Online Entertainment Market Is Booming Worldwide | Amazon Web Services, Netflix, Inc., Google LLC, Facebook
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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
Tencent Holdings. Ltd.
King Digital Entertainment Ltd.
Spotify Technology S.A.
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 Revenue Model:
Projectors, & Monitors
Laptop, Desktops, & Tablets
Geographical Breakdown: The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the impact and recovery path of Covid 19 for all regions, key developed countries and major emerging markets.
Countries: Argentina; Australia; Austria; Belgium; Brazil; Canada; Chile; China; Colombia; Czech Republic; Denmark; Egypt; Finland; France; Germany; Hong Kong; India; Indonesia; Ireland; Israel; Italy; Japan; Malaysia; Mexico; Netherlands; New Zealand; Nigeria; Norway; Peru; Philippines; Poland; Portugal; Romania; Russia; Saudi Arabia; Singapore; South Africa; South Korea; Spain; Sweden; Switzerland; Thailand; Turkey; UAE; UK; USA; Venezuela; Vietnam
In-Depth Qualitative COVID 19 Outbreak Impact Analysis Include Identification And Investigation Of The Following Aspects: Market Structure, Growth Drivers, Restraints and Challenges, Emerging Product Trends & Market Opportunities, Porter’s Fiver Forces. The report also inspects the financial standing of the leading companies, which includes gross profit, revenue generation, sales volume, sales revenue, manufacturing cost, individual growth rate, and other financial ratios. The report basically gives information about the Market trends, growth factors, limitations, opportunities, challenges, future forecasts, and details about all the key market players.
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Key questions answered: Study Explore COVID 19 Outbreak Impact Analysis
Q.1 What are some of the most promising potential, high growth opportunities for the global market by application, by product, by end user and by region (North America, Europe, Asia Pacific, and the Rest of the World)?
Q.2 Which segments will grow at a faster speed and why?
Q.3 Which regions will grow at a faster speed and why?
Q.4 What are the key factors affecting market dynamics? What are the drivers and challenges of the market?
Q.5 What are the business risks and threats of market?
Q.6 What are emerging trends in market and the reasons behind them?
Q.7 What are some changing demands of customers in the market?
Q.8 What are the new developments in the market? Which companies are leading these developments?
Q.9 Who are the leading players in market? What strategic initiatives are being implemented by key players for business growth?
Q.10 What are some of the competitive products and processes in this market?
Q.11 What M & A activities have taken place in the last five years in this market?
The Study Explore COVID 19 Outbreak Impact Analysis
• What should be entry strategies, countermeasures to economic impact, and marketing channels?
• What are market dynamics?
• What are challenges and opportunities?
• What is economic impact on market?
• What is current market status? What’s market competition in this industry, both company, and country wise? What’s market analysis by taking applications and types in consideration?
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Key Points Covered in Online Entertainment Market Report:
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
4.3. 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
5.4.4. Internet Radio
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
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
7.4.2. Smart TVs
7.4.3. Projectors, & Monitors
7.4.4. Laptop, Desktops, & Tablets
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
126.96.36.199. Form breakdown estimates & forecasts, 2017-2027
188.8.131.52. Revenue Model breakdown estimates & forecasts, 2017-2027
184.108.40.206. 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
220.127.116.11. Key Information
18.104.22.168. Financial (Subject to Data Availability)
22.214.171.124. Product Summary
126.96.36.199. Recent Developments
9.2.2. Netflix, Inc.
9.2.3. Google LLC
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
10.1.3. Market Estimation
10.2. Research Attributes
10.3. Research Assumption
……..and view more in complete table of Contents
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