Online Entertainment Market Report by Form (Video, Audio, Games, Internet Radio, and Others), Revenue Model (Subscription, Advertisement, Sponsorship, and Others), Device (Smartphones, Smart Tvs, Projectors and Monitors, Laptop, Desktop and Tablets, and Others), and Region 2024-2032

Online Entertainment Market Report by Form (Video, Audio, Games, Internet Radio, and Others), Revenue Model (Subscription, Advertisement, Sponsorship, and Others), Device (Smartphones, Smart Tvs, Projectors and Monitors, Laptop, Desktop and Tablets, and Others), and Region 2024-2032

Report Format: PDF+Excel | Report ID: SR112024A6388
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Market Overview:

The global online entertainment market size reached US$ 442.6 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 2,041.3 Billion by 2032, exhibiting a growth rate (CAGR) of 17.96% during 2024-2032.

Report Attribute 
Key Statistics
Base Year
2023
Forecast Years
2024-2032
Historical Years
2018-2023
Market Size in 2023
US$ 442.6 Billion
Market Forecast in 2032
US$ 2,041.3 Billion
Market Growth Rate 2024-2032 17.96%


The concept of online entertainment refers to accessing material over the internet, such as music, movies, and web shows. There are currently more entertainment services available online, which provides users with a greater selection of content. The most common online entertainment sources include video streaming, music streaming, video chat communication, and multi-player gaming. In addition to this, this form of entertainment also involves entertainment interactive functions and content, such as social networking services, graph management, forums, geolocation reviews, and ratings. As a result, users can choose from a wide range of easily accessible material, which is mostly free and low-priced. Entertainment over the internet has gained significant traction due to the immense popularity of on-demand content and OTT platforms.

Global Online Entertainment Market

Online Entertainment Market Trends:

The market is majorly driven by the continual technological advancements in smart devices providing enhanced visual and listening experiences to the users. This can be attributed to a considerable increase in the penetration of smartphones among the masses. In addition to this, the widespread adoption of internet-enabled smart devices, including smart TVs, laptops, desktops, and smart projectors, have led to an increased demand for online entertainment content, thus fueling the market. Moreover, the easy availability of internet service at affordable prices, along with the growing data tariffs, are providing an impetus to the market growth. The market is further propelled by the rapid digitization in the media and entertainment sector. Apart from this, the rising popularity of OTT platform subscriptions and the escalating number of OTT application downloads are creating a positive market outlook. Some of the other factors contributing to the market include the increasing size of touchscreen displays, the expanding expenditure on digital advertisements, the emergence of high-speed 5G internet, inflating disposable income levels and extensive research and development (R&D) activities conducted by the key players.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global online entertainment market report, along with forecasts at the global, regional and country level from 2024-2032. Our report has categorized the market based on form, revenue model and device.

Breakup by Form:

  • Video
  • Audio
  • Games
  • Internet Radio
  • Others
     

Breakup by Revenue Model:

  • Subscription
  • Advertisement
  • Sponsorship
  • Others
     

Breakup by Device:

  • Smartphones
  • Smart Tvs, Projectors and Monitors
  • Laptop, Desktop and Tablets
  • Others
     

Breakup by Region:

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company and Ubisoft Entertainment SA.

Report Coverage:

Report Features Details
Base Year of the Analysis 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Units US$ Billion
Segment Coverage Form, Revenue Model, Device, Region
Region Covered  Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Countries Covered United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
Companies Covered Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company and Ubisoft Entertainment SA
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 3899
Five User License: US$ 4899
Corporate License: US$ 5899
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

Key Questions Answered in This Report

The global online entertainment market was valued at US$ 442.6 Billion in 2023.

We expect the global online entertainment market to exhibit a CAGR of 17.96% during 2024-2032.

The rising adoption of internet-enabled smart devices, along with the increasing number of OTT platforms, is primarily driving the global online entertainment market.

The sudden outbreak of the COVID-19 pandemic has led to the growing demand for online entertainment, as it provides users with a wide array of free and low-priced materials, including music, movies, web shows, etc., over the internet.

Based on the form, the global online entertainment market can be divided into video, audio, games, internet radio, and others. Currently, video accounts for the majority of the total market share.

Based on the revenue model, the global online entertainment market has been segregated into subscription, advertisement, sponsorship, and others. Among these, advertisement currently exhibits clear dominance in the market.

Based on the device, the global online entertainment market can be bifurcated into smartphones, smart TVs, projectors and monitors, laptop, desktop and tablets, and others. Currently, smartphones hold the largest market share.

On a regional level, the market has been classified into North America, Asia-Pacific, Europe, Latin America, and Middle East and Africa, where North America currently dominates the global market.

Some of the major players in the global online entertainment market include Amazon Web Services Inc. (Amazon.com Inc.), Charter Communications Inc., Comcast Corporation, Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Meta Platforms Inc., Netflix Inc., Rakuten Group Inc., Sony Pictures Networks India Pvt. Ltd. (Sony Corporation), Spotify AB, The Walt Disney Company, and Ubisoft Entertainment SA.

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Online Entertainment Market Report by Form (Video, Audio, Games, Internet Radio, and Others), Revenue Model (Subscription, Advertisement, Sponsorship, and Others), Device (Smartphones, Smart Tvs, Projectors and Monitors, Laptop, Desktop and Tablets, and Others), and Region 2024-2032
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