½ÃÀ庸°í¼­
»óǰÄÚµå
1600728

µðÁöÅÐ ¹Ìµð¾î ½ÃÀå : À¯Çüº°, ¿¬·É´ëº°, ¼ºº°, ¼Òµæº° - ¼¼°è ¿¹Ãø(2025-2030³â)

Digital Media Market by Type (ePublishing, Game, Online Music), Age Group (18-24 Years, 25-34 Years, 35-44 Years), Gender, Income - Global Forecast 2025-2030

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: 360iResearch | ÆäÀÌÁö Á¤º¸: ¿µ¹® 188 Pages | ¹è¼Û¾È³» : 1-2ÀÏ (¿µ¾÷ÀÏ ±âÁØ)

    
    
    




¡á º¸°í¼­¿¡ µû¶ó ÃֽŠÁ¤º¸·Î ¾÷µ¥ÀÌÆ®ÇÏ¿© º¸³»µå¸³´Ï´Ù. ¹è¼ÛÀÏÁ¤Àº ¹®ÀÇÇØ Áֽñ⠹ٶø´Ï´Ù.

µðÁöÅÐ ¹Ìµð¾î ½ÃÀåÀÇ 2023³â ±Ô¸ð´Â 2,045¾ï 4,000¸¸ ´Þ·¯·Î Æò°¡µÇ¾ú½À´Ï´Ù. 2024³â¿¡´Â 2,241¾ï 4,000¸¸ ´Þ·¯¿¡ À̸¦ °ÍÀ¸·Î ¿¹ÃøµÇ¸ç, CAGR 9.69%·Î ¼ºÀåÀ» Áö¼ÓÇÏ¿© 2030³â¿¡´Â 3,908¾ï 8,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ Àü¸ÁÀÔ´Ï´Ù.

µðÁöÅÐ ¹Ìµð¾î ½ÃÀå¿¡´Â ¿Â¶óÀÎ ±¤°í, ¼Ò¼È ¹Ìµð¾î, ÄÁÅÙÃ÷ Á¦ÀÛ, µðÁöÅÐ ºÐ¼® µî ´Ù¾çÇÑ ÇÏÀ§ Ä«Å×°í¸®°¡ Æ÷ÇԵ˴ϴÙ. ±â¾÷µéÀÌ Å¸°Ù °í°´¿¡°Ô µµ´ÞÇϱâ À§ÇØ µðÁöÅÐ Ç÷§ÆûÀ¸·Î ÀüȯÇÏ´Â °¡¿îµ¥, µðÁöÅÐ ¹Ìµð¾î´Â Çö´ë ¸¶ÄÉÆÃ Àü·«¿¡ ÇʼöÀûÀÎ ¿ä¼Ò·Î ÀÚ¸® Àâ¾Ò½À´Ï´Ù. ½ÃÀå »óȲ¿¡¼­ µðÁöÅÐ ¹Ìµð¾îÀÇ Çʿ伺Àº µðÁöÅРä³Î¿¡¼­ ´õ ¸¹Àº ½Ã°£À» º¸³»´Â ¼ÒºñÀÚ ÇൿÀÇ ÁøÈ­·Î ÀÎÇØ »ý°Ü³µ½À´Ï´Ù. ÀÌ¿¡ µû¶ó ¸Å·ÂÀûÀÎ ÄÁÅÙÃ÷ Á¦ÀÛ, µ¥ÀÌÅÍ ±â¹Ý ¸¶ÄÉÆÃ Àü·«, Á¤¹ÐÇÑ Å¸°ÙÆÃ µî ¼ÒºñÀÚ µµ´Þ°ú Âü¿©¸¦ ±Ø´ëÈ­ÇÏ´Â µ¥ Áß¿äÇÑ µðÁöÅÐ ¹Ìµð¾î Ȱ¿ëÀÌ °¡¼ÓÈ­µÇ°í ÀÖ½À´Ï´Ù. ¼Ò¸Å, ±ÝÀ¶, ÇコÄɾî, ¿£ÅÍÅ×ÀÎ¸ÕÆ® µî ´Ù¾çÇÑ ºÐ¾ßÀÇ ÃÖÁ¾ »ç¿ëÀÚµéÀÌ µðÁöÅÐ ¹Ìµð¾î¸¦ Ȱ¿ëÇØ ºê·£µå ÀÎÁöµµ¸¦ ³ôÀÌ°í ¼ÒºñÀÚ¿ÍÀÇ °ü°è¸¦ °­È­ÇÏ´Â µ¥ Ȱ¿ëÇϰí ÀÖ½À´Ï´Ù.

ÁÖ¿ä ½ÃÀå Åë°è
±âÁØ ¿¬µµ(2023³â) 2,045¾ï 4,000¸¸ ´Þ·¯
¿¹Ãø ¿¬µµ(2024³â) 2,241¾ï 4,000¸¸ ´Þ·¯
¿¹Ãø ¿¬µµ(2030³â) 3,908¾ï 8,000¸¸ ´Þ·¯
CAGR(%) 9.69%

ÀΰøÁö´É, ¸Ó½Å·¯´×, ÀÚµ¿È­¿Í °°Àº ±â¼ú ¹ßÀüÀº µðÁöÅÐ Ä·ÆäÀÎÀÇ È¿À²¼ºÀ» ³ôÀÌ°í °³ÀÎÈ­µÈ ¼ÒºñÀÚ °æÇèÀ» °¡´ÉÇÏ°Ô ÇÏ´Â µî ½ÃÀå ¼ºÀå¿¡ Å« ¿µÇâÀ» ¹ÌÄ¡°í ÀÖ½À´Ï´Ù. ¸ð¹ÙÀÏ ¼Òºñ¿Í ½ºÆ®¸®¹Ö ¼­ºñ½º Áõ°¡´Â ¸¶ÄÉÅ͵éÀÌ ÄÁÅÙÃ÷ ¹èÆ÷¿Í ºÐ¼®¿¡ ÀÖ¾î Çõ½ÅÀ» ÀÌ·ê ¼ö ÀÖ´Â »õ·Î¿î ±âȸ¸¦ Á¦°øÇÕ´Ï´Ù. ±×·¯³ª µ¥ÀÌÅÍ ÇÁ¶óÀ̹ö½Ã ±ÔÁ¦, ±¤°í Â÷´Ü ±â¼ú, µðÁöÅÐ ±¤°í¿¡ ´ëÇÑ ¼ÒºñÀÚÀÇ È¸ÀÇÀûÀÎ ½Ã°¢Àº ÀÌ·¯ÇÑ ¼ºÀå¿¡ °É¸²µ¹·Î ÀÛ¿ëÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Æ®·»µå¸¦ Ȱ¿ëÇϱâ À§ÇØ ±â¾÷µéÀº °­·ÂÇÑ µ¥ÀÌÅÍ ºÐ¼®, Åõ¸í¼ºÀ» À§ÇÑ ºí·ÏüÀÎ, ¸Å·ÂÀûÀÎ ¼ÒºñÀÚ °æÇèÀ» âÃâÇϱâ À§ÇÑ Áõ°­Çö½Ç ¹× °¡»óÇö½Ç°ú °°Àº ¸ôÀÔÇü ±â¼úÀ» ÅëÇÑ Áö¼Ó °¡´ÉÇÑ Çõ½Å¿¡ ÁýÁßÇØ¾ß ÇÕ´Ï´Ù.

Çõ½ÅÀÌ ÇÊ¿äÇÑ Áß¿äÇÑ ºÐ¾ß Áß Çϳª´Â Ÿ°ÙÆÃ ±¤°í¿Í °í°´ Âü¿©¸¦ Å©°Ô Çâ»ó½Ãų ¼ö ÀÖ´Â ¿¹Ãø ºÐ¼®ÀÔ´Ï´Ù. ±â¾÷µéÀº ¼¼°è Ç¥ÁØÀ» ÁؼöÇϱâ À§ÇÑ Á¾ÇÕÀûÀÎ µ¥ÀÌÅÍ º¸È£ ÇÁ·ÎÅäÄÝÀ» À¯ÁöÇϸ鼭 ÀÌ·¯ÇÑ ±â¼úÀÇ È¿À²¼ºÀ» ³ôÀÏ ¼ö ÀÖ´Â Á¶»ç ¹æ¹ýÀ» ¿¬±¸ÇÏ´Â °ÍÀÌ ¹Ù¶÷Á÷ÇÕ´Ï´Ù. ¿äÄÁ´ë, »óȲÀÌ ÁøÈ­ÇÔ¿¡ µû¶ó ±â¾÷Àº ±× º¹À⼺À» ´É¼÷ÇÏ°Ô ´Ù·ç°í Çõ½Å°ú ±ÔÁ¦ ÁؼöÀÇ ±ÕÇüÀ» À¯ÁöÇϸ鼭 ÀáÀç·ÂÀ» ÃÖ´ëÇÑ È°¿ëÇϰí Áö¼Ó °¡´ÉÇÑ ¼ºÀåÀ» º¸ÀåÇØ¾ß ÇÕ´Ï´Ù. ½ÃÀåÀÇ Æ¯¼ºÀº ¿ªµ¿ÀûÀÌ°í °æÀïÀÌ Ä¡¿­Çϸç Áö¼ÓÀûÀÎ ÀûÀÀ°ú Àü·«Àû ¼±°ßÁö¸íÀÌ ÇÊ¿äÇÕ´Ï´Ù.

½ÃÀå ¿ªÇÐ: ºü¸£°Ô ÁøÈ­ÇÏ´Â µðÁöÅÐ ¹Ìµð¾î ½ÃÀåÀÇ ÁÖ¿ä ½ÃÀå ÀλçÀÌÆ® °ø°³

µðÁöÅÐ ¹Ìµð¾î ½ÃÀåÀº ¼ö¿ä ¹× °ø±ÞÀÇ ¿ªµ¿ÀûÀÎ »óÈ£ÀÛ¿ëÀ» ÅëÇØ º¯È­Çϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ½ÃÀå ¿ªÇÐÀÇ ÁøÈ­¸¦ ÀÌÇØÇÔÀ¸·Î½á ±â¾÷Àº Á¤º¸¿¡ ÀÔ°¢ÇÑ ÅõÀÚ °áÁ¤À» ³»¸®°í, Àü·«ÀûÀÎ ÀÇ»ç°áÁ¤À» Á¤±³È­Çϸç, »õ·Î¿î ºñÁî´Ï½º ±âȸ¸¦ Æ÷ÂøÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Æ®·»µå¸¦ Á¾ÇÕÀûÀ¸·Î ÆÄ¾ÇÇÔÀ¸·Î½á ±â¾÷Àº Á¤Ä¡Àû, Áö¸®Àû, ±â¼úÀû, »çȸÀû, °æÁ¦Àû ¿µ¿ª Àü¹Ý¿¡ °ÉÄ£ ´Ù¾çÇÑ ¸®½ºÅ©¸¦ ÁÙÀÏ ¼ö ÀÖÀ¸¸ç, ¼ÒºñÀÚ Çൿ°ú ±×°ÍÀÌ Á¦Á¶ ºñ¿ë ¹× ±¸¸Å µ¿Çâ¿¡ ¹ÌÄ¡´Â ¿µÇâÀ» º¸´Ù ¸íÈ®ÇÏ°Ô ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù.

  • ½ÃÀå ¼ºÀå ÃËÁø¿äÀÎ
    • ÀÎÅÍ³Ý Á¢¼Ó ¼Óµµ Çâ»ó°ú ÇÔ²² µðÁöÅÐ ¹Ìµð¾î¸¦ Áö¿øÇÒ ¼ö ÀÖ´Â ±â±âÀÇ ¼ö Áõ°¡
    • ¿Àµð¿À, ºñµð¿À µîÀÇ ¿£ÅÍÅ×ÀÎ¸ÕÆ® ¼­ºñ½º ¿ìÀ§
    • ±âÁ¸ ¹Ìµð¾î¿Í ºñ±³ÇÑ µðÁöÅÐ ¹Ìµð¾î ¼Òºñ¿¡ ´ëÇÑ ¼ÒºñÀÚ ¼±È£µµ
  • ½ÃÀå ¼ºÀå ¾ïÁ¦¿äÀÎ
    • µðÁöÅÐ ±â¼ú ¹× ¹Ìµð¾î¿¡ ´ëÇÑ °úµµÇÑ ÀÇÁ¸¿¡ ´ëÇÑ ¿ì·Á
  • ½ÃÀå ±âȸ
    • ´õ ºü¸¥ ºê·Îµå¹êµå °æÇèÀ» Á¦°øÇÏ´Â 5G ±â¼ú ¼Ò°³
    • ¿£ÅÍÅ×ÀÎ¸ÕÆ®¿Í »ý»ê¼ºÀÇ Ç÷§ÆûÀ¸·Î º¯¸ðÇÏ´Â VR
  • ½ÃÀå °úÁ¦
    • º¸¾È ¹× ÇÁ¶óÀ̹ö½Ã ¹®Á¦
    • ȯ°æÀÇ ÁøÈ­¿¡ µû¸¥ ³ôÀº À¯Áöº¸¼ö ºñ¿ë

Portre's Five Forces: µðÁöÅÐ ¹Ìµð¾î ½ÃÀå Ž»öÀ» À§ÇÑ Àü·«Àû µµ±¸

Portre's Five Forces ÇÁ·¹ÀÓ¿öÅ©´Â µðÁöÅÐ ¹Ìµð¾î ½ÃÀå °æÀï ±¸µµ¸¦ ÀÌÇØÇÏ´Â Áß¿äÇÑ µµ±¸ÀÔ´Ï´Ù. Portre's Five Forces ÇÁ·¹ÀÓ¿öÅ©´Â ±â¾÷ÀÇ °æÀï·ÂÀ» Æò°¡Çϰí Àü·«Àû ±âȸ¸¦ Ž»öÇÒ ¼ö ÀÖ´Â ¸íÈ®ÇÑ ¹æ¹ýÀ» Á¦°øÇÕ´Ï´Ù. ÀÌ ÇÁ·¹ÀÓ¿öÅ©´Â ±â¾÷ÀÌ ½ÃÀå ³» ¼¼·Âµµ¸¦ Æò°¡ÇÏ°í ½Å±Ô »ç¾÷ÀÇ ¼öÀͼºÀ» ÆÇ´ÜÇÏ´Â µ¥ µµ¿òÀÌ µË´Ï´Ù. ÀÌ·¯ÇÑ ÅëÂû·ÂÀ» ÅëÇØ ±â¾÷Àº °­Á¡À» Ȱ¿ëÇϰí, ¾àÁ¡À» ÇØ°áÇϰí, ÀáÀçÀûÀÎ µµÀüÀ» ÇÇÇϰí, º¸´Ù °­·ÂÇÑ ½ÃÀå Æ÷Áö¼Å´×À» È®º¸ÇÒ ¼ö ÀÖ½À´Ï´Ù.

PESTLE ºÐ¼® : µðÁöÅÐ ¹Ìµð¾î ½ÃÀåÀÇ ¿ÜºÎ ¿µÇâ·Â ÆÄ¾Ç

¿ÜºÎ °Å½Ã ȯ°æ ¿äÀÎÀº µðÁöÅÐ ¹Ìµð¾î ½ÃÀåÀÇ ¼º°ú ¿ªÇÐÀ» Çü¼ºÇÏ´Â µ¥ ¸Å¿ì Áß¿äÇÑ ¿ªÇÒÀ» ÇÕ´Ï´Ù. Á¤Ä¡Àû, °æÁ¦Àû, »çȸÀû, ±â¼úÀû, ¹ýÀû, ȯ°æÀû ¿äÀο¡ ´ëÇÑ ºÐ¼®Àº ÀÌ·¯ÇÑ ¿µÇâÀ» Ž»öÇÏ´Â µ¥ ÇÊ¿äÇÑ Á¤º¸¸¦ Á¦°øÇϸç, PESTLE ¿äÀÎÀ» Á¶»çÇÔÀ¸·Î½á ±â¾÷Àº ÀáÀçÀû À§Çè°ú ±âȸ¸¦ ´õ Àß ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ºÐ¼®À» ÅëÇØ ±â¾÷Àº ±ÔÁ¦, ¼ÒºñÀÚ ¼±È£µµ, °æÁ¦ µ¿ÇâÀÇ º¯È­¸¦ ¿¹ÃøÇÏ°í ¼±Á¦ÀûÀÌ°í ´Éµ¿ÀûÀÎ ÀÇ»ç°áÁ¤À» ³»¸± Áغñ¸¦ ÇÒ ¼ö ÀÖ½À´Ï´Ù.

½ÃÀå Á¡À¯À² ºÐ¼® µðÁöÅÐ ¹Ìµð¾î ½ÃÀå¿¡¼­°æÀï ±¸µµ ÆÄ¾Ç

µðÁöÅÐ ¹Ìµð¾î ½ÃÀåÀÇ »ó¼¼ÇÑ ½ÃÀå Á¡À¯À² ºÐ¼®À» ÅëÇØ º¥´õÀÇ ¼º°ú¸¦ Á¾ÇÕÀûÀ¸·Î Æò°¡ÇÒ ¼ö ÀÖ½À´Ï´Ù. ±â¾÷Àº ¼öÀÍ, °í°´ ±â¹Ý, ¼ºÀå·ü°ú °°Àº ÁÖ¿ä ÁöÇ¥¸¦ ºñ±³ÇÏ¿© °æÀïÀû À§Ä¡¸¦ ÆÄ¾ÇÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ ºÐ¼®Àº ½ÃÀåÀÇ ÁýÁßÈ­, ´ÜÆíÈ­, ÅëÇÕÀÇ Ãß¼¼¸¦ ÆÄ¾ÇÇÒ ¼ö ÀÖÀ¸¸ç, °ø±Þ¾÷ü´Â Ä¡¿­ÇÑ °æÀï ¼Ó¿¡¼­ ÀÚ½ÅÀÇ ÀÔÁö¸¦ °­È­ÇÒ ¼ö ÀÖ´Â Àü·«Àû ÀÇ»ç°áÁ¤À» ³»¸®´Â µ¥ ÇÊ¿äÇÑ ÅëÂû·ÂÀ» ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º µðÁöÅÐ ¹Ìµð¾î ½ÃÀå¿¡¼­ÀÇ º¥´õ ¼º°ú Æò°¡

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º´Â µðÁöÅÐ ¹Ìµð¾î ½ÃÀå¿¡¼­ º¥´õ¸¦ Æò°¡ÇÏ´Â Áß¿äÇÑ µµ±¸ÀÔ´Ï´Ù. ÀÌ ¸ÅÆ®¸¯½º¸¦ ÅëÇØ ºñÁî´Ï½º Á¶Á÷Àº º¥´õÀÇ ºñÁî´Ï½º Àü·«°ú Á¦Ç° ¸¸Á·µµ¸¦ ±â¹ÝÀ¸·Î Æò°¡ÇÏ¿© ¸ñÇ¥¿¡ ºÎÇÕÇÏ´Â Á¤º¸¿¡ ÀÔ°¢ÇÑ ÀÇ»ç°áÁ¤À» ³»¸± ¼ö ÀÖÀ¸¸ç, 4°³ÀÇ »çºÐ¸éÀº º¥´õ¸¦ ¸íÈ®Çϰí Á¤È®ÇÏ°Ô ±¸ºÐÇÏ¿© »ç¿ëÀÚ°¡ Àü·« ¸ñÇ¥¿¡ °¡Àå ÀûÇÕÇÑ ÆÄÆ®³Ê¿Í ¼Ö·ç¼ÇÀ» ½Äº°ÇÒ ¼ö ÀÖµµ·Ï µµ¿ÍÁÝ´Ï´Ù. ½Äº°ÇÒ ¼ö ÀÖµµ·Ï µµ¿ÍÁÝ´Ï´Ù.

ÀÌ º¸°í¼­´Â ÁÖ¿ä °ü½É ºÐ¾ß¸¦ Æ÷°ýÇÏ´Â Á¾ÇÕÀûÀÎ ½ÃÀå ºÐ¼®À» Á¦°øÇÕ´Ï´Ù.

1. ½ÃÀå ħÅõµµ : ¾÷°è ÁÖ¿ä ±â¾÷ÀÇ ±¤¹üÀ§ÇÑ µ¥ÀÌÅ͸¦ Æ÷ÇÔÇÑ ÇöÀç ½ÃÀå ȯ°æ¿¡ ´ëÇÑ »ó¼¼ÇÑ °ËÅä.

2. ½ÃÀå °³Ã´µµ: ½ÅÈï ½ÃÀå¿¡¼­ÀÇ ¼ºÀå ±âȸ¸¦ ÆÄ¾ÇÇϰí, ±âÁ¸ ºÐ¾ßÀÇ È®Àå °¡´É¼ºÀ» Æò°¡Çϸç, ¹Ì·¡ ¼ºÀåÀ» À§ÇÑ Àü·«Àû ·Îµå¸ÊÀ» Á¦°øÇÕ´Ï´Ù.

3. ½ÃÀå ´Ù°¢È­ : ÃÖ±Ù Á¦Ç° Ãâ½Ã, ¹Ì°³Ã´ Áö¿ª, ¾÷°èÀÇ ÁÖ¿ä ¹ßÀü, ½ÃÀåÀ» Çü¼ºÇÏ´Â Àü·«Àû ÅõÀÚ¸¦ ºÐ¼®ÇÕ´Ï´Ù.

4. °æÀï Æò°¡ ¹× Á¤º¸ : °æÀï ±¸µµ¸¦ öÀúÈ÷ ºÐ¼®ÇÏ¿© ½ÃÀå Á¡À¯À², »ç¾÷ Àü·«, Á¦Ç° Æ÷Æ®Æú¸®¿À, ÀÎÁõ, ±ÔÁ¦ ´ç±¹ÀÇ ½ÂÀÎ, ƯÇã µ¿Çâ, ÁÖ¿ä ±â¾÷ÀÇ ±â¼ú ¹ßÀü µîÀ» °ËÅäÇÕ´Ï´Ù.

5. Á¦Ç° °³¹ß ¹× Çõ½Å : ¹Ì·¡ ½ÃÀå ¼ºÀåÀ» °¡¼ÓÇÒ °ÍÀ¸·Î ¿¹»óµÇ´Â ÷´Ü ±â¼ú, ¿¬±¸ °³¹ß Ȱµ¿ ¹× Á¦Ç° Çõ½ÅÀ» °­Á¶ÇÕ´Ï´Ù.

ÀÌÇØ°ü°èÀÚµéÀÌ ÃæºÐÇÑ Á¤º¸¸¦ ¹ÙÅÁÀ¸·Î ÀÇ»ç°áÁ¤À» ³»¸± ¼ö ÀÖµµ·Ï ´ÙÀ½°ú °°Àº Áß¿äÇÑ Áú¹®¿¡ ´ëÇÑ ´äº¯µµ Á¦°øÇÕ´Ï´Ù.

1. ÇöÀç ½ÃÀå ±Ô¸ð¿Í ÇâÈÄ ¼ºÀå Àü¸ÁÀº?

2. ÃÖ°íÀÇ ÅõÀÚ ±âȸ¸¦ Á¦°øÇÏ´Â Á¦Ç°, ºÎ¹®, Áö¿ªÀº?

3. ½ÃÀåÀ» Çü¼ºÇÏ´Â ÁÖ¿ä ±â¼ú µ¿Çâ°ú ±ÔÁ¦ÀÇ ¿µÇâÀº?

4. ÁÖ¿ä º¥´õÀÇ ½ÃÀå Á¡À¯À²°ú °æÀï Æ÷Áö¼ÇÀº?

5.º¥´õ ½ÃÀå ÁøÀÔ ¹× ö¼ö Àü·«ÀÇ ¿øµ¿·ÂÀÌ µÇ´Â ¼öÀÍ¿ø°ú Àü·«Àû ±âȸ´Â ¹«¾ùÀΰ¡?

¸ñÂ÷

Á¦1Àå ¼­¹®

Á¦2Àå Á¶»ç ¹æ¹ý

Á¦3Àå ÁÖ¿ä ¿ä¾à

Á¦4Àå ½ÃÀå °³¿ä

Á¦5Àå ½ÃÀå ÀλçÀÌÆ®

  • ½ÃÀå ¿ªÇÐ
    • ¼ºÀå ÃËÁø¿äÀÎ
    • ¼ºÀå ¾ïÁ¦¿äÀÎ
    • ±âȸ
    • °úÁ¦
  • ½ÃÀå ¼¼ºÐÈ­ ºÐ¼®
  • Porter's Five Forces ºÐ¼®
  • PESTEL ºÐ¼®
    • Á¤Ä¡
    • °æÁ¦
    • »çȸ
    • ±â¼ú
    • ¹ý·ü
    • ȯ°æ

Á¦6Àå µðÁöÅÐ ¹Ìµð¾î ½ÃÀå : À¯Çüº°

  • ÀüÀÚÃâÆÇ
    • ÀüÀÚ ¼­Àû
    • ÀüÀÚ ¸Å°ÅÁø
    • ÀüÀÚ Á¾ÀÌ
  • °ÔÀÓ
    • °ÔÀÓ ´Ù¿î·Îµå
    • °ÔÀÓ ³×Æ®¿öÅ©
    • ¸ð¹ÙÀÏ °ÔÀÓ
    • ¿Â¶óÀÎ °ÔÀÓ
  • ¿Â¶óÀÎ ¹ÂÁ÷
    • À½¾Ç ´Ù¿î·Îµå
    • À½¾Ç ½ºÆ®¸®¹Ö
  • ¿Â¶óÀÎ ºñµð¿À
    • ½Ã°£´ç ¿ä±Ý TV ¹æ½Ä
    • ºñµð¿À ´Ù¿î·Îµå
    • ºñµð¿À ½ºÆ®¸®¹Ö
  • ¼Ò¼È¹Ìµð¾î

Á¦7Àå µðÁöÅÐ ¹Ìµð¾î ½ÃÀå : ¿¬·ÉÃþº°

  • 18-24¼¼
  • 25-34¼¼
  • 35-44¼¼
  • 55-64¼¼

Á¦8Àå µðÁöÅÐ ¹Ìµð¾î ½ÃÀå : ¼ºº°

  • ³²¼º
  • ¿©¼º

Á¦9Àå µðÁöÅÐ ¹Ìµð¾î ½ÃÀå : ¼öÀÔº°

  • °í¼ÒµæÃþ
  • Àú¼ÒµæÃþ
  • Áß¼ÒµæÃþ

Á¦10Àå ¾Æ¸Þ¸®Ä«ÀÇ µðÁöÅÐ ¹Ìµð¾î ½ÃÀå

  • ¾Æ¸£ÇîÆ¼³ª
  • ºê¶óÁú
  • ij³ª´Ù
  • ¸ß½ÃÄÚ
  • ¹Ì±¹

Á¦11Àå ¾Æ½Ã¾ÆÅÂÆò¾çÀÇ µðÁöÅÐ ¹Ìµð¾î ½ÃÀå

  • È£ÁÖ
  • Áß±¹
  • Àεµ
  • Àεµ³×½Ã¾Æ
  • ÀϺ»
  • ¸»·¹À̽þÆ
  • Çʸ®ÇÉ
  • ½Ì°¡Æ÷¸£
  • Çѱ¹
  • ´ë¸¸
  • ű¹
  • º£Æ®³²

Á¦12Àå À¯·´, Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«ÀÇ µðÁöÅÐ ¹Ìµð¾î ½ÃÀå

  • µ§¸¶Å©
  • ÀÌÁýÆ®
  • Çɶõµå
  • ÇÁ¶û½º
  • µ¶ÀÏ
  • À̽º¶ó¿¤
  • ÀÌÅ»¸®¾Æ
  • ³×´ú¶õµå
  • ³ªÀÌÁö¸®¾Æ
  • ³ë¸£¿þÀÌ
  • Æú¶õµå
  • īŸ¸£
  • ·¯½Ã¾Æ
  • »ç¿ìµð¾Æ¶óºñ¾Æ
  • ³²¾ÆÇÁ¸®Ä«°øÈ­±¹
  • ½ºÆäÀÎ
  • ½º¿þµ§
  • ½ºÀ§½º
  • ÅÍŰ
  • ¾Æ¶ø¿¡¹Ì¸®Æ®(UAE)
  • ¿µ±¹

Á¦13Àå °æÀï ±¸µµ

  • ½ÃÀå Á¡À¯À² ºÐ¼®, 2023³â
  • FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º, 2023³â
  • °æÀï ½Ã³ª¸®¿À ºÐ¼®

±â¾÷ ¸®½ºÆ®

  • Netflix, Inc.
  • Social Vantage
  • Influence Mobile, Inc.
  • Home Box Office, Inc.
  • The Athletic Media Company by The New York Times Company
  • Cherry Digital
  • Google, LLC by Alphabet Inc.
  • Amazon.com, Inc.
  • Cisco Systems, Inc.
  • LinkedIn Corporation
  • AT&T Inc.
  • JW Player
  • Hulu, LLC
  • Paramount
  • Fiverr International Ltd.
  • Disruptive Advertising
  • Apple, Inc.
  • Ericsson AB
  • ALE International
  • Meta Platforms, Inc.
  • Momentum Design Lab, LLC.
  • ZTE Corporation
  • Akamai Technologies, Inc.
  • LYFE Marketing
  • Snap Digital Media LLC
  • Discovery, Inc.
  • Adobe, Inc.
  • Crunchyroll, LLC
  • ByteDance Ltd.
LSH

The Digital Media Market was valued at USD 204.54 billion in 2023, expected to reach USD 224.14 billion in 2024, and is projected to grow at a CAGR of 9.69%, to USD 390.88 billion by 2030.

The digital media market encompasses a wide spectrum of subcategories including online advertising, social media, content creation, and digital analytics. It has become integral in modern marketing strategies as businesses increasingly shift towards digital platforms to reach their target audiences. The necessity for digital media in the marketing landscape is driven by the evolving behaviors of consumers who spend a considerable portion of their time on digital channels. This has amplified the application of digital media in creating engaging content, data-driven marketing strategies, and precision targeting, all critical in maximizing consumer reach and engagement. End-users span various sectors including retail, finance, healthcare, and entertainment, each leveraging digital media to enhance brand visibility and consumer connection.

KEY MARKET STATISTICS
Base Year [2023] USD 204.54 billion
Estimated Year [2024] USD 224.14 billion
Forecast Year [2030] USD 390.88 billion
CAGR (%) 9.69%

Market growth is significantly fueled by technological advancements such as artificial intelligence, machine learning, and automation, which are enhancing the efficiency of digital campaigns and enabling personalized consumer experiences. The rise of mobile consumption and streaming services offers fresh opportunities for marketers to innovate in content delivery and analytics. However, challenges such as data privacy regulations, ad-blocking technologies, and rising consumer skepticism about digital advertising could hinder growth. To capitalize on current trends, businesses should focus on sustainable innovation through robust data analytics, blockchain for transparency, and immersive technologies such as augmented and virtual reality to create engaging consumer experiences.

One key area ripe for innovation is predictive analytics which could greatly enhance targeted advertising and customer engagement. Businesses are encouraged to research methodologies that increase the efficiency of these technologies while maintaining comprehensive data protection protocols to comply with global standards. In essence, as the digital media landscape evolves, businesses must adeptly navigate its complexities, balancing innovation with regulatory compliance, to harness its full potential and ensure sustained growth. The nature of the market is dynamic and highly competitive, necessitating continuous adaptation and strategic foresight to remain relevant and effective.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Digital Media Market

The Digital Media Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increase in the Number of Devices Capable of Supporting Digital Media Coupled with Increasing Internet Access Speed
    • Dominance of Entertainment Services Such as Audio and Video
    • Consumer Preferences Towards Digital Media Consumption as Compared to Traditional Forms of Media
  • Market Restraints
    • Concerns Regarding Over-Reliance on Digital Technology and Media
  • Market Opportunities
    • Introduction of 5G Technology for Faster Broadband Experience
    • VR Transforming into an Entertainment and Productivity Platform
  • Market Challenges
    • Issues Associated with the Security and Privacy
    • High Maintenance Cost Due to Evolving Environment

Porter's Five Forces: A Strategic Tool for Navigating the Digital Media Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Digital Media Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Digital Media Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Digital Media Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Digital Media Market

A detailed market share analysis in the Digital Media Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Digital Media Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Digital Media Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Key Company Profiles

The report delves into recent significant developments in the Digital Media Market, highlighting leading vendors and their innovative profiles. These include Netflix, Inc., Social Vantage, Influence Mobile, Inc., Home Box Office, Inc., The Athletic Media Company by The New York Times Company, Cherry Digital, Google, LLC by Alphabet Inc., Amazon.com, Inc., Cisco Systems, Inc., LinkedIn Corporation, AT&T Inc., JW Player, Hulu, LLC, Paramount, Fiverr International Ltd., Disruptive Advertising, Apple, Inc., Ericsson AB, ALE International, Meta Platforms, Inc., Momentum Design Lab, LLC., ZTE Corporation, Akamai Technologies, Inc., LYFE Marketing, Snap Digital Media LLC, Discovery, Inc., Adobe, Inc., Crunchyroll, LLC, and ByteDance Ltd..

Market Segmentation & Coverage

This research report categorizes the Digital Media Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Type, market is studied across ePublishing, Game, Online Music, Online Video, and Social Media. The ePublishing is further studied across eBook, eMagazine, and ePaper. The Game is further studied across Download Game, Gaming Network, Mobile Game, and Online Game. The Online Music is further studied across Music Download and Music Streaming. The Online Video is further studied across Pay-per-View, Video Download, and Video Streaming.
  • Based on Age Group, market is studied across 18-24 Years, 25-34 Years, 35-44 Years, and 55-64 Years.
  • Based on Gender, market is studied across Men and Women.
  • Based on Income, market is studied across High-Income Group, Low-Income Group, and Mid-Income Group.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increase in the Number of Devices Capable of Supporting Digital Media Coupled with Increasing Internet Access Speed
      • 5.1.1.2. Dominance of Entertainment Services Such as Audio and Video
      • 5.1.1.3. Consumer Preferences Towards Digital Media Consumption as Compared to Traditional Forms of Media
    • 5.1.2. Restraints
      • 5.1.2.1. Concerns Regarding Over-Reliance on Digital Technology and Media
    • 5.1.3. Opportunities
      • 5.1.3.1. Introduction of 5G Technology for Faster Broadband Experience
      • 5.1.3.2. VR Transforming into an Entertainment and Productivity Platform
    • 5.1.4. Challenges
      • 5.1.4.1. Issues Associated with the Security and Privacy
      • 5.1.4.2. High Maintenance Cost Due to Evolving Environment
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Type: Exponential use of social media for engaging with people and consuming entertainment
    • 5.2.2. Age Group: Rising adoption of digital media among 18 to 24 year old individuals
    • 5.2.3. Gender: Active participation of men in digital media for personal growth
    • 5.2.4. Income: Adoption of mid-income media services that offer affordable quality, family plans, bundled e-commerce, and entertainment
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental
  • 5.5. Client Customization

6. Digital Media Market, by Type

  • 6.1. Introduction
  • 6.2. ePublishing
    • 6.2.1. eBook
    • 6.2.2. eMagazine
    • 6.2.3. ePaper
  • 6.3. Game
    • 6.3.1. Download Game
    • 6.3.2. Gaming Network
    • 6.3.3. Mobile Game
    • 6.3.4. Online Game
  • 6.4. Online Music
    • 6.4.1. Music Download
    • 6.4.2. Music Streaming
  • 6.5. Online Video
    • 6.5.1. Pay-per-View
    • 6.5.2. Video Download
    • 6.5.3. Video Streaming
  • 6.6. Social Media

7. Digital Media Market, by Age Group

  • 7.1. Introduction
  • 7.2. 18-24 Years
  • 7.3. 25-34 Years
  • 7.4. 35-44 Years
  • 7.5. 55-64 Years

8. Digital Media Market, by Gender

  • 8.1. Introduction
  • 8.2. Men
  • 8.3. Women

9. Digital Media Market, by Income

  • 9.1. Introduction
  • 9.2. High-Income Group
  • 9.3. Low-Income Group
  • 9.4. Mid-Income Group

10. Americas Digital Media Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific Digital Media Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

12. Europe, Middle East & Africa Digital Media Market

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2023
  • 13.2. FPNV Positioning Matrix, 2023
  • 13.3. Competitive Scenario Analysis
    • 13.3.1. Vertiqal Studios Announces Acquisition of Digital Media Assets from Offbeat Media and Non-Brokered Offering
    • 13.3.2. TikTok Announces New Partnership With Disney
    • 13.3.3. SoundCloud Partners with Squarespace, Adobe, Discord, and Rap Plug to Expand Member Benefits for Next and Next Pro Artists

Companies Mentioned

  • 1. Netflix, Inc.
  • 2. Social Vantage
  • 3. Influence Mobile, Inc.
  • 4. Home Box Office, Inc.
  • 5. The Athletic Media Company by The New York Times Company
  • 6. Cherry Digital
  • 7. Google, LLC by Alphabet Inc.
  • 8. Amazon.com, Inc.
  • 9. Cisco Systems, Inc.
  • 10. LinkedIn Corporation
  • 11. AT&T Inc.
  • 12. JW Player
  • 13. Hulu, LLC
  • 14. Paramount
  • 15. Fiverr International Ltd.
  • 16. Disruptive Advertising
  • 17. Apple, Inc.
  • 18. Ericsson AB
  • 19. ALE International
  • 20. Meta Platforms, Inc.
  • 21. Momentum Design Lab, LLC.
  • 22. ZTE Corporation
  • 23. Akamai Technologies, Inc.
  • 24. LYFE Marketing
  • 25. Snap Digital Media LLC
  • 26. Discovery, Inc.
  • 27. Adobe, Inc.
  • 28. Crunchyroll, LLC
  • 29. ByteDance Ltd.
ºñ±³¸®½ºÆ®
0 °ÇÀÇ »óǰÀ» ¼±Åà Áß
»óǰ ºñ±³Çϱâ
Àüü»èÁ¦