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세계의 미디어 및 엔터테인먼트 시장(2020-2026년)

Media and Entertainment Market 2020-2026

리서치사 Orion Market Research Pvt Ltd
발행일 2020년 06월 상품 코드 949568
페이지 정보 영문
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세계의 미디어 및 엔터테인먼트 시장(2020-2026년) Media and Entertainment Market 2020-2026
발행일 : 2020년 06월 페이지 정보 : 영문

본 상품은 영문 자료로 한글과 영문목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

세계 미디어와 엔터테인먼트 시장은 예측기간 중 상당한 성장률을 나타낼 전망입니다. 시장 성장에 기여하는 주요인에는 가처분소득 증가, 디지털화 동향, 전세계 온라인 비디오 스트리밍 솔루션 증가 경향이 있습니다. 미디어 및 엔터테인먼트 시장의 온라인 플랫폼은 예측기간 중 큰 폭의 성장을 나타낼 것으로 예측됩니다. 이러한 성장은 전세계 비디오 스트리밍과 온라인 게임 수요 증가에 의한 것입니다.

북미는 세계 시장에서 높은 점유율을 차지할 것으로 예상되고 있습니다. 북미, 특히 미국은 디지털 사이니지, 비디오 스트리밍 등을 포함한 최첨단 테크놀러지 주요 이용자로 간주되고 있습니다. 미국은 비디오 스트리밍 플랫폼을 최초로 도입한 국가 중 하나입니다. Netflix, Amazon, Hulu 등의 미국 기반 기업은 미국에서 발생한 매출의 높은 점유율을 얻고 있습니다. 또한 아시아태평양에서는 예측기간 중 급성장이 전망되고 있습니다. 이러한 성장세는 지난 몇 년간 온라인 비디오 스트리밍 부문 전체 증가로 연결되는 인구 증가에 따른 것입니다.

세계의 미디어 및 엔터테인먼트(Media and Entertainment) 시장을 조사했으며, 시장 개요, 시장 성장 촉진요인 및 저해요인 분석, 유형별·지역별 시장 규모 추이와 예측, 경쟁 구도, 주요 기업 개요, 시장 기회 등의 정보를 전해드립니다.

목차

제1장 보고서 개요

제2장 시장 개요와 인사이트

  • 조사 범위
  • 애널리스트 인사이트와 현재 시장 동향
  • 규칙과 규제

제3장 경쟁 구도

  • 기업 점유율 분석
  • 주요 전략 분석
  • 주요 기업 분석
    • 개요
    • 재무 분석
    • SWOT 분석
    • 최근 진전

제4장 시장 영향요인

  • 성장 촉진요인
  • 성장 억제요인
  • 시장 기회

제5장 시장 세분화

  • 유형별
    • 온라인/디지털 플랫폼
    • 오프라인 플랫폼

제6장 지역 분석

  • 북미
    • 미국
    • 캐나다
  • 유럽
    • 영국
    • 독일
    • 이탈리아
    • 스페인
    • 프랑스
    • 기타 유럽
  • 아시아태평양
    • 중국
    • 인도
    • 일본
    • 기타 아시아태평양
  • 기타 지역

제7장 기업 개요

  • Amazon Web Services, Inc.
  • AMC Entertainment Holdings, Inc.
  • Apple Inc.
  • AT&T Inc.(Warner Bros. Entertainment Inc.)
  • Barco NV
  • Bertelsmann SE & Co. KGaA
  • Cinemark Holdings, Inc.
  • Cineplex Inc.
  • Cineworld Group PLC
  • Eros International PLC
  • Facebook, Inc.
  • Fox Corp.
  • Google LLC
  • Intel Corp.
  • LG Electronics Inc.
  • Microsoft Corp.
  • Netflix Inc.
  • News Corp.
  • Samsung Electronics Co., Ltd.
  • Sony Corp.(Sony Pictures Entertainment)
  • The New York Times Co.
  • The Walt Disney
  • Thomson Reuters Corp.
  • Viacom CBS Inc.(Paramount Pictures Corp.)
LSH 20.08.11

LIST OF TABLES

  • 1. GLOBAL MEDIA AND ENTERTAINMENTMARKET RESEARCH AND ANALYSIS BY TYPE, 2019-2026 ($ MILLION)
  • 2. GLOBAL ONLINE/DIGITAL PLATFORM FORMEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 3. GLOBALOFFLINE PLATFORM FOR MEDIA AND ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 4. GLOBAL MEDIA AND ENTERTAINMENTMARKET RESEARCH AND ANALYSIS BY GEOGRAPHY, 2019-2026 ($ MILLION)
  • 5. NORTH AMERICAN MEDIA AND ENTERTAINMENTMARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)
  • 6. NORTH AMERICAN MEDIA AND ENTERTAINMENTMARKET RESEARCH AND ANALYSIS BY TYPE, 2019-2026 ($ MILLION)
  • 7. EUROPEAN MEDIA AND ENTERTAINMENTMARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)
  • 8. EUROPEAN MEDIA AND ENTERTAINMENTMARKET RESEARCH AND ANALYSIS BY TYPE, 2019-2026 ($ MILLION)
  • 9. ASIA-PACIFIC MEDIA AND ENTERTAINMENTMARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)
  • 10. ASIA-PACIFIC MEDIA AND ENTERTAINMENTMARKET RESEARCH AND ANALYSIS BY TYPE, 2019-2026 ($ MILLION)
  • 11. REST OF THE WORLD MEDIA AND ENTERTAINMENTMARKET RESEARCH AND ANALYSIS BY TYPE, 2019-2026 ($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL MEDIA AND ENTERTAINMENT MARKET SHARE BY TYPE, 2019 VS 2026 (%)
  • 2. GLOBAL MEDIA AND ENTERTAINMENT MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 3. USMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 4. CANADAMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 5. UKMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 6. FRANCEMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 7. GERMANYMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 8. ITALYMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 9. SPAINMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 10. ROEMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 11. INDIAMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 12. CHINAMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 13. JAPANMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 14. REST OF ASIA-PACIFICMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)
  • 15. REST OF THE WORLDMEDIA AND ENTERTAINMENT MARKET SIZE, 2019-2026 ($ MILLION)

Global Media and Entertainment Market Size, Share & Trends Analysis Report by Type (Online/Digital Platform and Offline Platform) and Forecast 2020-2026

The global media and entertainment market is projected to witness considerable growth during the forecast period. The major factors contributing to the growth of the market include the rising disposable income, growing digitalization, and increasing trend for online video streaming solutions across the globe. The media and entertainment market is bifurcated into two types, namely online/digital platform and offline platform. The online platform media and entertainment market includes radio & music, digital signage, theatrical productions, gaming, video streaming, and others. The offline platform media and entertainment market includes events and trade shows, amusement parks, and others. Among these platforms, the online platform of media and entertainment market is estimated to project a significant growth during the forecast period. This growth is backed by the rising demand for video streaming and online gaming across the globe.

Geographically, the global media and entertainment market is segmented into North America, Europe, Asia-Pacific, and Rest of the World. North America is expected to contribute a significant share in the global market. North America, particularly the US, is regarded as the major adopter of cutting-edge technologies, which significantly includes digital signage, video streaming, and others. The US is one of the first countries introduced video streaming platforms. The US based companies such as Netflix, Amazon, and Hulu are generating a large share of their revenue from the US. Netflix is one of the major video streaming service providers in the US which has acquired around 10% of overall screen time in the US in 2018.In addition, Asia-Pacific is expected to project a considerable growth during the forecast period. This growth is backed by the rising population leading to the rise to the overall online video streaming segment in the past few years.

The global media and entertainmentmarket is influenced by product development and advancements conducted by the market players. The key players of the media and entertainmentmarket includeWarner Bros, Sony Pictures Entertainment Inc., Walt Disney Studios, Paramount Pictures, Netflix Inc., and Apple Inc.These players are playing a significant role in the growth of the media and entertainmentmarket by providing various products and adopting several strategies such as merger and acquisition, partnerships and collaboration, technological development, and others. For instance, in March 2019, Paramount Pictures acquired Pluto Inc., the provider of Pluto TV. Pluto TV is one of the leading free streaming television services in the US. This enabled the company to expand its presence across next-generation distribution platforms and accelerates the growth of its advanced marketing solutions business.

Research Methodology

The market study of the globalmedia and entertainmentmarket is incorporated by extensive primary and secondary research conducted by the research team.Secondary research has been conducted to refine the available data to breakdown the market in various segments, derive total market size, market forecast,and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report,the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting properprimary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders,and industry experts. Primary research brings the authenticity of our reports.

Secondary sources include:

  • Financial reports of companies involved in the market
  • Whitepapers, research-papers,andnews blogs
  • Company websites and their product catalog

The report provides an in-depth analysis of the market size and growth opportunities. The report will serve as a source for 360-degree analysis of the market thoroughly delivering insights into the market for better business decisions.

Market Segmentation:

1. Global Media and Entertainment Market Research and Analysis byType

The Report Covers:

  • Comprehensive research methodology of the globalmedia and entertainmentmarket.
  • This report also includes a detailed and extensive market overview with key analyst insights.
  • An exhaustive analysis of macro and micro factors influencing the market guidedby key recommendations.
  • Analysis of regional regulations and other government policies impacting the global media and entertainmentmarket.
  • Insights about market determinants which are stimulating theglobalmarket.
  • Detailed and extensive market segments with regional distribution of forecasted revenues.
  • Extensive profiles and recent developments of market players.

Table of Contents

1. Report Summary

  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Geography

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion
  • 2.3. Rules & Regulations

3. Competitive Landscape

  • 3.1. Company Share Analysis
  • 3.2. Key Strategy Analysis
  • 3.3. Key Company Analysis
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments

4. Market Determinants

  • 4.1. Motivators
  • 4.2. Restraints
  • 4.3. Opportunities

5. Market Segmentation

  • 5.1. Global Media and EntertainmentMarket byType
    • 5.1.1. Online/DigitalPlatform
      • 5.1.1.1. Radio & Music
      • 5.1.1.2. Digital Signage
      • 5.1.1.3. Theatrical Productions
      • 5.1.1.4. Gaming
      • 5.1.1.5. Video Streaming
      • 5.1.1.6. Others (Virtual Reality and Podcasts)
    • 5.1.2. Offline Platform
      • 5.1.2.1. Events and Trade Shows
      • 5.1.2.2. Amusement Parks
      • 5.1.2.3. Others (Newspaper/Magazines)

6. Regional Analysis

  • 6.1. North America
    • 6.1.1. United States
    • 6.1.2. Canada
  • 6.2. Europe
    • 6.2.1. UK
    • 6.2.2. Germany
    • 6.2.3. Italy
    • 6.2.4. Spain
    • 6.2.5. France
    • 6.2.6. Rest of Europe
  • 6.3. Asia-Pacific
    • 6.3.1. China
    • 6.3.2. India
    • 6.3.3. Japan
    • 6.3.4. Rest of Asia-Pacific
  • 6.4. Rest of the World

7. Company Profiles

  • 7.1. Amazon Web Services, Inc.
  • 7.2. AMC Entertainment Holdings, Inc.
  • 7.3. Apple Inc.
  • 7.4. AT&T Inc. (Warner Bros. Entertainment Inc.)
  • 7.5. Barco NV
  • 7.6. Bertelsmann SE & Co. KGaA
  • 7.7. Cinemark Holdings, Inc.
  • 7.8. Cineplex Inc.
  • 7.9. Cineworld Group PLC
  • 7.10. Eros International PLC
  • 7.11. Facebook, Inc.
  • 7.12. Fox Corp.
  • 7.13. Google LLC
  • 7.14. Intel Corp.
  • 7.15. LG Electronics Inc.
  • 7.16. Microsoft Corp.
  • 7.17. Netflix Inc.
  • 7.18. News Corp.
  • 7.19. Samsung Electronics Co., Ltd.
  • 7.20. Sony Corp. (Sony Pictures Entertainment)
  • 7.21. The New York Times Co.
  • 7.22. The Walt Disney
  • 7.23. Thomson Reuters Corp.
  • 7.24. Viacom CBS Inc. (Paramount Pictures Corp.)
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