 21. REST OF THE WORLDONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY DEVICE, 2019-2026 ($ MILLION)
  • 22. REST OF THE WORLDONLINE ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2019-2026 ($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL ONLINE ENTERTAINMENTMARKET SHARE BY DEVICE, 2019 VS 2026 (%)
  • 2. GLOBAL ONLINE ENTERTAINMENT MARKET SHARE BY PLATFORM, 2019 VS 2026 (%)
  • 3. GLOBAL ONLINE ENTERTAINMENTMARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 4. THE US ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 5. CANADA ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 6. UK ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 7. FRANCE ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 8. GERMANY ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 9. ITALY ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 10. SPAIN ONLINE ENTERTAINMENTMARKET SIZE, 2019-2026 ($ MILLION)
  • 11. ROE ONLINE ENTERTAINMENTMARKET SIZE, 2019-2026 ($ MILLION)
  • 12. INDIA ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 13. CHINA ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 14. JAPAN ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 15. REST OF ASIA-PACIFIC ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 16. REST OF THE WORLD ONLINE ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)