Market Size (2015)
2015
—
Vertical: ICTBase Year: 202110 Sections
Market Size (2015)
2015
—
Projected (2030)
2030
—
CAGR (2015–2030)
N/A
Key Players
108+
Until recently, the media and entertainment industries struggled to reach their intended audiences. But this is fast changing as a result of big data and analytics. Companies in the media and entertainment industries have launched their data-driven journeys. Data is being utilized on a wide scale for the first time to provide the right content to the right people on the right platform at the right moment. The fact that media corporations are focusing so intensively on consumers is a key component in this transition. Data is being utilized to customize consumers' consumption experiences by delivering the exact right material to them at the exact right time and place, on whatever device they happen to be using at the moment. Data is also being used to maintain the network working as expected by customers, including the so-called "last mile," which is the portion of the network that actually carries material into consumers' homes and is sometimes outside the control of certain media firms. Most importantly, data is critical to changing the way media businesses assess the effectiveness of their initiatives. The latter represents a really significant shift. Traditional broadcast and cable businesses, as well as digital sources and social media, are changing the way they sell commercials and develop and program content. They leverage big data and advanced analytics to sell business results rather of relying on outmoded proxy measurements like gross rating points (GRPs), click-throughs, or impressions. Instead of focusing on increasing total revenue, they are focusing on increasing real revenue.
The media and entertainment industries are fast expanding, from 4K to 8K to virtual reality and beyond. As customers want more control, video is being filmed at ever-increasing resolutions, UHD broadcasting is gaining traction, and OTT streaming continues to upset the sector. Media firms are developing mountains of fresh material in order to captivate viewers. The capacity to rapidly transmit vast amounts of rich media across worldwide production teams and distribution channels has never been more vital. IP network-based manufacturing and distribution is gaining traction. OTT services such as Netflix have gained widespread adoption, live streaming experiences are becoming more popular, and consumers are seeking more control over when and what they watch.
The worldwide pandemic affected the theatrical and home/mobile entertainment industries in 2020, with movie theatres and production companies temporarily closing. Viewers were compelled to stay at home for their audiovisual pleasure while millions were quarantined. Along with the epidemic, new streaming media services from major studios like as Disney, Universal, and Warner Bros. joined (and competed with) Netflix, Hulu, and Amazon. As a result, stay-at-home customers may enjoy premium TV and movies across several screens and providers. While industry analysts had noted that this trend was already underway, many believe that the epidemic has accelerated the rate of adoption. The COVID-19 outbreak caused significant disruptions in the Media & Entertainment business.
There are more entertainment hours to fill at home. In this setting, suppliers of 'at-home entertainment' are engaging consumers more, reaching new and wider audiences, and even broadening their use cases.Despite consumption was growing, however, income was down overall since advertising spending, on which the business is highly reliant, is contracting and entire areas of the industry are shutting down. Production was also halted at a time when people are consuming more, placing strain on content libraries and potential shortages. Yet, mitigating and compensating effects are beginning to appear from 202.
Streaming video, social media, and gaming are enabling new business models while also altering media and entertainment. The true story for 2023, however, is that these three sectors are becoming increasingly intertwined as part of a larger and more diverse media and entertainment ecosystem. Successful businesses will most likely establish compelling visions that cross various industries and propel them ahead. In 2023, all indicators point to continued transformation in the media and entertainment industries. Studios and video streamers are dealing with the realities of their own market disruption, seeking to find revenues in a less viable economy. They fight not just for attention, time, and income, but also for social media, user-generated content, and video games. The latter have developed more swiftly, remaining close to younger demographics. As SVOD firms spend billions on material to entice fickle users, social media platforms have more free video content than they can handle. Major social networking sites are embracing user-generated video content (UGC), emphasizing users' interests above connections—and resembling a new type of tailored TV. While the creator economy has aided social media and brought independent producers closer to their audiences, creative earnings remain meagre and uncertain. Major UGC providers appear to be at a loss for how to best assist their content producers and brand ambassadors while keeping their own expenses low. Meanwhile, more socialization may be going to messaging platforms that are more utilitarian than entertaining. The tale of gaming in 2023 is that it is affecting every aspect of the media and entertainment industries. Video games should be considered in all entertainment strategy, from basic smartphone games to massively multiplayer services and sophisticated hyper-realistic narrative game worlds. Gaming may also emphasize the close communities and fandoms that may help maintain and expand entertainment properties. By 2023, it may be evident that video, social, message, and interactive are all components of the same engagement ecosystem.
The global entertainment and media market generated a revenue of USD 2,244.8 billion in 2020 and is expected to reach a market value of USD 5,099.2 billion by 2030, growing at an 8.9% CAGR. The study of the global entertainment and media market provides detailed information about the industry trends and dynamics, market size, competitive landscape, and growth opportunities. This research report categorizes the market based on type, applications and region/country.
Based on type, the market has been segmented into music & theatre, radio & broadcasting, social media, films, sports, animation, gaming & gambling, outdoor/ leisure, books & magazines, amusement parks/ facilities, and toys. Based on applications, the market has been segmented into wired and wireless. Based on region the market has been segmented into North America, Europe, Asia-Pacific, Middle East & Africa and South America.
During the study, MRFR has identified the players that contributed a significant share to the growth of the global entertainment & media market. These players focus on innovation and thus, invest in research and development to present a cost-effective product portfolio. There have been recent mergers and acquisitions among the key players, a strategy the business entities leverage to strengthen their reach to the customers. Furthermore, the global market is highly fragmented, with the presence of several prominent vendors. providers in the market are adopting several organic and inorganic growth strategies, such as product enhancement & technological advancements, product launches, acquisitions, partnerships, agreements, and collaboration, to improve their position and excel in the global entertainment & media market.
Entertainment & Media Market is a key focus area for market intelligence and strategic research.
Historical performance and future projections (2020–2030, USD Billion)
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View Subscription PlansMovies/cinema, television, music, publishing, radio, the internet, advertising, and gaming are all key sub areas of the entertainment and media market. Broadcasting, publishing, and the Internet are examples of media outlets for mass communication. Entertainment is commonly connected with video, audio, and gaming, among other things. Advertisements, broadcast rights, intellectual property rights, ticket sales, and public and private funding are just a few of the revenue-generating segments in the entertainment and media business. Latest industrial advances such as wireless, mobile, gadgets, digitization, 5G, cloud storage, consumer analytics, and social media platforms are currently transforming the entertainment and media sector.
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View Subscription PlansThis 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
2021
Historical Period
2015 – 2021
Forecast Period
2021 – 2030
Primary Interviews
150+
Historical data (2015–2021) and forecast period (2021–2030)
Our research process spans primary interviews with industry stakeholders combined with comprehensive secondary data analysis, validated through triangulation across multiple independent sources.
Threat of New Entrants
The entertainment & media market is expected to witness substantial growth during the forecast period. However, 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 market. Moreover, the costs required by the firms for brand development and distribution are 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 & media market during the forecast period.
Bargaining Power of Suppliers
The entertainment & 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 prevents these providers from affecting organizations' strategic management decisions and imposing demands on the key market players due to several available sources of content. Therefore, the bargaining power of suppliers is expected to be low in the global entertainment & media market during the review period.
Threat of Substitutes
The availability of close substitutes for the entertainment & media market is expected to remain moderate throughout the forecast period. 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.
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 do 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 the pricing of the company’s offerings. Therefore, the bargaining power of the buyers is expected to be high in the global entertainment & media market during the forecast period.
Intensity of Rivalry
The entertainment & media industry is growing rapidly and is expected to attain a higher growth rate in the upcoming years. Many established firms offer media and entertainment products and services in the market, making the competition high. The key players are focused on adopting strategies such as collaboration to gain a greater market share to have a 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 & media market is likely to be high during the forecast period.
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Analytical insights on Entertainment & Media Market covering market dynamics, competitive landscape, and strategic outlook.
Entertainment & Media Market represents a significant market opportunity with multiple growth drivers across regions and segments.
can be due to the growing popularity of video games played on mobile devices, laptops, desktop computers, and gaming consoles. Tournaments for eSports have also grown in popularity, with prize pools rivalling some of the biggest events in traditional sports. For instance, the Dota 2 International, which began in 2013 with the highest ever prize pool in the esports segment of USD 1.3 million, currently has a total prize pool of USD 34.3 million, surpassing the prize pools of conventional sporting tournaments such as the US Open for golf and the Tour de France, which had prize pools of USD 12 million and USD 2 million, respectively. The Dota 2 International 2020, which was scheduled to take place in August 2020 but was postponed due to the COVID-19 pandemic, had take place in August 2021, with a prize pool of USD 40 million, USD 38 million of which came from contributions from gamers all over the world via its yearly battle pass compendium. Similar events have drawn higher crowds, such as the 2020 League of Legends (LOL) world championship, which drew over 3.8 million viewers, bringing it on pace with major sporting events like the 2018 Super Bowl. The International Dota 2 tournament in 2019 was also the most-watched event on Twitch, with over 1.1 million viewers watching the grand finals alone. These events have generated significant revenues through corporate sponsorships, ticket sales, merchandising, and broadcasting rights.
Over the years, the eSports industry has seen incredible growth in terms of audience and revenue. The increase in revenue is mostly due to an increase in viewing – and not just because those viewers earn income. Companies are investing in eSports marketing, both directly and indirectly, since they see the opportunity to reach a large and engaged audience. ESPN, BT Sport, and YouTube have all invested in eSports, assisting the sport's growth. To increase audience and investment, professional eSports leagues such as the Overwatch League, Intel Extreme Masters, and League of Legends Masters Series are being developed. Established brands such as Adidas, VISA, and Pepsi are boosting non-endemic sponsorship for eSports events as they have managed to grab the millennial audience, which is vital for huge advertisers. Thus, the increasing popularity of video games and eSports is expected to drive the growth of the global entertainment & media market during the forecast period.
The rising 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 established 5G test sites in cities such as Dallas, Atlanta, Sacramento, and Los Angeles. 5G technology is expected to be commercially deployed in the US by 2022. To accelerate deployment, governments in countries such as India have launched efforts like as the 5G India Forum (5GIF). The arrival of 5G technology is expected to significantly alter the entertainment and media industries. It will be 10 times faster than 4G technology, making downloading videos, music, and games from the Internet almost instantaneous. The technology is also expected to improve user experience across all platforms, such as gaming consoles, smartphones, desktops, and smart Televisions. 5G is projected to pave the way for augmented and virtual reality apps, as well as a completely new channel for reaching consumers. Gaming will almost certainly be at the forefront of 5G-enabled innovation. Mobile cloud gaming will also benefit from fast responsiveness and high-resolution, real-time streaming.
The introduction of 5G will enable the process of live streaming 4K videos, which will improve the user experience for both users and content broadcasters. It will enable more devices to connect to content delivery networks, improving the overall content distribution process. Due to the implementation of 5G, the better user experience of video streaming platforms, gaming platforms, and mobile gaming platforms is likely to attract more advertisers, marketers, and brands, creating lucrative opportunities for stakeholders in the global entertainment & media market.
For a long time, content piracy has been a severe problem in the entertainment and media industries. Piracy has impacted various industries, including stock photography, music, cinema, and video games. In recent years, the increased commercialization of the Internet has resulted in an upsurge in digital piracy. Individuals can readily pirate copyrighted content since the Internet allows for anonymous communication and easier access to the content. The availability of digital content has been one of the leading sources of piracy worldwide. Unavailability of media due to varying release dates, region formats, location blocks, scarcity, and a lack of distribution methods has encouraged people to access content illegally. These factors, together with high pricing and user reluctance to pay for freely available information, have driven the spread of digital media piracy even further. The difficulty of ISPs to entirely prohibit torrent websites offering pirated content has exacerbated losses suffered by entertainment and media organisations. Piracy of digital content largely harms content providers' sales. According to the digital piracy authority MUSO, for example, online cinema piracy in India grew by 62% in March 2020 compared to February 2020. Film piracy increased by 41% in the United States, 43% in the United Kingdom, 50% in Spain, and 66% in Italy.
Worldwide, piracy site visits increased by 21.9% in 2022 compared to 2021, growing from 116.24 billion to 141.7 billion. After the United States and Russia, India is rated third in terms of visits to content piracy websites, with over 7 billion (7,99,071,291) accesses through torrent sites in 2022. The following media sectors cover piracy.
TV Content grew by 19.2%Cinema grew by 42.5%Music grew by 13.9%Software grew by 9.6%
Small creators have been particularly badly struck by piracy by video streaming sites during the closure. Because there is no box office to evaluate a film's worth, filmmakers and VoD providers are likely to collaborate on a revenue-sharing basis in some cases, splitting revenues based on how well the picture performs on the OTT platform. Piracy of these services has cost them a sizable amount of their revenue. As a result, digital content piracy is likely to impede the global entertainment & media market's growth throughout the forecast period.
The increasing popularity of video games and e-sports and the increasing penetration of smartphones are the key factors driving the growth of the global market for media & entertainment. However, piracy is the major restraining factor as well as cyber security threats, taxation, laws/regulations, and licensing creating challenges for the market. On the other hand, the development of 5G technology and adoption of blockchain technology in entertainment and media is expected to create a lucrative growth opportunity for the players operating in the global market.
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.
Profiles of 108 companies operating in the Entertainment & Media Market market, including revenue, employee count, and market positioning where available.
Showing 108 of 108 companies
Mattel Inc.
Company Headquarters: US Founded: 1945 Workforce: ~36,300 Company Working: Mattel Inc. is one of the leading entertainment companies in the US. The company specializes in the production and design of consumer products and quality toys. Its reporting segments include North America, International, and American Girls. It offers a vast range of products under categories such as dolls and vehicles, infant, toddler, and preschool, and action figures, building sets, and games. Mattel is a public company listed on the NASDAQ stock exchange as NASDAQ: MAT. It has offices in North America, Europe, Latin America, and Asia. In 2019, the company invested USD 58.34 million in research & development.
Hasbro Inc.
Company Headquarters: US Founded: 1923 Workforce: ~6,640 Company Working: Hasbro Inc. is one of the leading play and entertainment companies based in the US. It operates through three segments, namely, the US and Canada, International, and Entertainment, Licensing, and Digital. The company’s product portfolio includes toys, television, digital gaming, movies, music, live-action, and virtual reality experiences. Its iconic brands consist of MAGIC: THE GATHERING, NERF, MY LITTLE PONY, TRANSFORMERS, MONOPOLY, PLAY-DOH, POWER RANGERS, BABY ALIVE, and FURREAL FRIENDS. Through the company’s global entertainment studio—eOne—the company is building its brands across the globe via content and storytelling on all screens. It is a public company listed on the NASDAQ Stock Exchange as NASDAQ: HAS. The company has a strong presence across North America, Europe, Latin America, Asia-Pacific, and Africa.
ViacomCBS
Company Headquarters: US Founded: 1986 Workforce: ~22,965 Company Working: ViacomCBS is an entertainment content company, which connects the audience globally via television programs, motion pictures, live events, applications, games, and brand merchandise. Driven by iconic studios, networks and streaming services, its portfolio of consumer brands includes CBS, Showtime Networks, Paramount Pictures, Nickelodeon, MTV, Comedy Central, BET, Paramount+, Pluto TV and Simon & Schuster, among others. The company delivers the largest share of the U.S. television audience and boasts one of the industry's most important and extensive libraries of TV and film titles. In addition to offering innovative streaming services and digital video products, ViacomCBS provides powerful capabilities in production, distribution and advertising solutions. In February 2022, ViacomCBS announced that the global media company will become Paramount.
Advance
Company Headquarters: US Founded: 1922 Workforce: ~18,000 Company Working: Advance is a private, family-held media company engaged in media, entertainment, technology, communications, education, and other products and services. It owns and operates Condé Nast, Advance Local, Stage Entertainment, The IRONMAN Group, American City Business Journals, Leaders Group, Turnitin, 1010data, and Pop. Advance is also among the largest shareholders in Charter Communications, Warner Bros. Discovery, and Reddit. The company has a presence in over 29 countries and continues to expand its market presence through investments in leading business enterprises.
Verizon Communications Inc.
Company Headquarter: US Founded: 2000 Workforce: ~155,400 Company Working: Verizon Communications Inc. (Verizon or "the company") is the leading provider of communications, information and entertainment products and services to consumers, businesses and governmental agencies. Verizon's operations span across two business segments: wireless and wireline. The company's enterprise solutions offer mobility, Internet of Things (IoT) services, cloud, business communications services, security, and networking. The company has a presence in over 150 countries around the world. Verizon Enterprise Solutions LLC, a subsidiary of Verizon, designs, builds and operates the networks, information systems, and mobile technologies that help businesses and governments around the globe to expand their reach, increase productivity, improve agility, and maintain longevity. Verizon mobile point of service is powered by the Internet of Things (IoT) to deliver products and services quickly and securely using machine-to-machine (M2M) technology, mobile kiosks, and devices.
Bertelsmann SE & Co. KGaA
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.
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Entertainment & Media Market