Entertainment Market 2021 Stats, Growth Drivers, Size Estimate and Forecast to 2027 – Muleskinner

The global entertainment market is valued at around US$1 billion in 2020 and is expected to grow with a healthy growth rate of over % over the forecast period 2021-2027.

Entertainment is any type of activity that captures the attention of the public or provides pleasure and joy. It can be an idea or a task, which in turn provides amusement or pleasure. Entertainment can be solving daily crossword puzzles or watching a movie. The increasing advancement of products has led to the adoption of entertainment throughout the forecast period.

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For example: in 2021, Google launched a product named News Showcase in India. It is a global vehicle that pays news publishers for their online content. Additionally, in 2021, Disney Plus teamed up with Xbox Game Pass for a partnership allowing gamers to play Xbox Series X, Xbox Series S, and all previous Xbox One consoles from Microsoft. Moreover, with the increasing deployment of 5G technology, the adoption and demand for entertainment is expected to increase the market growth over the forecast period. However, increase in digital media piracy is hampering the growth of the market during the forecast period 2021-2027.

Key regions considered for the global entertainment market study include Asia-Pacific, North America, Europe, Latin America and Rest of the World. North America is the dominant region globally in terms of market share owing to the presence of a key market player in the region and customers are spending heavily on the adoption of smartphones, smart devices such as digital assistants, smart speakers, IoT. devices and internet for entertainment. While Europe is expected to show the highest CAGR during the forecast period 2021-2027. Factors such as increasing disposable income, rising consumer spending power, and advancement in technology would create lucrative growth prospects for the entertainment market in the Asia-Pacific region.

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The major market players included in this report are:

  • press company
  • Advance
  • iHeartMedia Inc.
  • Discovery, Inc.
  • WarnerMedia, LLC.
  • Verizon Communications Inc.
  • Alphabet Inc.
  • The Walt Disney Company
  • Baidu, Inc.
  • Globo Group

The objective of the study is to define the market size of different segments and countries in recent years and to forecast the values ​​to the next eight years. The report is designed to incorporate qualitative and quantitative aspects of the industry in each of the regions and countries involved in the study. Furthermore, the report also provides detailed information about the crucial aspects such as driving factors and challenges which will define the future growth of the market. Additionally, the report should also incorporate the opportunities available in the micro markets for stakeholders to invest in, along with the detailed analysis of the competitive landscape and product offerings of key players. The detailed segments and sub-segments of the market are explained below:

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By type:

Books and magazines

Movies

social media

Music & Theatre, Entertainment

Games and bets

outdoor advertising

Broadcasting

Amusement Park/Facilities

Sports

Toys

Art

Per application:

Wired

Wireless

By region:

North America

WE

Canada

Europe

UK

Germany

France

Spain

Italy

DEER

Asia Pacific

China

India

Japan

Australia

South Korea

RoAPAC

Latin America

Brazil

Mexico

Rest of the world

Contents

  • Summary
  • Market definition and scope
  • Market dynamics
  • Market industry analysis
  • Risk assessment: impact of COVID-19
  • Market segmentation
  • Regional analysis
  • Competitive intelligence
  • Research process

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