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Report Description

Report Description

Forecast Period

2027-2031

Market Size (2025)

USD 9.45 Billion

CAGR (2026-2031)

8.18%

Fastest Growing Segment

Video

Largest Market

North America

Market Size (2031)

USD 15.15 Billion

Market Overview

The Global Online-Entertainment Market will grow from USD 9.45 Billion in 2025 to USD 15.15 Billion by 2031 at a 8.18% CAGR. The Global Online-Entertainment Market comprises digital platforms and services that deliver multimedia content, including video, music, and gaming, directly to consumers via the internet. Key drivers supporting this sector are the expansion of high-speed broadband infrastructure, the global proliferation of smart devices, and an increasing consumer preference for convenient on-demand access. According to the International Federation of the Phonographic Industry, in 2024, the number of users for paid subscription accounts globally increased by 10.6% to 752 million. This statistic highlights the robust momentum of digital adoption and the definitive shift away from physical media formats.

Nevertheless, the industry encounters a significant challenge in the form of market saturation. With numerous providers fragmenting the landscape via exclusive content offerings, consumers face rising costs and complexity in managing multiple subscriptions. This environment often leads to higher subscriber churn and creates a barrier for new entrants, effectively impeding overall expansion as households rationalize their discretionary spending on digital entertainment.

Key Market Drivers

The rapid expansion of Over-the-Top (OTT) streaming platforms acts as a primary catalyst for market growth, fundamentally altering content consumption patterns from scheduled broadcasting to on-demand viewing. Major providers invest heavily in original productions and localized libraries to capture diverse demographics, thereby driving subscription uptake. This shift is evident in the performance of leading market players who continue to expand their user bases despite competitive pressures. According to Netflix, October 2024, in the 'Third Quarter 2024 Letter to Shareholders', the company added 5.1 million paid net additions, demonstrating the sustained consumer appetite for premium streaming services. This surge reinforces the viability of direct-to-consumer models as the dominant mechanism for video distribution globally.

Concurrently, the rising popularity of esports and cloud-based gaming services significantly contributes to industry revenue, supported by the proliferation of high-speed internet infrastructure. The integration of cloud technology allows users to access high-fidelity games without expensive hardware, while competitive gaming events attract massive global audiences, creating new avenues for monetization through advertising and sponsorships. Highlighting this trend, according to Microsoft, July 2024, in the 'FY24 Q4 Earnings Press Release', Xbox content and services revenue increased by 61%, driven largely by strategic acquisitions and service demand. Furthermore, the underlying connectivity supporting these bandwidth-intensive activities continues to improve. According to Ericsson, in 2024, global 5G mobile subscriptions grew by 160 million during the first quarter to reach a total of 1.7 billion. These advancements in network capabilities ensure seamless, low-latency experiences that are critical for the sustained engagement of modern digital entertainment consumers.

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Key Market Challenges

Market saturation and the resulting fragmentation of content serve as a primary impediment to the continued rapid expansion of the global online entertainment sector. As the landscape becomes crowded with numerous platforms enforcing exclusive rights to desirable media, consumers are compelled to manage an increasingly complex and expensive portfolio of memberships. This necessity often forces households to reach a financial ceiling where they must rationalize their discretionary spending, frequently opting to cancel existing services before acquiring new ones. Consequently, this dynamic fosters a volatile environment of high subscriber churn and elevates the barrier to entry for emerging providers who must compete for a finite share of consumer wallets.

The sheer scale of existing financial commitment illustrates the density of this market pressure and the difficulty of securing additional household budget. According to the Digital Entertainment Group, in 2024, U.S. consumer spending on subscription streaming services surpassed $52 billion. This massive accumulation of expenditure in a leading market demonstrates the intense competition for disposable income. In this saturated environment, growth is significantly hampered as providers struggle to secure new users without displacing incumbents, effectively stalling organic market expansion.

Key Market Trends

The integration of Generative AI for automated content creation and localization is fundamentally reshaping production workflows within the global online entertainment sector. By leveraging machine learning algorithms, studios are increasingly automating labor-intensive processes such as script drafting, visual effects generation, and dubbing, which significantly reduces production costs and accelerates time-to-market. This technological adoption allows companies to rapidly scale content libraries to meet diverse linguistic and cultural demands without proportional increases in expenditure. According to the Animation Guild, January 2024, in the 'Future Unscripted' report, 75% of surveyed entertainment industry leaders indicated that generative AI tools had already facilitated the consolidation or replacement of job roles within their business strategies. This metric underscores the swift operational transition toward AI-assisted development models to maintain competitiveness in a high-volume media environment.

As subscription fatigue limits the acquisition of new paying users, the expansion of Free Ad-Supported Streaming TV (FAST) channels has emerged as a critical mechanism for revenue diversification. Service providers are aggressively developing linear, ad-funded tiers that offer curated programming to consumers who are unwilling to manage additional monthly bills, thereby retaining engagement that might otherwise be lost to churn. This model creates a lucrative avenue for advertisers to reach fragmented audiences through targeted inventory on connected devices. According to Samsung Electronics, October 2024, in the 'Samsung TV Plus Viewership Soars' press release, the platform recorded a 60% year-over-year increase in global viewership, driven by expanded channel offerings and improved user interfaces. This growth illustrates the increasing consumer reliance on ad-supported ecosystems as a primary source of digital entertainment.

Segmental Insights

The Video segment is experiencing the fastest growth in the Global Online-Entertainment Market due to enhanced digital infrastructure and rising smart device adoption. This expansion is driven by a significant consumer shift from traditional media to online streaming platforms that offer greater accessibility. Additionally, the increasing popularity of short video formats has notably boosted user engagement across global audiences. Consequently, market participants are focusing resources on video content creation to satisfy this evolving demand, thereby establishing the segment as the primary driver of industry revenue.

Regional Insights

North America currently holds a dominant position in the global online entertainment market due to the strong presence of major media conglomerates and streaming platforms within the United States. The region benefits from extensive broadband infrastructure, enabling the seamless delivery of high-quality digital content to a large consumer base. High disposable income levels further drive consistent spending on subscription services for video, music, and gaming. Additionally, the rigorous enforcement of intellectual property laws protects content distribution rights, creating a secure environment that encourages continuous investment in digital media production and consumption.

Recent Developments

  • In November 2024, Sony Interactive Entertainment officially launched the PlayStation 5 Pro, a high-performance mid-generation upgrade to its flagship gaming console. The new hardware featured advanced technologies such as an upgraded GPU with significantly more compute units and a proprietary AI-driven upscaling technology known as PlayStation Spectral Super Resolution. This launch was positioned to enhance visual fidelity and frame rates for gaming enthusiasts, delivering smoother gameplay and improved ray tracing capabilities. The introduction of this console reinforced the company's commitment to pushing technical boundaries in the competitive global gaming hardware market.
  • In September 2024, Roblox Corporation announced a strategic partnership with Shopify to integrate e-commerce capabilities directly into its immersive 3D platform. This collaboration aimed to enable creators, brands, and developers to sell physical merchandise within their games and virtual experiences without requiring users to leave the Roblox environment. The integration was designed to pilot with select partners before a broader rollout, representing a significant step in convergence between the metaverse and physical retail. By leveraging Shopify's checkout technology, Roblox sought to expand its economic ecosystem and provide new monetization avenues for its developer community.
  • In May 2024, Universal Music Group and TikTok announced a new multi-dimensional licensing agreement, effectively resolving a highly publicized dispute that had previously led to the removal of the music company's catalog from the social media platform. This collaboration restored the availability of songs from a vast roster of global artists and songwriters to TikTok's community of over one billion users. The partnership focused on delivering improved remuneration for artists, enhancing promotional opportunities, and implementing industry-leading protections regarding the use of generative AI. The deal underscored the critical symbiotic relationship between major music rights holders and social entertainment platforms.
  • In January 2024, Amazon introduced limited advertisements to its Prime Video streaming service across several major markets, including the United States, United Kingdom, Germany, and Canada. This strategic shift in the company's business model established an ad-supported tier as the default for subscribers, while offering an ad-free viewing option for an additional monthly fee. The initiative was designed to generate revenue to support continued investment in compelling content and original productions. This development marked a significant transition in the premium video-on-demand landscape, aligning Amazon with other major streaming platforms that have adopted hybrid monetization strategies.

Key Market Players

  • Google, LLC
  • Sony Corporation
  • Amazon.com, Inc.
  • Netflix, Inc.
  • Rakuten Group Inc.
  • Ubisoft Entertainment SA
  • Meta Platforms, Inc.
  • Spotify AB

By Application

By Device

By Region

  • Individual
  • Family
  • Smartphones
  • Smart TVs
  • Projectors
  • Monitors
  • Others
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

Report Scope:

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

  • Online-Entertainment Market, By Application:
  • Individual
  • Family
  • Online-Entertainment Market, By Device:
  • Smartphones
  • Smart TVs
  • Projectors
  • Monitors
  • Others
  • Online-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 Online-Entertainment Market.

Available Customizations:

Global Online-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 Online-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 Online-Entertainment Market Outlook

5.1.  Market Size & Forecast

5.1.1.  By Value

5.2.  Market Share & Forecast

5.2.1.  By Application (Individual, Family)

5.2.2.  By Device (Smartphones, Smart TVs, Projectors, Monitors, Others)

5.2.3.  By Region

5.2.4.  By Company (2025)

5.3.  Market Map

6.    North America Online-Entertainment Market Outlook

6.1.  Market Size & Forecast

6.1.1.  By Value

6.2.  Market Share & Forecast

6.2.1.  By Application

6.2.2.  By Device

6.2.3.  By Country

6.3.    North America: Country Analysis

6.3.1.    United States Online-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 Application

6.3.1.2.2.  By Device

6.3.2.    Canada Online-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 Application

6.3.2.2.2.  By Device

6.3.3.    Mexico Online-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 Application

6.3.3.2.2.  By Device

7.    Europe Online-Entertainment Market Outlook

7.1.  Market Size & Forecast

7.1.1.  By Value

7.2.  Market Share & Forecast

7.2.1.  By Application

7.2.2.  By Device

7.2.3.  By Country

7.3.    Europe: Country Analysis

7.3.1.    Germany Online-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 Application

7.3.1.2.2.  By Device

7.3.2.    France Online-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 Application

7.3.2.2.2.  By Device

7.3.3.    United Kingdom Online-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 Application

7.3.3.2.2.  By Device

7.3.4.    Italy Online-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 Application

7.3.4.2.2.  By Device

7.3.5.    Spain Online-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 Application

7.3.5.2.2.  By Device

8.    Asia Pacific Online-Entertainment Market Outlook

8.1.  Market Size & Forecast

8.1.1.  By Value

8.2.  Market Share & Forecast

8.2.1.  By Application

8.2.2.  By Device

8.2.3.  By Country

8.3.    Asia Pacific: Country Analysis

8.3.1.    China Online-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 Application

8.3.1.2.2.  By Device

8.3.2.    India Online-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 Application

8.3.2.2.2.  By Device

8.3.3.    Japan Online-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 Application

8.3.3.2.2.  By Device

8.3.4.    South Korea Online-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 Application

8.3.4.2.2.  By Device

8.3.5.    Australia Online-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 Application

8.3.5.2.2.  By Device

9.    Middle East & Africa Online-Entertainment Market Outlook

9.1.  Market Size & Forecast

9.1.1.  By Value

9.2.  Market Share & Forecast

9.2.1.  By Application

9.2.2.  By Device

9.2.3.  By Country

9.3.    Middle East & Africa: Country Analysis

9.3.1.    Saudi Arabia Online-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 Application

9.3.1.2.2.  By Device

9.3.2.    UAE Online-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 Application

9.3.2.2.2.  By Device

9.3.3.    South Africa Online-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 Application

9.3.3.2.2.  By Device

10.    South America Online-Entertainment Market Outlook

10.1.  Market Size & Forecast

10.1.1.  By Value

10.2.  Market Share & Forecast

10.2.1.  By Application

10.2.2.  By Device

10.2.3.  By Country

10.3.    South America: Country Analysis

10.3.1.    Brazil Online-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 Application

10.3.1.2.2.  By Device

10.3.2.    Colombia Online-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 Application

10.3.2.2.2.  By Device

10.3.3.    Argentina Online-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 Application

10.3.3.2.2.  By Device

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 Online-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.  Google, LLC

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.  Sony Corporation

15.3.  Amazon.com, Inc.

15.4.  Netflix, Inc.

15.5.  Rakuten Group Inc.

15.6.  Ubisoft Entertainment SA

15.7.  Meta Platforms, Inc.

15.8.  Spotify AB

16.    Strategic Recommendations

17.    About Us & Disclaimer

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global Online-Entertainment Market was estimated to be USD 9.45 Billion in 2025.

North America is the dominating region in the Global Online-Entertainment Market.

Video segment is the fastest growing segment in the Global Online-Entertainment Market.

The Global Online-Entertainment Market is expected to grow at 8.18% between 2026 to 2031.

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