Entertainment Industry Market Size, Trends and Insights By Product (Movies, Music, Videos), By Revenue Model (Subscription, Advertisement, Sponsorship, Others), By Devices (Smartphones, Smart TVs, Projectors, and Monitors, Others), and By Region - Global Industry Overview, Statistical Data, Competitive Analysis, Share, Outlook, and Forecast 2025 – 2034
Report Snapshot
Study Period: | 2025-2034 |
Fastest Growing Market: | Asia-Pacific |
Largest Market: | North America |
Major Players
- CBA Corporation and CBS Broadcasting Inc.
- Sony Entertainment Inc.
- The Walt Disney Company
- Time Warner
- Others
Reports Description
As per the Entertainment Industry Market analysis conducted by CMI Team, the global Entertainment Industry market is expected to record a CAGR of 12.5% from 2025 to 2034. In 2025, the market size is projected to reach a valuation of USD 37.6 Billion. By 2034, the valuation is anticipated to reach USD 108.7 Billion.
Overview
Businesses in the entertainment industry make money by keeping consumers happy, entertained, and interested. There are many things one can do, such as going to the movies, watching TV shows, listening to music, going to the theater, playing games, reading books, and going to live events. The company makes and shares goods and experiences that are enjoyable. The entertainment sector gets money in a lot of different ways, such as selling tickets, running commercials, acquiring subscriptions, and licensing. The entertainment sector is growing because of digital changes, streaming services, more people utilizing the internet and smartphones, and the rise of gaming and esports. But the high costs of production and distribution of the goods make it hard for the market to grow.
Key Trends & Drivers
- Rising internet penetration and smartphone usage: The rising internet penetration and smartphone usage as a key driver of the entertainment industry market. Cheap smartphones and mobile data are now available to billions of people, making entertainment accessible to everyone. Even in developing nations, mobile devices are becoming the most common means to watch movies, listen to music, play games, and access social media. Smartphones are also the major means to watch OTT videos on Netflix, Amazon Prime, Disney+, and YouTube, as well as listen to music on applications like Spotify, Apple Music, Gaana, and JioSaavn. Easy access to mobile devices helps businesses build their subscriber base and make more revenue from ads. People can now make and distribute music, movies, and podcasts on their smartphones. Making content production more democratic adversely effects current entertainment models while making the market bigger.
- Growing preference for smart home devices: As more individuals want smart home devices, more people are enjoying digital entertainment. People are getting smart TVs, streaming services, and voice assistants that all work together to make it easy to watch movies and TV shows. According to the Samsung Newsroom, the QLED series sold 8.31 million units in 2023. Samsung’s tremendous sales of QLED TVs are a perfect example of how these products are driving people demand more high-quality, immersive digital experiences. QLED TVs have superior features than conventional TVs. They boast 4K resolution, AI that makes pictures look better, and they can connect to popular streaming services, for example. Because of these benefits, people are willing to pay extra for digital subscriptions to news and entertainment. As these systems becoming increasingly connected, more people are buying smart home devices that make their life easier and let them watch things better. The trend toward smart home entertainment is expected to continue, this will help to drive the industry expansion.
Challenges
- Piracy & copyright infringement: Piracy and copyright violations are big problems for the entertainment business. They harmed movies, music, games, books, and live events. Torrents, illegal streaming services, and file-sharing sites can sometimes leak movies and TV shows online just hours after they come out. Sales at the box office and subscriptions to OTT services have declined a lot, especially in new places where piracy is rampant. When people come in without permission, it is very hard for high-budget movies to make money (ROI). Also, illegal live streaming of sports events like football, cricket, and esports tournaments impacts official broadcasters. Piracy of concerts and virtual events harms ticket and store sales.
- Intense competition & market saturation: Intense competition in entertainment industry market posing a major challenge to the industry expansion. There are a lot other OTT services that want the same people, such Netflix, Disney+, Amazon Prime, Hulu, Apple TV+, HBO Max, and others. People also enjoy to stream music on apps like Spotify, Apple Music, YouTube Music, Deezer, and local apps like Gaana, JioSaavn, and Tencent Music. People get tired with subscriptions, which makes them switch platforms often. Also, entertainment companies have to spend a lot of money on advertising, working with influencers, and social media campaigns just to stand out in an already competitive field. The cost of marketing could be the same as or higher than the cost of creating the product.
Opportunities
- Technological advancements: Technological advancement offer a potential opportunity to the market growth. These advancements transforming how content is created, disseminated, and consumed. The cloud infrastructure enables OTT platforms (Netflix, Disney+, Spotify, and YouTube) to stream high-quality video at scale. Cloud gaming (Google Stadia, Xbox Cloud Gaming, and NVIDIA GeForce Now) eliminates the need for costly hardware. AI-powered recommendation systems engage audiences with personalized content. Furthermore, blockchain protects copyright and provides digital ownership of content. Non-fungible tokens (NFTs) enable musicians, artists, and filmmakers to monetize directly with their fans. Smart contracts provide transparent payment of royalties to creators. Thus, technological advancements drive the industry expansion.
- Diversification of content: The entertainment sector has become more diverse, serving a wider spectrum of people and tastes. The wide diversity of content, including different genres, languages, and cultural representations, has attracted a larger and more engaged audience.
Category Wise Insights
By Product
- Movies: The movies category dominates the market. The segment expansion is attributed to the theatrical recovery after COVID-19, OTT expansion as a parallel distribution model and global content consumption.
- Music: The music segment is expected to grow at the fastest rate over the projected period. This favorable increase can be attributable to changes in operational strategies implemented by music firms, such as creating agreements with online streaming service providers and radio broadcast organizations.
- Videos: The videos segment is expected to capture the largest market share over the projected period. The market is growing due to the increasing smartphone and internet penetration across the globe.
By Revenue Model
- Subscription: The subscription segment holds a significant revenue share. Consumers are switching from traditional pay-TV, CDs, and DVDs to subscription-based OTT (Netflix, Disney+, Amazon Prime Video) and music platforms (Spotify, Apple Music, YouTube Music). The predictable monthly recurring sales model ensures significant profitability.
- Advertisement: The advertisement segment is expected to dominate the market. YouTube, Hulu, Peacock, Disney+ Hotstar, Spotify Free, and Freevee all rely significantly on advertising. Even premium services (Netflix, Disney+) have introduced ad-supported tiers, which extend ad inventory and increase income.
- Sponsorship: The sponsorship segment is expected to dominate the market because brands see sponsorships as long-term, high-engagement strategies and Esports, gaming, and influencer sponsorships are booming.
- Others: The others segment include Merchandising & Licensing, Live Events & Ticketing, Theme Parks & Attractions and Music & Film Royalties. Growth is particularly noticeable in emerging economies (Asia-Pacific, Middle East, Latin America) where demand for live concerts, branded items, and theme parks is expanding swiftly.
By Devices
- Smartphones: The smartphones segment is expected to hold a significant market share over the projected period. The increasing availability cheap & affordable smartphones drives the market growth.
- Smart TVs, Projectors, and Monitors: The smart tvs, projectors, and monitors segment is expected to grow at the fastest rate. The market is driven by the innovative product launch in the market.
- Others: The others segment includes streaming devices & media players, gaming consoles, VR/AR devices & headsets, portable media devices and wearables for entertainment. The industry is expanding as users upgrade their devices more frequently to experience higher-quality content (4K, 8K, immersive VR/AR).
Report Scope
Feature of the Report | Details |
Market Size in 2025 | USD 37.6 Billion |
Projected Market Size in 2034 | USD 108.7 Billion |
Market Size in 2024 | USD 33.5 Billion |
CAGR Growth Rate | 12.5% CAGR |
Base Year | 2024 |
Forecast Period | 2025-2034 |
Key Segment | By Product, Revenue Model, Devices and Region |
Report Coverage | Revenue Estimation and Forecast, Company Profile, Competitive Landscape, Growth Factors and Recent Trends |
Regional Scope | North America, Europe, Asia Pacific, Middle East & Africa, and South & Central America |
Buying Options | Request tailored purchasing options to fulfil your requirements for research. |
Regional Analysis
The regional bifurcation of Entertainment Industry market includes North America, Europe, Asia-Pacific, and LAMEA. Here is a brief overview of each region:
- North America: North America dominates the market since it is home to several major film studios, musical companies, and streaming services. Hollywood, located in Los Angeles, is known for its film production. The region boasts a well-developed film, television, music, and gaming infrastructure. High disposable income, robust consumer demand, technological improvements, and broad access to high-speed internet all help to drive the market’s growth.
- Europe: Europe holds a significant market share. The United Kingdom, Germany, France, and Italy have a major presence in film production, TV, music, and video games. European cinema and art-house films have achieved international acclaim. The region also holds significant music festivals and has a long history of classical music.
- Asia-Pacific: The Asia Pacific region grows at the fastest rate over the forecast period. Regional growth is influenced by the rising disposable income of the population and rising smartphone and internet penetration.
- LAMEA: The LAMEA area, which includes Latin America, the Middle East, and Africa, is growing significantly over the forecast period. Rising urbanization and young demography expenditure on films, concerts, gaming, and digital subscriptions drives the regional growth.
Key Developments
The key players operate in the market adopted several strategies including product launch, innovation, merger & acquisition, investment and others. Some of the notable developments are:
- In March 2024, Warner Music announced an expansion of its agreement with Tips Industries Limited (Tips Music), a prominent music label in India. Under the new deal, Warner Music assumed commercial and distribution responsibilities for all of Tips Music’s catalog and frontline music, covering 23 Indian languages and over 30,000 songs.
- In November 2023, SPI International, the operator of the film brand FilmBox, partnered with Paramount Global and Prorom in selected Central and Eastern European regions. This collaboration integrated new titles from Paramount Global Content Distribution and Prorom into FilmBox channels in Romania, Hungary, Czechia, Poland, Slovakia, and the Adria region. Among the offerings were Paramount Global Content Distribution-acquired titles, including the Elton John biopic Rocketman and the sci-fi action thriller Gemini Man.
Leading Players
The Entertainment Industry market is highly competitive, with a large number of service providers globally. Some of the key players in the market include:
- CBA Corporation and CBS Broadcasting Inc.
- Sony Entertainment Inc.
- The Walt Disney Company
- Time Warner
- 21st Century Fox
- Viacom Inc.
- Comcast
- Netflix Inc.
- Vivendi
- Universal Pictures
- Deluxe Media Inc.
- Reliance Industries Limited
- Warner Bros
- Sphere Entertainment Group LLC
- PARIS ENTERTAINEMENT COMPAGNY
- Others
The Entertainment Industry Market is segmented as follows:
By Product
- Movies
- Music
- Videos
By Revenue Model
- Subscription
- Advertisement
- Sponsorship
- Others
By Devices
- Smartphones
- Smart TVs, Projectors, and Monitors
- Others
Regional Coverage:
North America
- U.S.
- Canada
- Mexico
- Rest of North America
Europe
- Germany
- France
- U.K.
- Russia
- Italy
- Spain
- Netherlands
- Rest of Europe
Asia Pacific
- China
- Japan
- India
- New Zealand
- Australia
- South Korea
- Taiwan
- Rest of Asia Pacific
The Middle East & Africa
- Saudi Arabia
- UAE
- Egypt
- Kuwait
- South Africa
- Rest of the Middle East & Africa
Latin America
- Brazil
- Argentina
- Rest of Latin America
Table of Contents
- Chapter 1. Preface
- 1.1 Report Description and Scope
- 1.2 Research scope
- 1.3 Research methodology
- 1.3.1 Market Research Type
- 1.3.2 Market research methodology
- Chapter 2. Executive Summary
- 2.1 Global Entertainment Industry Market, (2025 – 2034) (USD Billion)
- 2.2 Global Entertainment Industry Market : snapshot
- Chapter 3. Global Entertainment Industry Market – Industry Analysis
- 3.1 Entertainment Industry Market: Market Dynamics
- 3.2 Market Drivers
- 3.2.1 Increasing penetration of smartphone and internet
- 3.2.2 Emergence of OTT platforms
- 3.2.3 Technological advancements
- 3.3 Market Restraints
- 3.4 Market Opportunities
- 3.5 Market Challenges
- 3.6 Porter’s Five Forces Analysis
- 3.7 Market Attractiveness Analysis
- 3.7.1 Market attractiveness analysis By Product
- 3.7.2 Market attractiveness analysis By Revenue Model
- 3.7.3 Market attractiveness analysis By Devices
- Chapter 4. Global Entertainment Industry Market- Competitive Landscape
- 4.1 Company market share analysis
- 4.1.1 Global Entertainment Industry Market: company market share, 2024
- 4.2 Strategic development
- 4.2.1 Acquisitions & mergers
- 4.2.2 New Product launches
- 4.2.3 Agreements, partnerships, cullaborations, and joint ventures
- 4.2.4 Research and development and Regional expansion
- 4.3 Price trend analysis
- 4.1 Company market share analysis
- Chapter 5. Global Entertainment Industry Market – Product Analysis
- 5.1 Global Entertainment Industry Market overview: By Product
- 5.1.1 Global Entertainment Industry Market share, By Product, 2024 and 2034
- 5.2 Movies
- 5.2.1 Global Entertainment Industry Market by Movies, 2025 – 2034 (USD Billion)
- 5.3 Music
- 5.3.1 Global Entertainment Industry Market by Music, 2025 – 2034 (USD Billion)
- 5.4 Videos
- 5.4.1 Global Entertainment Industry Market by Videos, 2025 – 2034 (USD Billion)
- 5.1 Global Entertainment Industry Market overview: By Product
- Chapter 6. Global Entertainment Industry Market – Revenue Model Analysis
- 6.1 Global Entertainment Industry Market overview: By Revenue Model
- 6.1.1 Global Entertainment Industry Market share, By Revenue Model, 2024 and 2034
- 6.2 Subscription
- 6.2.1 Global Entertainment Industry Market by Subscription, 2025 – 2034 (USD Billion)
- 6.3 Advertisement
- 6.3.1 Global Entertainment Industry Market by Advertisement, 2025 – 2034 (USD Billion)
- 6.4 Sponsorship
- 6.4.1 Global Entertainment Industry Market by Sponsorship, 2025 – 2034 (USD Billion)
- 6.5 Others
- 6.5.1 Global Entertainment Industry Market by Others, 2025 – 2034 (USD Billion)
- 6.1 Global Entertainment Industry Market overview: By Revenue Model
- Chapter 7. Global Entertainment Industry Market – Devices Analysis
- 7.1 Global Entertainment Industry Market overview: By Devices
- 7.1.1 Global Entertainment Industry Market share, By Devices, 2024 and 2034
- 7.2 Smartphones
- 7.2.1 Global Entertainment Industry Market by Smartphones, 2025 – 2034 (USD Billion)
- 7.3 Smart TVs, Projectors, and Monitors
- 7.3.1 Global Entertainment Industry Market by Smart TVs, Projectors, and Monitors, 2025 – 2034 (USD Billion)
- 7.4 Others
- 7.4.1 Global Entertainment Industry Market by Others, 2025 – 2034 (USD Billion)
- 7.1 Global Entertainment Industry Market overview: By Devices
- Chapter 8. Entertainment Industry Market – Regional Analysis
- 8.1 Global Entertainment Industry Market Regional Overview
- 8.2 Global Entertainment Industry Market Share, by Region, 2024 & 2034 (USD Billion)
- 8.3. North America
- 8.3.1 North America Entertainment Industry Market, 2025 – 2034 (USD Billion)
- 8.3.1.1 North America Entertainment Industry Market, by Country, 2025 – 2034 (USD Billion)
- 8.3.1 North America Entertainment Industry Market, 2025 – 2034 (USD Billion)
- 8.4 North America Entertainment Industry Market, by Product, 2025 – 2034
- 8.4.1 North America Entertainment Industry Market, by Product, 2025 – 2034 (USD Billion)
- 8.5 North America Entertainment Industry Market, by Revenue Model, 2025 – 2034
- 8.5.1 North America Entertainment Industry Market, by Revenue Model, 2025 – 2034 (USD Billion)
- 8.6 North America Entertainment Industry Market, by Devices, 2025 – 2034
- 8.6.1 North America Entertainment Industry Market, by Devices, 2025 – 2034 (USD Billion)
- 8.7. Europe
- 8.7.1 Europe Entertainment Industry Market, 2025 – 2034 (USD Billion)
- 8.7.1.1 Europe Entertainment Industry Market, by Country, 2025 – 2034 (USD Billion)
- 8.7.1 Europe Entertainment Industry Market, 2025 – 2034 (USD Billion)
- 8.8 Europe Entertainment Industry Market, by Product, 2025 – 2034
- 8.8.1 Europe Entertainment Industry Market, by Product, 2025 – 2034 (USD Billion)
- 8.9 Europe Entertainment Industry Market, by Revenue Model, 2025 – 2034
- 8.9.1 Europe Entertainment Industry Market, by Revenue Model, 2025 – 2034 (USD Billion)
- 8.10 Europe Entertainment Industry Market, by Devices, 2025 – 2034
- 8.10.1 Europe Entertainment Industry Market, by Devices, 2025 – 2034 (USD Billion)
- 8.11. Asia Pacific
- 8.11.1 Asia Pacific Entertainment Industry Market, 2025 – 2034 (USD Billion)
- 8.11.1.1 Asia Pacific Entertainment Industry Market, by Country, 2025 – 2034 (USD Billion)
- 8.11.1 Asia Pacific Entertainment Industry Market, 2025 – 2034 (USD Billion)
- 8.12 Asia Pacific Entertainment Industry Market, by Product, 2025 – 2034
- 8.12.1 Asia Pacific Entertainment Industry Market, by Product, 2025 – 2034 (USD Billion)
- 8.13 Asia Pacific Entertainment Industry Market, by Revenue Model, 2025 – 2034
- 8.13.1 Asia Pacific Entertainment Industry Market, by Revenue Model, 2025 – 2034 (USD Billion)
- 8.14 Asia Pacific Entertainment Industry Market, by Devices, 2025 – 2034
- 8.14.1 Asia Pacific Entertainment Industry Market, by Devices, 2025 – 2034 (USD Billion)
- 8.15. Latin America
- 8.15.1 Latin America Entertainment Industry Market, 2025 – 2034 (USD Billion)
- 8.15.1.1 Latin America Entertainment Industry Market, by Country, 2025 – 2034 (USD Billion)
- 8.15.1 Latin America Entertainment Industry Market, 2025 – 2034 (USD Billion)
- 8.16 Latin America Entertainment Industry Market, by Product, 2025 – 2034
- 8.16.1 Latin America Entertainment Industry Market, by Product, 2025 – 2034 (USD Billion)
- 8.17 Latin America Entertainment Industry Market, by Revenue Model, 2025 – 2034
- 8.17.1 Latin America Entertainment Industry Market, by Revenue Model, 2025 – 2034 (USD Billion)
- 8.18 Latin America Entertainment Industry Market, by Devices, 2025 – 2034
- 8.18.1 Latin America Entertainment Industry Market, by Devices, 2025 – 2034 (USD Billion)
- 8.19. The Middle-East and Africa
- 8.19.1 The Middle-East and Africa Entertainment Industry Market, 2025 – 2034 (USD Billion)
- 8.19.1.1 The Middle-East and Africa Entertainment Industry Market, by Country, 2025 – 2034 (USD Billion)
- 8.19.1 The Middle-East and Africa Entertainment Industry Market, 2025 – 2034 (USD Billion)
- 8.20 The Middle-East and Africa Entertainment Industry Market, by Product, 2025 – 2034
- 8.20.1 The Middle-East and Africa Entertainment Industry Market, by Product, 2025 – 2034 (USD Billion)
- 8.21 The Middle-East and Africa Entertainment Industry Market, by Revenue Model, 2025 – 2034
- 8.21.1 The Middle-East and Africa Entertainment Industry Market, by Revenue Model, 2025 – 2034 (USD Billion)
- 8.22 The Middle-East and Africa Entertainment Industry Market, by Devices, 2025 – 2034
- 8.22.1 The Middle-East and Africa Entertainment Industry Market, by Devices, 2025 – 2034 (USD Billion)
- Chapter 9. Company Profiles
- 9.1 CBA Corporation and CBS Broadcasting Inc.
- 9.1.1 Overview
- 9.1.2 Financials
- 9.1.3 Product Portfolio
- 9.1.4 Business Strategy
- 9.1.5 Recent Developments
- 9.2 Sony Entertainment Inc.
- 9.2.1 Overview
- 9.2.2 Financials
- 9.2.3 Product Portfolio
- 9.2.4 Business Strategy
- 9.2.5 Recent Developments
- 9.3 The Walt Disney Company
- 9.3.1 Overview
- 9.3.2 Financials
- 9.3.3 Product Portfolio
- 9.3.4 Business Strategy
- 9.3.5 Recent Developments
- 9.4 Time Warner
- 9.4.1 Overview
- 9.4.2 Financials
- 9.4.3 Product Portfolio
- 9.4.4 Business Strategy
- 9.4.5 Recent Developments
- 9.5 21st Century Fox
- 9.5.1 Overview
- 9.5.2 Financials
- 9.5.3 Product Portfolio
- 9.5.4 Business Strategy
- 9.5.5 Recent Developments
- 9.6 Viacom Inc.
- 9.6.1 Overview
- 9.6.2 Financials
- 9.6.3 Product Portfolio
- 9.6.4 Business Strategy
- 9.6.5 Recent Developments
- 9.7 Comcast
- 9.7.1 Overview
- 9.7.2 Financials
- 9.7.3 Product Portfolio
- 9.7.4 Business Strategy
- 9.7.5 Recent Developments
- 9.8 Netflix Inc.
- 9.8.1 Overview
- 9.8.2 Financials
- 9.8.3 Product Portfolio
- 9.8.4 Business Strategy
- 9.8.5 Recent Developments
- 9.9 Vivendi
- 9.9.1 Overview
- 9.9.2 Financials
- 9.9.3 Product Portfolio
- 9.9.4 Business Strategy
- 9.9.5 Recent Developments
- 9.10 Universal Pictures
- 9.10.1 Overview
- 9.10.2 Financials
- 9.10.3 Product Portfolio
- 9.10.4 Business Strategy
- 9.10.5 Recent Developments
- 9.11 Deluxe Media Inc.
- 9.11.1 Overview
- 9.11.2 Financials
- 9.11.3 Product Portfolio
- 9.11.4 Business Strategy
- 9.11.5 Recent Developments
- 9.12 Reliance Industries Limited
- 9.12.1 Overview
- 9.12.2 Financials
- 9.12.3 Product Portfolio
- 9.12.4 Business Strategy
- 9.12.5 Recent Developments
- 9.13 Warner Bros
- 9.13.1 Overview
- 9.13.2 Financials
- 9.13.3 Product Portfolio
- 9.13.4 Business Strategy
- 9.13.5 Recent Developments
- 9.14 Sphere Entertainment Group LLC
- 9.14.1 Overview
- 9.14.2 Financials
- 9.14.3 Product Portfolio
- 9.14.4 Business Strategy
- 9.14.5 Recent Developments
- 9.15 PARIS ENTERTAINEMENT COMPAGNY
- 9.15.1 Overview
- 9.15.2 Financials
- 9.15.3 Product Portfolio
- 9.15.4 Business Strategy
- 9.15.5 Recent Developments
- 9.16 Others.
- 9.16.1 Overview
- 9.16.2 Financials
- 9.16.3 Product Portfolio
- 9.16.4 Business Strategy
- 9.16.5 Recent Developments
- 9.1 CBA Corporation and CBS Broadcasting Inc.
List Of Figures
Figures No 1 to 26
List Of Tables
Tables No 1 to 77
Report Methodology
In order to get the most precise estimates and forecasts possible, Custom Market Insights applies a detailed and adaptive research methodology centered on reducing deviations. For segregating and assessing quantitative aspects of the market, the company uses a combination of top-down and bottom-up approaches. Furthermore, data triangulation, which examines the market from three different aspects, is a recurring theme in all of our research reports. The following are critical components of the methodology used in all of our studies:
Preliminary Data Mining
On a broad scale, raw market information is retrieved and compiled. Data is constantly screened to make sure that only substantiated and verified sources are taken into account. Furthermore, data is mined from a plethora of reports in our archive and also a number of reputed & reliable paid databases. To gain a detailed understanding of the business, it is necessary to know the entire product life cycle and to facilitate this, we gather data from different suppliers, distributors, and buyers.
Surveys, technological conferences, and trade magazines are used to identify technical issues and trends. Technical data is also gathered from the standpoint of intellectual property, with a focus on freedom of movement and white space. The dynamics of the industry in terms of drivers, restraints, and valuation trends are also gathered. As a result, the content created contains a diverse range of original data, which is then cross-validated and verified with published sources.
Statistical Model
Simulation models are used to generate our business estimates and forecasts. For each study, a one-of-a-kind model is created. Data gathered for market dynamics, the digital landscape, development services, and valuation patterns are fed into the prototype and analyzed concurrently. These factors are compared, and their effect over the projected timeline is quantified using correlation, regression, and statistical modeling. Market forecasting is accomplished through the use of a combination of economic techniques, technical analysis, industry experience, and domain knowledge.
Short-term forecasting is typically done with econometric models, while long-term forecasting is done with technological market models. These are based on a synthesis of the technological environment, legal frameworks, economic outlook, and business regulations. Bottom-up market evaluation is favored, with crucial regional markets reviewed as distinct entities and data integration to acquire worldwide estimates. This is essential for gaining a thorough knowledge of the industry and ensuring that errors are kept to a minimum.
Some of the variables taken into account for forecasting are as follows:
• Industry drivers and constraints, as well as their current and projected impact
• The raw material case, as well as supply-versus-price trends
• Current volume and projected volume growth through 2030
We allocate weights to these variables and use weighted average analysis to determine the estimated market growth rate.
Primary Validation
This is the final step in our report’s estimating and forecasting process. Extensive primary interviews are carried out, both in-person and over the phone, to validate our findings and the assumptions that led to them.
Leading companies from across the supply chain, including suppliers, technology companies, subject matter experts, and buyers, use techniques like interviewing to ensure a comprehensive and non-biased overview of the business. These interviews are conducted all over the world, with the help of local staff and translators, to overcome language barriers.
Primary interviews not only aid with data validation, but also offer additional important insight into the industry, existing business scenario, and future projections, thereby improving the quality of our reports.
All of our estimates and forecasts are validated through extensive research work with key industry participants (KIPs), which typically include:
• Market leaders
• Suppliers of raw materials
• Suppliers of raw materials
• Buyers.
The following are the primary research objectives:
• To ensure the accuracy and acceptability of our data.
• Gaining an understanding of the current market and future projections.
Data Collection Matrix
Perspective | Primary research | Secondary research |
Supply-side |
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Demand-side |
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Market Analysis Matrix
Qualitative analysis | Quantitative analysis |
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Prominent Players
- CBA Corporation and CBS Broadcasting Inc.
- Sony Entertainment Inc.
- The Walt Disney Company
- Time Warner
- 21st Century Fox
- Viacom Inc.
- Comcast
- Netflix Inc.
- Vivendi
- Universal Pictures
- Deluxe Media Inc.
- Reliance Industries Limited
- Warner Bros
- Sphere Entertainment Group LLC
- PARIS ENTERTAINEMENT COMPAGNY
- Others
FAQs
The high production and distribution cost pose a major challenge to the Entertainment Industry market growth.
The major drivers for the market growth are increasing penetration of smartphone and internet, emergence of OTT platforms, technological advancements and Others.
The major players are CBA Corporation and CBS Broadcasting Inc., Sony Entertainment Inc., The Walt Disney Company, Time Warner, 21st Century Fox, Viacom Inc., Comcast, Netflix Inc., Vivendi, Universal Pictures, Deluxe Media Inc., Reliance Industries Limited, Warner Bros, Sphere Entertainment Group, LLC and PARIS ENTERTAINEMENT COMPAGNY.
The Asia Pacific is expected to grow at the highest CAGR during the forecast period.
North America is expected to dominate the market during the forecast period.
The market is anticipated to reach US$ 108.7 billion by 2034 growing at a CAGR of 12.5% from 2025 to 2034.
The market is expected to record a CAGR of 12.5% during the forecast period growing from USD 33.5 billion in 2024.