Facebook
Twitterhttps://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
The Dataset includes demographic questions such as age, gender, and location, along with preferences related to entertainment and media consumption. Which may be used for research purpose. The key topics covered in the survey are: • Age, Gender, and Location: Respondents' demographic details. • Movie Preferences: Favorite types of movies and preferred cinema industries (Bollywood, Tollywood, Hollywood, etc.). • Streaming Platforms: Commonly used streaming services like Hotstar, Netflix, YouTube, Ibomma, etc. • Social Media Usage: Preferred social media platforms such as Instagram, WhatsApp, Facebook, and Snapchat. • Leisure Activities: Interests such as watching movies, playing video games, reading books, or listening to music. • Video Games: Favorite games like Free Fire, BGMI, Candy Crush, and Asphalt. • Music Genres: Preferences for different genres, including rock, pop, hip-hop, and classic. • Sports and IPL Preferences: Favorite sportspersons (Sachin Tendulkar, Virat Kohli, Dhoni, etc.) and IPL teams (CSK, SRH, RCB, MI). • Favorite Directors: Preferences for movie directors like SS Rajamouli, Sukumar, Prasanth Neel, and Trivikram.
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Media and entertainment datasets provide a deep dive into content performance, viewer behavior, pricing trends, and platform dynamics. These datasets empower content creators, distributors, and OTT platforms to make informed decisions around content acquisition, programming, marketing, and monetization strategies. By harnessing data from digital streaming platforms, businesses can stay ahead of evolving audience preferences and […]
Facebook
TwitterODC Public Domain Dedication and Licence (PDDL) v1.0http://www.opendatacommons.org/licenses/pddl/1.0/
License information was derived automatically
The Entertainment Licensing Division for the City of Boston enforces entertainment license law under MGL Chapter 140 Section 177A-183A which includes concert, dance exhibition, automatic amusement devices (pin ball or video games), cabaret, and public shows consisting of dancing by patrons, performers, recorded or live music, use of amplification, theatrical play, exhibition, film, floor show, or light show, and any kind of dynamic audio or visual show.
Facebook
TwitterMIT Licensehttps://opensource.org/licenses/MIT
License information was derived automatically
This dataset was created by Omkarr Surve
Released under MIT
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
## Overview
Media & Entertainment is a dataset for object detection tasks - it contains Fist annotations for 298 images.
## Getting Started
You can download this dataset for use within your own projects, or fork it into a workspace on Roboflow to create your own model.
## License
This dataset is available under the [CC BY 4.0 license](https://creativecommons.org/licenses/CC BY 4.0).
Facebook
TwitterODC Public Domain Dedication and Licence (PDDL) v1.0http://www.opendatacommons.org/licenses/pddl/1.0/
License information was derived automatically
The Entertainment Licensing Division issues one-time entertainment licenses for special events, venues without an annual entertainment license, and for annual entertainment licenses who do not have certain categories of entertainment on their annual license. These licenses are issued for a short increment of time from one day to a few months (seasonal). The licensing process is designed to ensure public events do not violate any laws or cause disruptions. Included in this dataset are also one-time carnival licenses and one-time solicitation licenses for non-profit organizations.
Facebook
Twitterhttps://fred.stlouisfed.org/legal/#copyright-public-domainhttps://fred.stlouisfed.org/legal/#copyright-public-domain
Graph and download economic data for Expenditures: Entertainment: All Consumer Units (CXUENTRTAINLB0101M) from 1984 to 2024 about entertainment, consumer unit, expenditures, and USA.
Facebook
TwitterMIT Licensehttps://opensource.org/licenses/MIT
License information was derived automatically
Sachin21112004/news-entertainment-dataset dataset hosted on Hugging Face and contributed by the HF Datasets community
Facebook
TwitterApache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
License information was derived automatically
This dataset provides a comprehensive view of movies and shows available on Netflix. It captures a range of information, offering insights into the type of content, its popularity, and other significant aspects. This dataset is ideal for exploring trends in entertainment, understanding preferences among different age groups, and conducting comparative analysis of genres and production locations.
This dataset is invaluable for tasks like trend analysis in entertainment, predictive modeling for viewer preferences, and comparative studies of genres and release years. It allows for an in-depth understanding of the factors that contribute to the success and popularity of movies and shows on Netflix.
Note: - The dataset is a rich resource for researchers and analysts in the field of entertainment and media studies. - It can be used to correlate various features like genre, release year, and IMDb scores to understand audience preferences and trends over time.
Facebook
TwitterThis data set provides information on references in cultural media to landscape and local setting. It is based on work undertaken by AECOM following a commision by SNH to map the cultural association to landscapes of five different art forms (film/TV, music, novels, poetry and painting).
Facebook
TwitterIn 2024, the most common source of entertainment used by consumers in the United States were big brand SVODs (subscription video on demand services) with an average of *** types of sources per household. Social media platforms were the next most-commonly-used source of entertainment with about *** types of sources per household.
Facebook
Twitterhttps://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy
The Middle East Media and Entertainment Market is Segmented by Type (Digital Music, Video Games, and More), Platform (Online/Digital, Traditional/Linear, and Hybrid), Revenue Model (Subscription-Based, Advertising-Supported, and More), End-User Age Group (Generation Z, Millennials, and More), Device (Smartphones, Smart TVs and Connected TV Devices, and More), and Country. The Market Forecasts are Provided in Terms of Value (USD).
Facebook
TwitterAs of October 2024, the average number of entertainment sources used by consumers in the United States reached ****. At the same time, respondents in the country used *** sources that they classified as must have, meaning they cannot do without them.
Facebook
Twitterhttps://fred.stlouisfed.org/legal/#copyright-public-domainhttps://fred.stlouisfed.org/legal/#copyright-public-domain
Graph and download economic data for Expenditures: Entertainment by Occupation: Total Wage and Salary Earners (CXUENTRTAINLB1203M) from 1984 to 2024 about entertainment, occupation, salaries, expenditures, wages, and USA.
Facebook
Twitterhttps://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy
Explore the booming Entertainment market, projected to reach $1.6 trillion by 2033 with a 10% CAGR. Discover key drivers, restraints, and trends shaping digital gaming, live events, and mass media.
Facebook
Twitterahebbar69/not-entertainment dataset hosted on Hugging Face and contributed by the HF Datasets community
Facebook
TwitterBetween 2024 and 2028, the entertainment and media market in the United Kingdom is expected to grow at a **** percent compound annual growth rate (CAGR) and reach *** billion British pounds. Shifting consumer habits shape the industry’s future The entertainment and media sector is a dynamic and fast-paced ecosystem that is constantly adapting to the ever-evolving needs and demands of consumers. As such, the industry contains some of the sectors most heavily affected by the coronavirus (COVID-19) pandemic, alongside others that were among its primary beneficiaries. For example, SVOD revenue in the UK jumped by approximately ** percent amid national lockdowns during the first year of the pandemic, while UK box office revenues simultaneously plummeted by ** percent. And even though some traditional media formats are already experiencing an uplift in demand and revenues, recovery is not equally as swift across the UK’s entire media and entertainment landscape. Media and entertainment is on a global upward path The continuous growth of the UK market is in line with overarching global industry trends. In 2023, the global entertainment and media market was valued at *** trillion U.S. dollars, and according to the latest projections, this figure will reach *** trillion by 2028. A more in-depth look at the future of the E&M industry reveals that virtual reality, cinema, and data consumption were expected to see the highest growth rates among all media and entertainment segments in the next few years, whereas traditional media such as newspapers are set to experience negative growth.
Facebook
Twitterhttps://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy
| BASE YEAR | 2024 |
| HISTORICAL DATA | 2019 - 2023 |
| REGIONS COVERED | North America, Europe, APAC, South America, MEA |
| REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
| MARKET SIZE 2024 | 782.3(USD Billion) |
| MARKET SIZE 2025 | 813.6(USD Billion) |
| MARKET SIZE 2035 | 1200.0(USD Billion) |
| SEGMENTS COVERED | Content Type, Distribution Channel, User Demographics, Entertainment Format, Regional |
| COUNTRIES COVERED | US, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA |
| KEY MARKET DYNAMICS | Digital transformation, Streaming service growth, Content personalization, Advertising evolution, Globalization of media |
| MARKET FORECAST UNITS | USD Billion |
| KEY COMPANIES PROFILED | ViacomCBS, Walt Disney, Sony, Google, AT&T, Tencent, Apple, Warner Bros Discovery, Amazon, Netflix, Live Nation, Comcast, Bertelsmann, Alibaba, Universal Music Group |
| MARKET FORECAST PERIOD | 2025 - 2035 |
| KEY MARKET OPPORTUNITIES | Streaming subscription growth, Augmented reality experiences, Interactive content creation, Global esports expansion, Personalized advertising solutions |
| COMPOUND ANNUAL GROWTH RATE (CAGR) | 4.0% (2025 - 2035) |
Facebook
Twitterhttps://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy
Global Entertainment Licensing market size 2021 was recorded $281.978 Billion whereas by the end of 2025 it will reach $363.3 Billion. According to the author, by 2033 Entertainment Licensing market size will become $603.069. Entertainment Licensing market will be growing at a CAGR of 6.54% during 2025 to 2033.
Facebook
TwitterThe source estimated that, in 2023, the value of the Mexican entertainment and media market would amount to around ** billion U.S. dollars, up *** percent from **** billion dollars a year earlier. The annual figure was forecast to continue to grow in the following years, surpassing ** billion dollars by 2027. Overall, the value of the worldwide entertainment and media market was estimated at *** trillion dollars in 2023.
Facebook
Twitterhttps://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
The Dataset includes demographic questions such as age, gender, and location, along with preferences related to entertainment and media consumption. Which may be used for research purpose. The key topics covered in the survey are: • Age, Gender, and Location: Respondents' demographic details. • Movie Preferences: Favorite types of movies and preferred cinema industries (Bollywood, Tollywood, Hollywood, etc.). • Streaming Platforms: Commonly used streaming services like Hotstar, Netflix, YouTube, Ibomma, etc. • Social Media Usage: Preferred social media platforms such as Instagram, WhatsApp, Facebook, and Snapchat. • Leisure Activities: Interests such as watching movies, playing video games, reading books, or listening to music. • Video Games: Favorite games like Free Fire, BGMI, Candy Crush, and Asphalt. • Music Genres: Preferences for different genres, including rock, pop, hip-hop, and classic. • Sports and IPL Preferences: Favorite sportspersons (Sachin Tendulkar, Virat Kohli, Dhoni, etc.) and IPL teams (CSK, SRH, RCB, MI). • Favorite Directors: Preferences for movie directors like SS Rajamouli, Sukumar, Prasanth Neel, and Trivikram.