ICT

Entertainment and Media Market

By Segment, By Region, And Segment Forecasts, 2014 – 2030

Vertical: ICTBase Year: 20189 Sections

Executive Summary

Entertainment and Media Market — Snapshot

  • Market Size (2014)

    2014

    $1.78B

  • Projected (2030)

    2030

    $6.71B

  • CAGR (2014–2030)

    8.6%

    8.6%
  • Key Players

    109+

Entertainment and media industry is widely diversified and has witnessed a transformation in terms of technology and applications in recent years. This transformation has led to the 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. Key factors contributing to the market growth are increasing penetration of smartphones, growing eSports sector, rising demand for on-demand and live streaming of music and videos and growing investments by key players for development of augmented reality and virtual reality platforms. Other factors influencing the market growth are increasing number of television subscriptions, growing number of radio listeners, rapidly growing video game market, outdoor advertising, and rising penetration of social media among the consumers. The entertainment and media industry is expected to attain a rapid growth with advancements in digital technologies and the emergence of 5G network connectivity services in the coming years. Emerging small and medium enterprises offering regional and local content to international audience also promotes the industry’s growth. Artificial Intelligence is expected to have an impact on the gaming sector with consumers demanding enhanced gaming experience will present an opportunity for key players to invest. However, controlling piracy and proper enforcement of copyright laws still remains a restraint for the market players. The entertainment and media market witness billions of dollars of loss due to piracy and illegal file sharing practices. Growing cyber-attacks on online platforms also pose a challenge to address for the market players.

The global entertainment and media market has generated a revenue of USD 2,115.2 billion in 2018 and is expected to reach a market value of USD 6,709.4 billion by 2030 growing at a 10.40% CAGR. North America accounts for 42% market share in the entertainment and media market due to the increasing adoption of smartphones. Growing film industry, increasing adoption of video streaming services and video games among the individual users in North America are expected to drive the entertainment and media market throughout the forecast period.

The European entertainment and media market acquired around 27% market share globally in 2018. Europe is witnessing high adoption rate of TV subscriptions, rising radio listeners, increasing popularity of video games and e-books. Among the European countries, currently, Germany is dominating the market with a market share of 31%, followed by the UK with a 26%, and France with a 16% market share. Russia is projected to grow with the fastest CAGR of 13.06% during the forecast period in the entertainment and media market due to its increasing adoption of smartphones and rising penetration of internet. Further, the growing adoption of e-sports, e-books and over-the-top (OTT) services in countries such as Sweden, the Netherlands, Austria, Switzerland, Belgium, Bulgaria, Denmark, Czech Republic, Finland, Greece, Hungary, Portugal, Poland is also expected to boost market growth in Europe.

The entertainment and media market in Asia-Pacific acquired a 23% market share in terms of revenue generation as China, India, Japan, South Korea, Malaysia, Australia, New Zealand, Indonesia, Singapore, and the Philippines are experiencing significant growth in their respective entertainment and media industry. Further, growing digitalization is driving the growth of smartphones and video games in the region, which is thereby expected to fuel the market growth of entertainment and media in the region.

The entertainment and media market in the rest of the world acquired around 8% market share globally in 2018. This region is witnessing high adoption of digital platforms for viewing video content and listening to music in countries such as Brazil, Argentina, Colombia, Chile, the UAE, Saudi Arabia, and South Africa. Moreover, various investments by key market players are contributing to the growth of the market in this region

Key Insight

The Entertainment and Media Market market is projected to grow at a CAGR of 8.6% from 2014 to 2030.

Market Performance Trend

Historical performance and future projections (2020–2030, USD Billion)

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Market Scope & Coverage

What this report covers

  • Geographic Coverage: This analysis covers 4 regions: North America, Asia Pacific, Europe, Rest of the World.
  • Market Segmentation: The market is analyzed across 2 segments: Wired, Wireless. Forecasts are provided for each segment from 2014 to 2030.
  • Competitive Landscape: 109 leading companies are profiled, covering market positioning, strategies, and recent developments.

Market Size (USD Mn)

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Market Overview

Entertainment and Media Market — Growth Trajectory

The entertainment and media market consists of major sub segments including movies/cinema, television, music, publishing, radio, internet, advertising and gaming. Media refers to the means of mass communication which include broadcasting, publishing, and the Internet. Entertainment is generally associated with content like video, audio and gaming among others. Together, the entertainment and media market encompasses a vast array of segments generating revenue through advertisements, broadcast rights, intellectual property rights, ticket sales and public and private funding among others. The entertainment and media market is currently being transformed by latest industrial developments such as wireless, mobile, devices, digitization, 5G, cloud storage, consumer analytics, and social media platforms.

Entertainment and Media Market — Growth Trajectory

Wired
Wireless

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Market Size Trend (USD Mn)

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Market Dimensions

How this market is segmented

  • Type Type is broken down into: Book & Magazine, Films and Theatrical, Social Media, Music, Animation, Video Games, Outdoor/Leisure/Gambling, Radio and Broadcasting, Amusement Park/Facilities, Sports, Toys, Art.
  • Application Application is broken down into: Wired, Wireless.

Geographic Analysis

Regional market breakdown

  • North America North America market size reached $765.90M in 2014 and is projected to reach $2.36B by 2030, growing at a CAGR of 7.3%.
  • Asia Pacific Asia Pacific market size reached $370.40M in 2014 and is projected to reach $2.11B by 2030, growing at a CAGR of 11.5%.
  • Europe Europe market size reached $510.50M in 2014 and is projected to reach $1.58B by 2030, growing at a CAGR of 7.3%.
  • Rest of the World Rest of the World market size reached $137.80M in 2014 and is projected to reach $659.90M by 2030, growing at a CAGR of 10.3%.

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Research Methodology

Entertainment and Media Market — How We Researched This Market

This report applies a rigorous multi-stage research process combining primary interviews, secondary data sources, and bottom-up market modelling to ensure accuracy and completeness across all segments and geographies.

  • Base Year

    2018

  • Historical Period

    2014 – 2018

  • Forecast Period

    2018 – 2030

  • Primary Interviews

    150+

Research Process

Historical data (2014–2018) and forecast period (2018–2030)

1

Problem Definition

  • Market scoping
  • Objective setting
  • Framework design
2

Secondary Research

  • Literature review
  • Data mining
  • Trend analysis
3

Primary Research

  • Expert interviews
  • Field visits
  • Surveys
4

Data Analysis

  • Quantitative modeling
  • Statistical testing
  • Validation
5

Insights & Reporting

  • Synthesis
  • Recommendations
  • Visualization

Research Depth

Our research process spans primary interviews with industry stakeholders combined with comprehensive secondary data analysis, validated through triangulation across multiple independent sources.

Historical vs. Forecast Data

Historical (observed)
Forecast (modelled)

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Competitive Landscape & Porter's Five Forces

Entertainment and Media Market — Competitive Analysis

Threat of New Entrants

The entertainment and media market is expected to witness substantial growth during the forecast period. The capital investment for entering the market is high since the entertainment and media industry is mature, and new firms incur high costs to establish a presence and compete with the existing players of the market. Sunk costs are business costs that cannot be recovered; the risk of incurring high sunk costs if a firm exits the market further increases the barriers for the new entrants in the global entertainment and media market. Moreover, the costs required by the firms for brand development and distribution is also high, which further limits the entry of new players into the market. Therefore, the new entrants are expected to present a low threat to the existing competitors in the global entertainment and media market during the forecast period.

Bargaining Power of Suppliers

The entertainment and media industry has a large number of suppliers; this makes them have less power over dictating the prices of the products. Moreover, the cost of switching from one supplier to another is moderate. The number of content creators and providers in the entertainment and media industry is high; the increased outsourcing prevent these providers from affecting strategic management decisions of organizations and imposing demands on the key market players due to a number of available sources of content. Therefore, the bargaining power of suppliers is expected to be low in the global entertainment and media market during the review period.

Bargaining Power of Buyers

The low switching cost makes it easy to switch from one player to the other, thus decreasing brand loyalty among consumers. This gives more power to the buyers to dictate the prices in the entertainment and media industry. The price sensitivity of the end users of this market is moderate as fluctuations in the prices of entertainment and media products and services does not have a significant impact on buyers as they have options to switch to online sources of entertainment at a lower cost. This makes the ability of buyers to switch to substitutes easy, which further determines pricing for the company’s offerings. Therefore, the bargaining power of the buyers is expected to be high in the global entertainment and media market during the forecast period.

Threat of Substitutes

The availability of close substitutes for the entertainment and media market is expected to remian moderate. Close substitutes are only present within the sub-segments of the industry, which include e-newspapers for printed newspapers, e-magazines for printed magazines and e-books for printed books. Buyers have a choice to opt for printed or digital media which results in loss of business for printed media enterprises and raises the profitability of digital media providers. The industry has seen a paradigm shift towards digital technologies owing to consumers preference of on-demand and live streaming of events. Key players such as Google LLC and Apple Inc. have transformed video content distribution with the help of digital platforms. Moreover, the variety of content offered by the entertainment and media providers is high and is expected to play a key role in determining the market growth in the coming years.

Intensity of Rivalry

The entertainment and media industry is growing at a significant pace and is expected to attain a higher growth rate in the upcoming years. There are many established firms offering media and entertainment products and services in the market making the competition high. Key players are focused on adopting strategies such as collaboration in order to gain a greater market share to have competitive advantage over other players. Moreover, companies that produce high-quality animated video content and games compete against each other making the industry environment highly competitive. Hence the intensity of rivalry in the global entertainment and media market is likely to be high during the forcast period

Quantitative Analysis

Regional Breakdown

Regional market breakdown for Entertainment and Media Market.

Regional Market Size (USD Mn)

Market estimates by geography (2030)

USD Mn

InsightNorth America leads with $2.36B by 2030, while Asia Pacific is projected to grow fastest at a 11.5% CAGR.

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Regional Market Data

REGION201420182030CAGRSHARE
North America$765.90M$1.13B$2.36B7.3%35%
Asia Pacific$370.40M$723.60M$2.11B11.5%31%
Europe$510.50M$735.70M$1.58B7.3%24%
Rest of the World$137.80M$246.90M$659.90M10.3%10%
Total$1.78B$2.83B$6.71B8.6%100%

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Segment Revenue (2030)

Wired
Wireless
01062212331854246

Segment Market Share

  • Wired58%
  • Wireless42%

Total Market Size

$6.71B

Market by Segment (2030)

APPLICATIONREVENUE ($B)GROWTH RATEMARKET PENETRATION
Wired$3.86B8.6%
87%
Wireless$2.85B8.6%
89%

* Revenue projections based on 2025 estimates. Growth rates represent CAGR 2024–2030. Market penetration indicates current adoption rate within addressable market segments.

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Analytics

Entertainment and Media Market — Key Findings

Analytical insights on Entertainment and Media Market covering market dynamics, competitive landscape, and strategic outlook.

Key Analytical Findings

The Entertainment and Media Market market is projected to reach $6.71B by 2030, growing at 8.6% CAGR. The Wired segment holds the largest share.

Market Dynamics

Increasing popularity of video games and e-sports and increasing penetration of smartphones are some major factors driving the market growth of media and entertainment. However, piracy is the major restraining factor for the market. On the other hand, development in 5G is expected to develop fruitful opportunity in the market.

Market Drivers

The eSports segment of the media and entertainment industry has seen a meteoric rise over the last 10 years. This rise can be attributed to the increasing popularity of video games which are being played across devices such as smartphones, laptops, desktops, and gaming consoles. Tournaments for eSports have also gained increased popularity with prize pools of certain tournaments rivaling some of the biggest events in traditional sports. The total prize pool of Defense of the Ancients (DOTA) International 2018 was USD 25.5 million which exceeded the prize pool of traditional sporting tournaments including the 2018 US Open for golf and the 2018 Tour de France which had prize pools of USD 12 million and USD 2.7 million, respectively. Such events have registered more impressive numbers in terms of viewership such as the 2017 League of Legends (LoL) world championship which drew over 106 million viewers, on par with mega sporting events such as the 2018 Super Bowl. These events have managed to generate large revenues through corporate sponsorships, ticket sales, merchandising, and broadcasting rights. The growth of eSports is further driven by mass media investments from the likes of ESPN, BT Sport, and YouTube. Professional eSports leagues such as the Overwatch League, Intel Extreme Masters, and League of Legends Masters Series are being developed to further attract audiences and increase investments. There is increasing non-endemic sponsorship from heavy-weights Adidas, VISA, and Pepsi for eSports events as they have managed to capture the millennial demographic which is significant for large sponsors.

Thus, the increasing popularity of eSports is expected to drive the growth of the global entertainment and media market during the forecast period.

Market Opportunities

The increasing demand for more efficient and faster mobile networks from end users has contributed to the overall demand for 5G network connectivity and its development. Companies such as AT&T and Verizon have opened 5G test sites in cities such as Dallas, Atlanta, Sacramento, and Los Angeles. The 5G technology is expected to be commercially deployed in the US by 2022. Governments in different countries such as India have started various initiatives such as the 5G India Forum (5GIF) to speed up deployment. The rollout of 5G technology is expected to transform the entertainment and media industry completely. It is expected to be 10 times faster than 4G technology which will make the process of downloading videos, audio, and gaming content online almost instantaneous. The technology is also expected to significantly improve user experience across all devices including gaming consoles, mobile phones, laptops, and smart TVs. The deployment of 5G will realize the process of live streaming 4k videos which will benefit both viewers and content streamers in terms of user experience. It will allow more devices to be connected to content delivery networks which will improve the overall process of content delivery. The improved user experience of video streaming platforms, gaming platforms, and mobile gaming platforms due to the rollout of 5G is expected to attract more advertisers, marketers, and brands which presents an opportunity for players in the global entertainment and media market.

Market Restraints

Piracy of content has been a serious issue for the entertainment and media industry for a long time. Piracy has affected different segments of the industry ranging from stock photography through music and film to videogames. The increasing commercialization of the Internet has led to an increase in digital piracy in recent years. Easy access to the Internet has enabled individuals to easily pirate copyrighted content as it allows for anonymous communication and provides increased access to the content. The availability of digital content has been one of the biggest causes of piracy around the world. Unavailability of media due to different release dates, region formats, location blocks, rarity and lack of distribution tools has further pushed individuals toward illegally accessing content. These factors, coupled with high costs and user unwillingness to pay for freely available content, has further fueled the rise of piracy of digital media. The inability of ISPs to completely block torrent websites which offer pirated content has further aggravated the losses faced by entertainment and media companies. The piracy of digital content largely hurts the sales of content providers. Hence, the piracy of digital content is expected to hamper the growth of the global entertainment and media market during the forecast period.

Market Challenges

Cyber-attacks on online video streaming platforms have become a major concern for the media and entertainment industry. As film production increases, production companies are using cloud and over-the-top (OTT) technologies to deliver content directly to viewers, on virtually any device. As more of the media content is being pushed online, viewing habits are also changing as people are accessing the same video content from multiple devices. Although this change has led to increased business opportunities, it has also created security challenges for media companies. Media content and viewers’ personal data are now being stored together at media data centers which has made it easier for cybercriminals to access such information. The level of sophistication of attacks is increasing which has made it harder for media providers to identify and stop them before they impact their businesses. In 2015, the French TV network TVMonde5 was taken offline for approximately 20 hours by hackers who took control of over 12 live broadcast channels. In 2016, Netflix customers in the UK were the subject of a phishing attack which stole login and payment information. Apart from breaches of personal customer information, online video streaming platforms are facing losses due to credential sharing and intellectual property theft. Entertainment and media companies have started seeking content protection for the pre-release as well as post-release of content online. Key players have resorted to content delivery network monitoring and digital rights management software tools to protect their content. However, the increased number of cyber-attacks on online video streaming and gaming platforms pose a grave challenge for the growth of the global entertainment and media market.

Strategic Outlook and Future Directions

Near-term growth will likely concentrate in modular bioreactor lines and closed-system media workflows that shorten validation cycles while preserving batch traceability.

Partnerships between CDMOs and instrumentation vendors should accelerate standard datasets for comparability across sites, improving forecasting models used in capacity planning.

Longer horizon, organoid and microphysiological adoption may reshape segment mix; teams that invest early in assay interoperability and cloud QC hooks are better positioned to capture upside without fragmenting their analytics stack.

Market Value by Segment (2030)

Value (USD Mn)
Wired
Wireless

Companies

Key companies profiled in Entertainment and Media Market

Profiles of 109 companies operating in the Entertainment and Media Market market, including revenue, employee count, and market positioning where available.

Showing 109 of 109 companies

CBS Corpor

CBS Corporation

ICT

Company Headquarters: New York, US Founded: 1986 Workforce: 12,770 Company Working CBS Corporation is a mass media company, which creates and distributes content across a variety of platforms to audiences across the globe. The company operates in every field of media and entertainment including cable, publishing, local TV, film and interactive services. The company operates its business via entertainment, cable networks, publishing, and local media segments. The entertainment segment comprises the CBS Television Network, CBS Television Studios, CBS Studios International, CBS Television Distribution, CBS Interactive, and CBS Films as well as the company's digital streaming services, CBS All Access and CBSN. The cable networks consist of CBS Sports Network, Showtime Networks, and Smithsonian Networks. The publishing segment manages the Simon & Schuster's consumer book publishing business under the names of Simon & Schuster, Pocket Books, Scribner, and Atria Books. The local media segment consists of CBS Television Stations and CBS Local Digital Media which manages content from local websites and television stations. CBS Corporation majorly operates in the US and Canada.

Revenue$0.0B
Employees12,770
Market CapN/A
Founded1985
New York, US
Bertelsman

Bertelsmann SE & Co. KGaA

ICT

Company Headquarters: Germany Founded: 1835 Workforce: ~17,377 Company Working: Bertelsmann SE & Co. KGaA (Bertelsmann) is an education, media, and services company who along with its subsidiaries, engages in television broadcasting, magazine publishing, e-learning, music rights, and services businesses. The operating divisions of the company include RTL Group, Gruner + Jahr, Penguin Random House, BMG, Bertelsmann Printing Group, Bertelsmann Education Group, and Bertelsmann Investments. The RTL Group deals with television broadcasting, the Penguin Random House engages in trade book publishing, Gruner+ Jahr involves in magazine publishing, BMG is the music service provider, Arvato offers SCM, financial, and IT solutions and services to the clients, the Bertelsmann Printing Group deals with printing activities, Bertelsmann Education Group engages in providing education services, and Bertelsmann Investments deals with funds. The company has a presence in more than 50 countries, with major operations in Western European countries such as Germany, France, the UK, and the US.

Revenue$0.0B
Employees17,377
Market CapN/A
Founded1834
Germany
Comcast Co

Comcast Corporation

ICT

Company Headquarters: US Founded: 1963 Workforce: ~189,000 Company Working: Comcast Corporation is a media and technology company that provides video, Internet, and phone services to its customers. The company operates through three primary segments: Comcast Cable, Sky, and NBCUniversal. Comcast Cable has one reporting sub-segment, namely, cable communications. NBCUniversal has four reportable sub-segments: broadcast television, cable networks, theme parks, and filmed entertainment. The cable communications segment provides high-speed Internet, video, security and automation, and voice services under Xfinity’s brand name. The cable networks segment covers national cable networks, news networks, regional sports, cable television studio production operations, and international cable networks. The broadcast television sub-segment provides Telemundo broadcast networks and NBC. The theme parks segment comprises Universal theme parks in Orlando, Florida, Hollywood, Osaka, Japan, and California. The filmed entertainment segment consists of production, acquisition, distribution, and marketing of filmed entertainment. The Sky business segment comprises a direct-to-consumer business’s operations, providing video, high-speed Internet, voice, and wireless phone services. The corporate & other segment includes operations of other business such as Comcast Spectacor and wireless phone services. The company has a high presence in the North American and European regions. It is a public company listed on the NASDAQ Stock Exchange as NASDAQ: CMCSA.

Revenue$0.1B
Employees189,000
Market CapN/A
Founded1962
US
The Walt D

The Walt Disney Company

ICT

Company Headquarters: California, US Founded: 1923 Workforce: 201,000 Company Working: The Walt Disney Co. is an international family entertainment and media enterprise. It operates through the following business segments: media networks, parks & resorts, studio entertainment, and consumer products and interactive media. The media networks segment comprises cable and broadcast television networks, television production and distribution operations, domestic television stations, radio networks and stations. The parks and resorts segment overlook the operation of the Walt Disney World Resort in Florida; the Disney Vacation Club; Aulani, a Disney Resort & Spa in Hawaii; the Disneyland Resort in California; the Disney Cruise Line; and Adventures by Disney. The studio entertainment segment involves the production of live-action and animated motion pictures, direct-to-video content, musical recordings and live stage plays. The film produced are distributed under the Walt Disney Pictures, Pixar, Marvel, Lucasfilm, and Touchstone banners. The consumer products and interactive media segment authorizes the company's trade names, characters, and visual and literary properties to the manufacturers, game developers, publishers, and retailers across the globe. This segment also includes published magazines and comic books, games developed primarily for mobile platforms, and distribution of branded merchandise directly via retail, online and wholesale businesses. The company has a wide geographic presence across the North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa.

Revenue$0.1B
Employees201,000
Market CapN/A
Founded1922
California, US
Alphabet I

Alphabet Inc.

ICT

Alphabet Inc. (Alphabet) is an American multinational company that operates through a collection of businesses of several industries, including technology, life sciences, investment capital, and research. Its subsidiaries include Calico, CapitalG, Chronicle, DeepMind, Google, Google Fiber GV, Jigsaw, Sidewalk Labs, Verily, Waymo, and X, among which Google accounts for the largest share of total revenue generated by Alphabet. In 2016, the net revenue of the company was USD 89.5 billion, which is around 99% of the total revenue of Alphabet, Inc. Google announced its conglomerate to be Alphabet on August 10, 2015. Google is Alphabet’s leading and largest subsidiary. Google, Inc. is a leading technology company specialized in internet-related service and products. It is a wholly owned subsidiary of Alphabet, Inc. Online advertising, search engine, cloud computing, software, and hardware are some of the major specialized products of Google. In retail cloud market, Google offers cloud platform and analytics solution to retail customers. Google is an American multinational company and initially was incorporated as a privately held company. Later, in 2004, the company announced its first public offering. The company offers managed services in terms of work productivity, scheduling, time management, instant messaging, video chats, language translation, mapping, video sharing, notetaking & photo organizing and editing, through its various applications. Google offers Google Search, Google Now, AdWords, AdSense, Double Click Ad Exchange, AdExchange, and AdMob. Google is known to build technology products and provide services to organize information.

Revenue$0.2B
EmployeesN/A
Market CapN/A
FoundedN/A
United States, North America
Grupo Glob

Grupo Globo

ICT

Company Headquarters: Brazil Founded: 1925 Workforce: ~ 10,000 Company Overview: Grupo Globo is a media and entertainment company that offers information, entertainment, and culture through quality content. The company operates through the following segments: TV Globo’s, Globo Films, Globosat, Infoglobo, Editora Globo, Som Livre, and ZAP. TV Globo broadcasts content in Latin America through its own networks. Globo Films provides co-production of Brazilian films whereas Globosat is a subscription programme that offers more than 30 channels including Globonews, SporTV, Multishow, GNT, Viva, and Globo stand. The Infoglobo offers daily newspapers O Globo, whereas Editora Globo segment offers editing of classic and contemporary books through Globo Livros. Som Livre works in the music industry and offers traditional media (CDs, DVDs, and others), as well as digital media offerings and events. Moreover, Globo.com provides internet-related technology services and platforms.

RevenueN/A
Employees10,000
Market CapN/A
Founded1924
Brazil
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About the Author

ICT Research Team

ICT

Wantstats' technology team put this together — analysts who track vendor roadmaps, standards bodies, and enterprise adoption curves for a living. The numbers reflect proprietary tracking data cross-referenced with executive interviews, reviewed internally before release.

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I have been reading the first document or the study, the Global HVAC and FP market report 2021 till 2026. Must say, good info! I have not gone in depth at all parts, but got a good indication of the data inside!
Jason Lee

R&D Director, Seojin

Thanks for your great support. Appreciate it. Well received report. It helps us to understand market well. We're planning other area of survey in the future, let's keep in touch.
Akif Moroglu

Strategy & Business Development Director, Dogan Holding

We got the report in time, we really thank you for your support in this process. I also thank to all of your team as they did a great job.
Noah Malgeri
Noah Malgeri

Co-Founder, Mojave Rail Fabrication Limited

This is really good guys. Excellent work on a tight deadline. I will continue to use you going forward and recommend you to others. Nice job.
Michael Robert

Manager, JavolVision

Thanks, I am so happy that we worked together. Maybe we still can work together in the future.
Joseph Aguayo
Joseph Aguayo

Sales Operations & Pricing Manager, Intel

Thanks. It's been a pleasure working with you, please use me as reference with any other Intel employees.
Bong Lau

Sales Leader, Bamberg

We bought your "2025 report" in 2020. Everything is fine and very good.
Peter Groot Koerkamp
Peter Groot Koerkamp

Account and Business Manager, EFS-Holland BV

Thanks for sending the report it gives us a good global view of the Betaïne market.
Younghwan Choi
Younghwan Choi

Senior Retail Manager, LG Chem

We found the report very insightful! we found your research firm very helpful. I'm sending this email to secure our future business.
Mark Irwin

Management Consultant, Level 21

I am very pleased with how market segments have been defined in a relevant way for my purposes (such as "Portable Freezers & refrigerators" and "last-mile"). In general the report is well structured. Thanks very much for your efforts.
Rob Kooiker

Group Product Manager HVAC & Fire Protection GMA, Rockwool

I have been reading the first document or the study, the Global HVAC and FP market report 2021 till 2026. Must say, good info! I have not gone in depth at all parts, but got a good indication of the data inside!
Jason Lee

R&D Director, Seojin

Thanks for your great support. Appreciate it. Well received report. It helps us to understand market well. We're planning other area of survey in the future, let's keep in touch.
Akif Moroglu

Strategy & Business Development Director, Dogan Holding

We got the report in time, we really thank you for your support in this process. I also thank to all of your team as they did a great job.

Entertainment and Media Market

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