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    • Entertainment Market Outlook 2031
    • Macro-Economic Factors
    • Entertainment Market Dynamics
    • Scope of Entertainment Market Report
    • Entertainment Market Segment Insight
    • Key Developments
    • Key Benefits For Industry Participants & Stakeholders
    • Segments
    • Competitive Landscape

    The Global Entertainment Market was estimated at USD 2,484.9 Billion in 2022 and is anticipated to reach USD 5,644.3 Billion by 2031, expanding at a CAGR of 9.9%during the forecast period, 2023-2031. Entertainment is a type of activity that holds the interest and attention of the audience as well as provides pleasure and delight. Attention of the a...

    Consumer Spending

    Rising consumer spending is expected to boost the market. This increases spending on entertainment that includes OTT subscription and purchasing games. For instance, according to the Digital Entertainment Group, U.S. consumer spending on home entertainment hit a new milestone in the first quarter of this year, crossing the USD 10 billion mark for the very first time, and it is nearly 15% over consumer spending in the first quarter of 2022. The gain was driven by a 22% increase in subscription...

    Rising Digital Connectivity

    Rapid digital transformation has been a significant catalyst for the growth of OTT platforms, as smartphone ownership is growing rapidly around the world. Moreover, in the recent years there has been increase in internet speed that allows efficient streaming of video content and browsing entertainment content. Telecommunications providers are investing heavily in infrastructure upgrades that enable them to provide more bandwidth to cater to the rising demand for data speed. This is expected t...

    Market Driver - Increasing Popularity of Sports Events

    Increasing sports popularity across the globe is expected to boost the entertainment market in the coming years. Football is the majorly popular sport followed by basketball, baseball, cricket, and hockey. One of the major factors that propel the market growth is the remarkable growth in the popularity of sports events, such as the Olympics, the football World Cup, the cricket World Cup, and others. For instance, according to Bundeslega, a premier football leagues of Europe, football is the p...

    Market Driver - Rising Demand for VOD or Streaming Services

    The rising demand for video-on-demand (VOD) or streaming services is expected to drive the entertainment market in the forecast period. Conventional media and Direct-to-Home (DTH) technology offers movies and other audio-visual information in high-quality streaming and on-demand television through cable and satellite, through a satellite dish connection. However, video-on-demand (VOD) or streaming services have recently made it easy to view movies or television, owing to advancements in techn...

    Market Restraint - Stringent Regulation

    Stringent regulation and increasing regulatory cost are expected to hamper the market growth during the forecast period. The regulatory burden is increased on data privacy, data localization, and antitrust mandates of online companies. For instance, in August 2023, the Digital Personal Data Protection (DPDP) Bill was passed in India, states that Multinational corporations and global startups operating out of India have to follow local data storage norms as mandated by sectoral regulators desp...

    The report on the Global Entertainment Market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.

    Based on type, the global entertainment market is segmented into television, cinema, streaming services, video games, live events, sports, radio, books, and others. The sports segment is further segmented into badminton, baseball, basketball, cricket, ice hockey, rugby/football/soccer, table tennis, wrestling/boxing, and others. The sports segment ...

    In August 2023, MIXI, a Japan-based mobile entertainment company, launched a corporate venture capital (CVC) fund of USD 50 million in India. Its target is to utilize Yen 30-50 billion (USD 200-350...
    In August 2023, Penn Entertainment, a US-based gambling company, has partnered with Disney’s ESPN to rebrand and relaunch its sportsbook as ESPN Bet.
    In January 2022, Microsoft announced that it intends to acquire Activision Blizzard, a US-based video game company, to bring the joy and community of gaming to everyone across every device.
    In September 2021, the Creative Artists Agency (CAA) expanded its sports segment in Asia. The company is further set to expand its sports segment, CAA Sports, in Singapore.
    In-depth Analysis of the Global Entertainment Market
    Historical, Current, and Projected Market Size in Terms of Value
    Potential & Niche Segments and Regions Exhibiting Promising Growth Covered
    Industry Drivers, Restraints, and Opportunities Covered in the Study

    By Type

    1. Television 2. Cinema 3. Streaming Services 4. Video Games 5. Live Events 6. Sports 6.1. Badminton 6.2. Baseball 6.3. Cricket 6.4. Ice Hockey 6.5. Rugby/Football 6.6. Table Tennis 6.7. Wrestling/Boxing 6.8. Others 7. Radio 8. Books 9. Others

    By End User

    1. Gen Z 2. Millennials 3. Gen X 4. Baby Boomers

    By Application

    1. Personal Entertainment 2. Group Entertainment 3. Public Entertainment

    Key players operating in the Global Entertainment Market are Activision Blizzard, Inc. , AMC Entertainment Holdings, Inc., CBS Interactive Inc., Creative Artists Agency, Electronic Arts Inc., GESTI...
    Market players are pursuing strategies such as acquisitions, product launches, collaborations, and geographic expansion to leverage untapped opportunities in the Global Entertainment Market.
    • 2022
    • 2016-2021
    • Resetting expectations leads to retrenchment. The declining influence of consumer spending on E&M products and services and the rising influence of advertising are among the key forces changing the imperatives for industry leaders and forcing a broad reassessment and reinvention.
    • Recharging for growth. Even as they look inward for rationalisation, companies must scan the horizon for growth. In every year of the Outlook’s forecast period, revenues are expected to rise.
    • The new growth engine: Technology. Entertainment and media is the ultimate human-led, tech-powered industry. For years, the discussion on technology in the industry focused on the shift from analogue to digital, and from fixed to wireless.
    • Deals activity dips. The past year has been a relatively subdued period for deals in entertainment and media globally. In 2021 and 2022, several special-purpose acquisition companies, which raise cash via initial public offerings and use the money to acquire private companies, brought media players such as BuzzFeed and Anghami into the public markets.
  4. Aug 17, 2021 · The COVID-19 pandemic abruptly disrupted many businesses that create and distribute arts and culture or offer recreational activities. This study looks at preliminary operating revenue estimates and labour-related expenses for the culture, arts, entertainment and recreation sectors in 2020.

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  6. Capital Arts Entertainment is a Los Angeles-based film and television production, financing, and distribution company.

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