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Entertainment and Media Market is expected to reach approximately USD 6,709.4 billion by 2030 with Noteworthy CAGR 10.40%,Globally

The Global Entertainment and Media Market is expected to reach approximately USD 6,709.4 billion by 2030, registering a CAGR of 10.40% during the forecast period.

The new research from Ameco Research on Global Entertainment and Media Market Report for 2030 intends to offer target audience with the fresh outlook on market and fill in the knowledge gaps with the help of processed information and opinions from industry experts. The information in the research report is well-processed and a report is accumulated by industry professionals and seasoned experts in the field to ensure of the quality of research.

The research is backed by extensive and in-depth secondary research which involves reference to various statistical databases, national government documents, relevant patent and regulatory databases, news articles, press releases, company annual reports, webcasts, financial reports, and a number of internal and external proprietary databases. This estimated data is cross-checked with industry experts from various leading companies in the market. After the entire authentication process, these reports are shared with subject matter experts (SMEs) for adding further value and to gain their insightful opinion on the research. With such robust process of data extraction, verification, and finalization, we firmly endorse the quality of our research. With such extensive and in-depth research and comprehensive coverage of information, it is always a possibility of clients finding their desired information in the report with enclosure of key components and valuable statistics in all regards.

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Introduction

Entertainment and media industry is widely diversified and has witnessed transformation in terms of technology and applications in recent years. This transformation has led to global entertainment and media enterprises to offer innovative content and effective distribution models to stay ahead in the highly competitive market. The key players in the market are constantly developing strategies to combine high-quality content and distribute it to offer enhanced user experience in terms of content discovery and attractive prices. The industry is significantly benefitted by digital tools and platforms facilitating efficient production, distribution, and consumption of content revolutionizing the market growth.

The global entertainment and media market is expected to reach approximately USD 6,709.4 billion by 2030, registering a CAGR of 10.40% during the forecast period.

The market has been divided into various segments based on type and application.

By type, the market has been segmented into book & magazine, films and theatrical, social media, music, animation, video games, outdoor advertising, radio and broadcasting, amusement park/facilities, sports, toys, and art. The media and entertainment industry is changing at a rapid pace due to the proliferation of smart and connected devices such as smartphones, tablets, smart speakers, gaming consoles, and smart TVs and increased adoption of the Internet. The global entertainment and media market, by type, has been segmented into films and theatrical, music, social media, animation, video games, sports, art, amusement park/ facilities, radio & broadcasting, book & magazines, toys, and outdoor advertising. The books and magazine segment dominated global entertainment and media market in 2018 and is expected to grow at a CAGR of 5.51% during the forecast period of 2019-2030. However, the video games segment is expected to be the fastest-growing at a CAGR of 14.95% during the forecast period of 2019-2030
By application, the market has been bifurcated as wired and wireless. Both wired and wireless applications use channels for data transmission between transmitters and receivers. The wired medium uses cables for transmission, whereas the wireless medium uses frequency spectrum such as radio waves and microwaves. Wired and wireless connectivity is used in devices such as smartphones, tablets, PCs, televisions, and gaming consoles for media and entertainment purposes. The wired segment dominated the global entertainment and media market by application in 2018 and is estimated to grow at a CAGR of 9.56% during the forecast period of 2019-2030. However, the wireless segment is expected to be the fastest-growing segment during the forecast period.

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Key Players

The key players of the Entertainment and Media Market include Baidu Inc. (China), News Corporation (US), Advance Publications, Inc. (US), iHeartMedia, Inc. (US), Discovery, Communication Inc. (US), Grupo Globo (Brazil), Warner Media, LLC (US), Verizon Communications Inc. (US), Alphabet Inc. (US), Comcast Corporation (US), Facebook, Inc. (US), Bertelsmann SE & Co. KGaA (Bertelsmann) (Germany), Viacom, Inc. (US), CBS Corporation (US), and The Walt Disney Company (US) among others.

Global Entertainment and Media Market Analysis & Forecast, from 2018 to 2024

• To provide a detailed analysis of the market structure along with a forecast of the various segments and sub-segments of the global media and entertainment market
• To provide insights into the factors affecting market growth
• To analyze the entertainment and media market based on value chain and Porter's five force analysis
• To provide historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries—North America, Europe, Asia-Pacific, and the rest of the world
• To provide country-level analysis of the market with respect to the current market size and future perspective
• To provide country-level analysis of the market for a segment on the basis of type, end-user, and region
• To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market
• To track and analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the media and entertainment market

Target Audience

• Television companies
• Managed service providers and middleware companies
• Gaming companies
• Advertising and marketing
• Amusement park
• Sports companies
• Investors

Key Findings


• The global entertainment and media market is expected to reach USD 6,709.4 billion by 2030
• By type, the books & magazines segment dominated the market, generating the higher revenue of USD 345.5 billion in 2018; it is projected to be the leading segment in the future, registering a CAGR of 5.51% during the forecast period.
• By application, the wired segment accounted for the largest market share with a market value of 1,327.7 billion in 2018 and is expected to grow at a CAGR of 9.59% during the forecast period.
• Geographically, North America has been projected to hold the largest market share in the global media and entertainment market, followed by Europe.
Regional and Country Analysis of Entertainment and Media MarketEntertainment and Media MarketEstimation and Forecast
Geographically, North America is dominating the global entertainment and media market due to the presence of various key players in the region such as Comcast Corporation, The Walt Disney Company, Google LLC, Facebook Inc., Warner Media LLC, Viacom Inc., Time Inc., and others. The region is a global hub for media and entertainment offerings that include film and television, music, social media, sports, arts, theater, video games, and publishing. Furthermore, the American Film Industry, also known as Hollywood, generates billions of dollars of revenue every year which contributes to the market growth in this region. The media and entertainment industry also generates revenue from strong news broadcasting services offered by various enterprises in the US, Canada, and Mexico. Consumers are widely adopting smartphones, smart devices such as digital assistants, smart speakers, and internet for entertainment purpose. However, Asia-Pacific is the fastest-growing market due the growth of entertainment and media market in this region is the presence of major media providers and large population in the countries such as India and China demanding high-quality media content


The report on the entertainment and media market also covers the following country-level analysis:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o UK
o France
o Italy
o Rest of Europe
• Asia-Pacific
o China
o Japan
o South Korea
o India
o Rest of Asia-Pacific
• Rest of the World
o Middle East & Africa
o Latin America

Available customization:

With the given market information, Ameco research offers customization's in line with the company's specific wishes. The following customization choices unit of measurement accessible for the report:
Regional and country-level analysis of the Global Entertainment and Media Market, by end-use.
Detailed analysis and profiles of additional market players.

Table of Contents

Global Entertainment and Media Market Research Report Forecast to 2030

1 Executive Summary
1.1 Market Attractiveness Analysis
1.1.1 Global Entertainment and Media Market, By Type
1.1.2 Global Entertainment and Media Market, By Application
1.2 Global Entertainment and Media Market, By Region
2 Market Introduction
2.1 Definition
2.2 Scope of the Study
2.3 Market Structure
3 Research Methodology
3.1 Research Process
3.2 Primary Research
3.3 Secondary Research
3.4 Market Size Estimation
3.5 Forecast Model
3.6 List of Assumptions
4 Market Dynamics
4.1 Introduction
4.2 Drivers
4.2.1 Increasing Popularity of video games and e-sports
4.2.2 Increasing adoption of smartphones
4.2.3 Drivers Impact Analysis
4.3 Restraints
4.3.1 Increasing piracy in digital media
4.3.2 Restraints Impact Analysis
4.4 Opportunities
4.4.1 Emerging opportunities with 5G deployment
4.5 Challenges
4.5.1 Cybersecurity threats to online platforms
5 Market Factor Analysis
5.1 Supply Chain Analysis
5.1.1 Content Creation
5.1.2 Distribution/Aggregation
5.1.3 Transmission
5.1.4 Consumption
5.2 Porter’s Five Forces Model
5.2.1 Threat of New Entrants
5.2.2 Bargaining Power of Suppliers
5.2.3 Bargaining Power of Buyers
5.2.4 Threat of Substitutes
5.2.5 Intensity of Rivalry
6 Global Entertainment and Media Market, By Type
6.1 Overview
6.2 Book & magazine
6.3 Films and Theatrical
6.4 Social Media
6.5 Music
6.6 Animation
6.7 Video Games
6.8 Outdoor Advertising
6.9 Radio and Broadcasting
6.10 Amusement park/facilities
6.11 Sports
6.12 Toys
6.13 Art
7 Global Entertainment and Media Market, By Application
7.1 Overview
7.2 Wired
7.3 Wireless
8 Global Entertainment and Media Market, By Region
8.1 Overview
8.2 North America
8.2.1 U.S.
8.2.2 Canada
8.2.3 Mexico
8.3 Europe
8.3.1 U.K.
8.3.2 Germany
8.3.3 France
8.3.4 Italy
8.3.5 Russia
8.3.6 Spain
8.3.7 Rest of Europe
8.4 Asia Pacific
8.4.1 China
8.4.2 Japan
8.4.3 India
8.4.4 Australia
8.4.5 Indonesia
8.4.6 South Korea
8.4.7 Rest of Asia-Pacific
8.5 Rest of the World
8.5.1 Middle East & Africa
8.5.2 UAE
8.5.3 Saudi Arabia
8.5.4 Egypt
8.5.5 Nigeria
8.5.6 South Africa
8.5.7 Rest of Middle East & Africa
8.5.8 South America
8.5.9 Brazil
8.5.10 Argentina
8.5.11 Columbia
8.5.12 Chile
8.5.13 Rest of South America
9 Competitive Landscape
9.1 Competitive Overview
9.2 Market Share Analysis
10 Company Profiles
10.1 Baidu Inc
10.1.1 Company Overviews
10.1.2 Financial Overview
10.1.3 Products/Services/Solutions Offered
10.1.4 Key Developments
10.1.5 SWOT Analysis
10.1.6 Key Strategies
10.2 News Corporation
10.2.1 Company Overviews
10.2.2 Financial Overview
10.2.3 Products/Services/Solutions Offered
10.2.4 Key Developments
10.2.5 SWOT Analysis
10.2.6 Key Strategies
10.3 Advance Publications, Inc.
10.3.1 Company Overviews
10.3.2 Products/Services/Solutions Offered
10.3.3 Key Developments
10.4 iHeartMedia, Inc.
10.4.1 Company Overviews
10.4.2 Financial Overview
10.4.3 Products/Services/Solutions Offered
10.4.4 Key Developments
10.4.5 SWOT Analysis
10.4.6 Key Strategies
10.5 Discovery, Communication Inc.
10.5.1 Company Overviews
10.5.2 Financial Overview
10.5.3 Products/Services/Solutions Offered
10.5.4 Key Developments
10.5.5 SWOT Analysis
10.5.6 Key Strategies
10.6 Grupo Globo
10.6.1 Company Overviews
10.6.2 Products/Services/Solutions Offered
10.6.3 Key Developments
10.6.4 Key Strategies
10.7 Warner Media, LLC.
10.7.1 Company Overviews
10.7.2 Financial Overview (Financials of AT&T Inc.)
10.7.3 Products/Services/Solutions Offered
10.7.4 Key Developments
10.7.5 SWOT Analysis
10.7.6 Key Strategies
10.8 Verizon Communications Inc.
10.8.1 Company Overviews
10.8.2 Financial Overview (Financials of AT&T Inc.)
10.8.3 Products/Services/Solutions Offered
10.8.4 Key Developments
10.8.5 SWOT Analysis
10.8.6 Key Strategies
10.9 Alphabet Inc.
10.9.1 Company Overview
10.9.2 Financial Overview
10.9.3 Products/Services/Solutions Offered
10.9.4 Key Developments
10.9.5 SWOT Analysis
10.9.6 Key Strategies
10.10 The Walt Disney Company
10.10.1 Company Overview
10.10.2 Financial Overview
10.10.3 Products/Services/Solutions Offered
10.10.4 Key Developments
10.10.5 SWOT Analysis
10.10.6 Key Strategies
10.11 Comcast Corporation
10.11.1 Company Overview
10.11.2 Financial Overview
10.11.3 Products/Services/Solutions Offered
10.11.4 Key Developments
10.11.5 SWOT Analysis
10.11.6 Key Strategies
10.12 Facebook, Inc.
10.12.1 Company Overview
10.12.2 Financial Overview
10.12.3 Products/Services/Solutions Offered
10.12.4 Key Developments
10.12.5 SWOT Analysis
10.12.6 Key Strategies
10.13 Bertelsmann SE & Co. KGaA (Bertelsmann)
10.13.1 Company Overview
10.13.2 Financial Overview
10.13.3 Products/Services/Solutions Offered
10.13.4 Key Developments
10.13.5 SWOT Analysis
10.13.6 Key Strategies
10.14 Viacom, Inc.
10.14.1 Company Overview
10.14.2 Financial Overview
10.14.3 Products/Services/Solutions Offered
10.14.4 Key Developments
10.14.5 SWOT Analysis
10.14.6 Key Strategies
10.15 CBS Corporation
10.15.1 Company Overview
10.15.2 Financial Overview
10.15.3 Products/Services/Solutions Offered
10.15.4 Key Developments
10.15.5 SWOT Analysis
10.15.6 Key Strategies

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Categories

  • entertainment and media market
  • global entertainment and media market

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