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Report Description

Report Description

Forecast Period

2027-2031

Market Size (2025)

USD 32.03 Billion

CAGR (2026-2031)

7.71%

Fastest Growing Segment

Print Media

Largest Market

North America

Market Size (2031)

USD 50.01 Billion

Market Overview

The Global Media & Entertainment Market will grow from USD 32.03 Billion in 2025 to USD 50.01 Billion by 2031 at a 7.71% CAGR. The Global Media and Entertainment Market comprises a diverse ecosystem of industries dedicated to the creation, aggregation, and distribution of audio-visual content, including motion pictures, television programming, music, video games, and digital publishing. The primary drivers underpinning this sector’s expansion include the ubiquitous deployment of high-speed internet infrastructure and the global proliferation of smart connected devices, which have collectively democratized access to digital content. Furthermore, rising disposable incomes in emerging economies are fostering a greater propensity for consumer spending on premium streaming subscriptions and on-demand entertainment services. Illustrating the robust financial performance within this sector, according to the International Federation of the Phonographic Industry, in 2024, global recorded music revenues grew by 4.8% to reach US$29.6 billion.

Despite this positive growth trajectory, the market faces a substantial impediment in the form of intellectual property theft and digital piracy. The ease of unauthorized digital replication and distribution severely undermines revenue models for rights holders and content creators, particularly in regions where regulatory enforcement remains fragmented. This persistent issue compels stakeholders to divert significant capital toward content protection measures and legal interventions rather than reinvesting those resources into innovation and new creative production, thereby creating a friction that could slow the broader market's long-term development.

Key Market Drivers

The Rapid Expansion of Over-the-Top (OTT) Streaming Services serves as a primary catalyst for market development, fundamentally disrupting traditional linear distribution models. As legacy media conglomerates and tech giants compete for viewer attention, there is an aggressive escalation in direct-to-consumer investments, characterized by robust content slates and the introduction of hybrid ad-supported monetization tiers. This strategic pivot allows platforms to scale globally while addressing subscriber fatigue in saturated regions through flexible pricing. According to Netflix, October 2024, in the 'Q3 2024 Shareholder Letter', the company's global paid memberships grew by 14.4% year-over-year to approximately 282 million. This metric underscores the sustained consumer appetite for premium on-demand video content despite a challenging macroeconomic environment.

Simultaneously, the Growth of Digital Advertising and Programmatic Buying has emerged as a critical financial engine, enabling content providers to monetize fragmented audiences effectively. As consumption shifts to digital channels, advertisers are leveraging data-driven strategies to deliver personalized campaigns across connected TV and social platforms, ensuring higher returns on investment. This influx of capital supports the production of high-quality content and the sustainability of free-to-access models. According to the Interactive Advertising Bureau, April 2024, in the 'Internet Advertising Revenue Report: Full Year 2023', internet advertising revenues in the United States reached a record-high of $225 billion. To further illustrate the scale of digital engagement supporting this ecosystem, according to Spotify, November 2024, in the 'Q3 2024 Earnings Release', global Monthly Active Users increased 11% year-over-year to 640 million. These figures highlight the symbiotic relationship between digital consumption growth and revenue generation.

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Key Market Challenges

The unauthorized digital replication and distribution of copyrighted material, commonly known as intellectual property theft and digital piracy, poses a severe structural challenge to the Global Media and Entertainment Market. This illicit activity fundamentally disrupts the value chain by bypassing legitimate monetization channels, thereby depriving content creators, production studios, and distributors of fair compensation. In an era where digital distribution creates global accessibility, the same technology facilitates the rapid, cost-free dissemination of high-quality pirated content. This forces legitimate businesses to compete with free, illegal alternatives, significantly eroding profit margins and reducing the capital available for future investment in high-quality productions.

The financial magnitude of this issue severely constrains the market's overall economic potential. When revenue is siphoned off by pirate networks, stakeholders are compelled to allocate substantial resources toward litigation and anti-piracy technologies rather than content creation. This diversion of funds creates a measurable drag on industry expansion. Illustrating the scale of this financial loss, according to the Motion Picture Association, in 2024, online piracy was estimated to cost theaters more than US$1 billion annually in box office ticket sales. Such losses not only impact immediate revenue streams but also discourage risk-taking in new creative ventures, ultimately dampening the sector's long-term commercial vitality.

Key Market Trends

The Integration of Generative AI in Content Production is revolutionizing the creative value chain by automating labor-intensive tasks such as asset generation, coding, and post-production editing. This technology enables studios and independent creators to accelerate development cycles and reduce production costs while maintaining high visual fidelity. By leveraging large language models and neural networks, stakeholders can rapidly prototype complex environments and characters, effectively democratizing high-end production capabilities that were previously restricted to major conglomerates. According to Unity, March 2024, in the '2024 Unity Gaming Report', 62% of game developers have incorporated AI tools into their production pipelines, with 63% of these adopters specifically utilizing generative technologies for asset creation.

The Dominance of Short-Form Video Consumption is reshaping user engagement standards, forcing legacy media platforms to pivot towards algorithmically driven, vertical feed formats. This trend is characterized by a high-velocity content loop where user retention is driven by rapid-fire entertainment rather than long-form storytelling, fundamentally altering advertising inventory and creator monetization strategies. Platforms are increasingly prioritizing these bite-sized videos to capture younger demographics and compete with specialized social apps. According to Alphabet Inc., April 2024, in the 'Q1 2024 Earnings Call', the average daily views for YouTube Shorts surpassed 70 billion, highlighting the massive consumer shift toward vertically optimized video formats.

Segmental Insights

Based on recent market assessments, the Print Media segment is identified as the fastest-growing category within the Global Media & Entertainment Market. This trajectory is primarily driven by a global resurgence in demand for tangible, high-quality content, particularly within the educational and professional publishing sectors which require authoritative physical resources. Additionally, rising consumer fatigue with digital platforms has renewed interest in trustworthy newspapers and niche magazines, prompting a significant rebound in subscription revenues and advertising investments that value the credibility and engagement exclusive to physical formats.

Regional Insights

North America maintains a leading position in the Global Media and Entertainment Market due to the high concentration of major production studios and streaming platforms within the region. This dominance is supported by widespread high-speed internet connectivity and high consumer disposable income, which drive consistent demand for digital content. Additionally, the Federal Communications Commission provides a structured regulatory environment in the United States that facilitates stable broadcasting and telecommunications operations. These factors, combined with substantial investment in content distribution infrastructure, secure the region as the primary global revenue generator.

Recent Developments

  • In September 2024, Lionsgate entered into a first-of-its-kind partnership with applied AI research company Runway to create a custom AI model. This collaboration involves training the model on the studio’s proprietary portfolio of film and television content to generate cinematic video that can be edited using Runway’s tools. The Vice Chair of Lionsgate noted that the technology would be utilized to augment pre-production and post-production processes, such as storyboarding and creating background elements. The initiative aims to develop capital-efficient content creation opportunities for filmmakers and directors while enhancing the studio's current operations.
  • In September 2024, YouTube unveiled a suite of new artificial intelligence features designed to assist creators on its platform. During its annual "Made on YouTube" event, the company announced the integration of Google DeepMind’s video generation model, Veo, into YouTube Shorts. This technology allows creators to generate six-second standalone video clips and high-quality backgrounds using text prompts. Additionally, the platform introduced an AI-powered inspiration tab in YouTube Studio to suggest video concepts, titles, and thumbnails tailored to a creator's style. The CEO of YouTube emphasized that these tools are intended to support creators at every stage of the creative process.
  • In February 2024, The Walt Disney Company announced a collaboration with Epic Games to create an expansive and open games and entertainment universe. As part of this multiyear project, Disney invested $1.5 billion to acquire an equity stake in the video game developer. The new persistent universe will interoperate with Fortnite and offer consumers opportunities to play, watch, shop, and engage with content from Disney, Pixar, Marvel, Star Wars, and Avatar. The CEO of The Walt Disney Company stated that this marks the company's biggest entry ever into the world of games and offers significant opportunities for growth and expansion. The platform will be powered by the Unreal Engine.
  • In January 2024, Netflix and TKO Group Holdings announced a long-term partnership that brings WWE’s flagship weekly program, Raw, to the streaming service. This collaboration marks a major shift as Raw leaves linear television for the first time in its three-decade history. Beginning in January 2025, Netflix will become the exclusive new home of the show in the U.S., Canada, the U.K., and Latin America, with additional territories to be added over time. The agreement, valued at more than $5 billion over ten years, also grants Netflix international rights to other WWE weekly shows and premium live events. The President and COO of TKO described the deal as transformative, noting that it significantly expands the global reach of the wrestling brand.

Key Market Players

  • NBC Universal
  • Warner Bros. Discovery, Inc.
  • Walt Disney Company
  • Netflix Inc.,
  • Bertelsmann SE & Co. KGaA
  • Gannett Co., Inc
  • Eros Media World Plc
  • Axel Springer SE
  • Reliance Industries Limited
  • Comcast Corporation

By Type

By Region

  • Print Media (Newspaper, Magazine, Billboard, Others)
  • Digital Media (Television, Music & Radio, Others)
  • Streaming Media (OTT and Livestream)
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

Report Scope:

In this report, the Global Media & Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

  • Media & Entertainment Market, By Type:
  • Print Media (Newspaper, Magazine, Billboard, Others)
  • Digital Media (Television, Music & Radio, Others)
  • Streaming Media (OTT and Livestream)
  • Media & Entertainment Market, By Region:
  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Media & Entertainment Market.

Available Customizations:

Global Media & Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Global Media & Entertainment Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]

Table of content

Table of content

1.    Product Overview

1.1.  Market Definition

1.2.  Scope of the Market

1.2.1.  Markets Covered

1.2.2.  Years Considered for Study

1.2.3.  Key Market Segmentations

2.    Research Methodology

2.1.  Objective of the Study

2.2.  Baseline Methodology

2.3.  Key Industry Partners

2.4.  Major Association and Secondary Sources

2.5.  Forecasting Methodology

2.6.  Data Triangulation & Validation

2.7.  Assumptions and Limitations

3.    Executive Summary

3.1.  Overview of the Market

3.2.  Overview of Key Market Segmentations

3.3.  Overview of Key Market Players

3.4.  Overview of Key Regions/Countries

3.5.  Overview of Market Drivers, Challenges, Trends

4.    Voice of Customer

5.    Global Media & Entertainment Market Outlook

5.1.  Market Size & Forecast

5.1.1.  By Value

5.2.  Market Share & Forecast

5.2.1.  By Type (Print Media (Newspaper, Magazine, Billboard, Others), Digital Media (Television, Music & Radio, Others), Streaming Media (OTT and Livestream))

5.2.2.  By Region

5.2.3.  By Company (2025)

5.3.  Market Map

6.    North America Media & Entertainment Market Outlook

6.1.  Market Size & Forecast

6.1.1.  By Value

6.2.  Market Share & Forecast

6.2.1.  By Type

6.2.2.  By Country

6.3.    North America: Country Analysis

6.3.1.    United States Media & Entertainment Market Outlook

6.3.1.1.  Market Size & Forecast

6.3.1.1.1.  By Value

6.3.1.2.  Market Share & Forecast

6.3.1.2.1.  By Type

6.3.2.    Canada Media & Entertainment Market Outlook

6.3.2.1.  Market Size & Forecast

6.3.2.1.1.  By Value

6.3.2.2.  Market Share & Forecast

6.3.2.2.1.  By Type

6.3.3.    Mexico Media & Entertainment Market Outlook

6.3.3.1.  Market Size & Forecast

6.3.3.1.1.  By Value

6.3.3.2.  Market Share & Forecast

6.3.3.2.1.  By Type

7.    Europe Media & Entertainment Market Outlook

7.1.  Market Size & Forecast

7.1.1.  By Value

7.2.  Market Share & Forecast

7.2.1.  By Type

7.2.2.  By Country

7.3.    Europe: Country Analysis

7.3.1.    Germany Media & Entertainment Market Outlook

7.3.1.1.  Market Size & Forecast

7.3.1.1.1.  By Value

7.3.1.2.  Market Share & Forecast

7.3.1.2.1.  By Type

7.3.2.    France Media & Entertainment Market Outlook

7.3.2.1.  Market Size & Forecast

7.3.2.1.1.  By Value

7.3.2.2.  Market Share & Forecast

7.3.2.2.1.  By Type

7.3.3.    United Kingdom Media & Entertainment Market Outlook

7.3.3.1.  Market Size & Forecast

7.3.3.1.1.  By Value

7.3.3.2.  Market Share & Forecast

7.3.3.2.1.  By Type

7.3.4.    Italy Media & Entertainment Market Outlook

7.3.4.1.  Market Size & Forecast

7.3.4.1.1.  By Value

7.3.4.2.  Market Share & Forecast

7.3.4.2.1.  By Type

7.3.5.    Spain Media & Entertainment Market Outlook

7.3.5.1.  Market Size & Forecast

7.3.5.1.1.  By Value

7.3.5.2.  Market Share & Forecast

7.3.5.2.1.  By Type

8.    Asia Pacific Media & Entertainment Market Outlook

8.1.  Market Size & Forecast

8.1.1.  By Value

8.2.  Market Share & Forecast

8.2.1.  By Type

8.2.2.  By Country

8.3.    Asia Pacific: Country Analysis

8.3.1.    China Media & Entertainment Market Outlook

8.3.1.1.  Market Size & Forecast

8.3.1.1.1.  By Value

8.3.1.2.  Market Share & Forecast

8.3.1.2.1.  By Type

8.3.2.    India Media & Entertainment Market Outlook

8.3.2.1.  Market Size & Forecast

8.3.2.1.1.  By Value

8.3.2.2.  Market Share & Forecast

8.3.2.2.1.  By Type

8.3.3.    Japan Media & Entertainment Market Outlook

8.3.3.1.  Market Size & Forecast

8.3.3.1.1.  By Value

8.3.3.2.  Market Share & Forecast

8.3.3.2.1.  By Type

8.3.4.    South Korea Media & Entertainment Market Outlook

8.3.4.1.  Market Size & Forecast

8.3.4.1.1.  By Value

8.3.4.2.  Market Share & Forecast

8.3.4.2.1.  By Type

8.3.5.    Australia Media & Entertainment Market Outlook

8.3.5.1.  Market Size & Forecast

8.3.5.1.1.  By Value

8.3.5.2.  Market Share & Forecast

8.3.5.2.1.  By Type

9.    Middle East & Africa Media & Entertainment Market Outlook

9.1.  Market Size & Forecast

9.1.1.  By Value

9.2.  Market Share & Forecast

9.2.1.  By Type

9.2.2.  By Country

9.3.    Middle East & Africa: Country Analysis

9.3.1.    Saudi Arabia Media & Entertainment Market Outlook

9.3.1.1.  Market Size & Forecast

9.3.1.1.1.  By Value

9.3.1.2.  Market Share & Forecast

9.3.1.2.1.  By Type

9.3.2.    UAE Media & Entertainment Market Outlook

9.3.2.1.  Market Size & Forecast

9.3.2.1.1.  By Value

9.3.2.2.  Market Share & Forecast

9.3.2.2.1.  By Type

9.3.3.    South Africa Media & Entertainment Market Outlook

9.3.3.1.  Market Size & Forecast

9.3.3.1.1.  By Value

9.3.3.2.  Market Share & Forecast

9.3.3.2.1.  By Type

10.    South America Media & Entertainment Market Outlook

10.1.  Market Size & Forecast

10.1.1.  By Value

10.2.  Market Share & Forecast

10.2.1.  By Type

10.2.2.  By Country

10.3.    South America: Country Analysis

10.3.1.    Brazil Media & Entertainment Market Outlook

10.3.1.1.  Market Size & Forecast

10.3.1.1.1.  By Value

10.3.1.2.  Market Share & Forecast

10.3.1.2.1.  By Type

10.3.2.    Colombia Media & Entertainment Market Outlook

10.3.2.1.  Market Size & Forecast

10.3.2.1.1.  By Value

10.3.2.2.  Market Share & Forecast

10.3.2.2.1.  By Type

10.3.3.    Argentina Media & Entertainment Market Outlook

10.3.3.1.  Market Size & Forecast

10.3.3.1.1.  By Value

10.3.3.2.  Market Share & Forecast

10.3.3.2.1.  By Type

11.    Market Dynamics

11.1.  Drivers

11.2.  Challenges

12.    Market Trends & Developments

12.1.  Merger & Acquisition (If Any)

12.2.  Product Launches (If Any)

12.3.  Recent Developments

13.    Global Media & Entertainment Market: SWOT Analysis

14.    Porter's Five Forces Analysis

14.1.  Competition in the Industry

14.2.  Potential of New Entrants

14.3.  Power of Suppliers

14.4.  Power of Customers

14.5.  Threat of Substitute Products

15.    Competitive Landscape

15.1.  NBC Universal

15.1.1.  Business Overview

15.1.2.  Products & Services

15.1.3.  Recent Developments

15.1.4.  Key Personnel

15.1.5.  SWOT Analysis

15.2.  Warner Bros. Discovery, Inc.

15.3.  Walt Disney Company

15.4.  Netflix Inc.,

15.5.  Bertelsmann SE & Co. KGaA

15.6.  Gannett Co., Inc

15.7.  Eros Media World Plc

15.8.  Axel Springer SE

15.9.  Reliance Industries Limited

15.10.  Comcast Corporation

16.    Strategic Recommendations

17.    About Us & Disclaimer

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global Media & Entertainment Market was estimated to be USD 32.03 Billion in 2025.

North America is the dominating region in the Global Media & Entertainment Market.

Print Media segment is the fastest growing segment in the Global Media & Entertainment Market.

The Global Media & Entertainment Market is expected to grow at 7.71% between 2026 to 2031.

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