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
Twitterhttps://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/
On a cold January evening in 2025, millions gathered across time zones not in stadiums or theaters, but in their homes, immersed in mixed reality concerts, live-streamed films, or hyper-personalized gaming experiences. This isn't science fiction; it's the daily reality shaped by the ever-evolving media and entertainment industry. As technology...
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 2023 about entertainment, occupation, salaries, expenditures, wages, and USA.
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
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
## Overview
CS271 Entertainment is a dataset for object detection tasks - it contains Logo annotations for 500 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
Twitterhttps://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy
The Location-Based Entertainment Market Report is Segmented by Type (Hardware and Software), Application (Arcades, Theme Parks, and Cinemas), and Geography. The Market Forecasts are Provided in Terms of Value (USD).
Facebook
Twitter
According to our latest research, the global entertainment market size reached a substantial USD 2.85 trillion in 2024, reflecting robust demand across all entertainment segments. The industry is experiencing a healthy expansion, with a compound annual growth rate (CAGR) of 7.1% projected from 2025 to 2033. By the end of 2033, the entertainment market is forecasted to attain a value of approximately USD 5.32 trillion, driven by ongoing digital transformation, evolving consumer preferences, and the proliferation of new distribution channels. As per our latest research, the entertainment industry’s growth is primarily fueled by the rapid adoption of digital platforms, increasing disposable incomes, and the globalization of content.
One of the most significant growth factors propelling the entertainment market is the surge in digital media consumption. The widespread availability of high-speed internet and the proliferation of smartphones have fundamentally altered how audiences access and engage with entertainment content. Streaming services, such as Netflix, Amazon Prime, and Spotify, are now household names, enabling on-demand access to movies, TV shows, music, and more. The convenience and personalized experience offered by these platforms have led to a sharp increase in subscription-based models, which continue to outpace traditional forms of media consumption. Furthermore, the integration of artificial intelligence and data analytics allows content providers to tailor recommendations, enhancing user engagement and retention rates, which in turn boosts overall market growth.
Another pivotal driver for the entertainment market is the rising popularity of immersive technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR). These technologies are revolutionizing how consumers experience entertainment, from gaming and live events to interactive storytelling. VR concerts, AR-enhanced sports broadcasts, and immersive gaming environments are breaking the boundaries of traditional entertainment formats, creating new revenue streams and expanding audience reach. The growing investment in technology infrastructure by major entertainment companies and startups alike is fostering innovation, enabling the industry to deliver richer, more interactive experiences. As a result, the entertainment market is witnessing increased consumer spending on both hardware and content, further fueling its growth trajectory.
Demographic trends are also shaping the entertainment market’s evolution. The expanding middle class in emerging economies, coupled with urbanization and higher disposable incomes, is leading to greater expenditure on entertainment products and services. Youth populations, particularly in Asia Pacific and Latin America, are driving demand for dynamic and culturally relevant content. Additionally, the global appeal of blockbuster movies, international music collaborations, and eSports tournaments is blurring geographical boundaries, facilitating cross-cultural exchange and contributing to the market’s globalization. These factors collectively create a fertile environment for content creators and distributors, allowing them to tap into diverse and previously underserved markets.
From a regional perspective, North America continues to dominate the entertainment market, accounting for the largest share in 2024, followed closely by Asia Pacific and Europe. The United States, in particular, remains a global hub for film, television, and music production, while Asia Pacific is emerging as the fastest-growing region, driven by technological advancements and a burgeoning consumer base. Europe maintains a strong presence with its rich cultural heritage and innovative digital media initiatives. Meanwhile, Latin America and the Middle East & Africa are witnessing steady growth, supported by increasing investments in infrastructure and content localization. Each region presents unique opportunities and challenges, necessitating tailored strategies for market entry and expansion.
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 2023 about entertainment, consumer unit, expenditures, and USA.
Facebook
TwitterAccording to recent calculations, the entertainment and media market grew by ****percent in 2024 compared to 2023. The market growth is expected to slow down in the coming years at CAGR of ****percent between 2025 and 2029.
Facebook
Twitterhttps://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy
The Immersive Entertainment Market Report is Segmented by Application (Themed Entertainment, Haunted Attractions and Escape Rooms, and More), Technology (Virtual Reality, Augmented Reality, and More), Venue Type (Theme and Amusement Parks, Family/Indoor Entertainment Centers, and More), Revenue Stream (Ticket Sales, Food and Beverage, and More), and Geography. The Market Forecasts are Provided in Terms of Value (USD).
Facebook
TwitterThis map data layer represents the boundary of the Bloomington Entertainment and Arts District (BEAD). The BEAD is a state-designated cultural district. It is a geographically defined, mixed-use cultural district capitalizing on local and regional assets that are specific to the cultural, economic and social issues of Bloomington. BEAD emphasizes the high concentration of creative assets and related activities to strengthen and enhance the overall economic development of the community. The overall district is made up of distinct character areas
Facebook
Twitterhttps://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy
Media and Entertainment Market is Segments by Type (Print Media [Newspaper, Magazines, and More], Digital Media [Television, Music and Radion, and More], Streaming Media [OTT Streaming, Live Streaming], and More), Revenue Model (Advertising, Subscription, and More), Device Platform (Smartphones and Tablets, Smart TVs and Set-Top Boxes, and More), Geography. The Market Forecasts are Provided in Terms of Value (USD).
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Overview 🚀📚
The first comprehensive dataset for training AI models to write complete novels with sophisticated reasoning. 🧠 Hierarchical Reasoning Architecture — Multi-layered planning traces including character archetypes, story arcs, world rules, and scene breakdowns. A complete cognitive roadmap for long-form narrative construction. 📖 Complete Novel Coverage — From 40,000 to 600,000+ tokens per book, spanning novellas to epic series with consistent quality throughout. ⚡… See the full description on the dataset page: https://huggingface.co/datasets/Pageshift-Entertainment/LongPage.
Facebook
Twitterhttps://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy
The Digital Rights Management in Media & Entertainment Market size was valued at USD 2.11 billion in 2023 and is projected to reach USD 6.15 billion by 2032, exhibiting a CAGR of 16.5 % during the forecasts period.
Facebook
Twitterhttps://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy
The Latin American Immersive Entertainment Market Report is Segmented by Application (Themed Entertainment, Haunted Attractions and Escape Rooms, Immersive Theatre, Experiential Art Museums, and Other Applications) and Country (Brazil, Mexico, Argentina, and Rest of Latin America). The Report Offers the Market Size and Forecasts in Value (USD) for all the Above Segments.
Facebook
Twitterhttps://www.marketresearchintellect.com/privacy-policyhttps://www.marketresearchintellect.com/privacy-policy
Market Research Intellect's Entertainment Media Market Report highlights a valuation of USD 1,900 billion in 2024 and anticipates growth to USD 2,800 billion by 2033, with a CAGR of 5.2% from 2026-2033.Explore insights on demand dynamics, innovation pipelines, and competitive landscapes.
Facebook
Twitterhttps://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice
Home Entertainment Market Size 2025-2029
The home entertainment market size is forecast to increase by USD 138 billion at a CAGR of 8.3% between 2024 and 2029.
The market is experiencing significant shifts, driven by the emergence of smart televisions and the integration of advanced technologies in Over-The-Top (OTT) services. These developments are transforming consumer viewing habits, enabling on-demand access to a vast array of content. However, the market faces challenges as well. The high energy consumption of televisions, a growing concern for environmentally-conscious consumers, is one such challenge. The integration of Bluetooth and Wi-Fi connectivity in home entertainment systems has enabled seamless streaming of audio and video content.
To capitalize on opportunities and navigate challenges effectively, market participants must stay abreast of technological advancements and consumer preferences, while also focusing on sustainability and energy efficiency. Companies must address this issue through energy-efficient designs and innovative technologies. Another challenge is the intensifying competition in the market, as new players enter the fray and existing ones expand their offerings. These technologies continue to evolve, integrating smart home capabilities, Bluetooth and Wi-Fi connectivity, and cloud services.
What will be the Size of the Home Entertainment Market during the forecast period?
Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
Request Free Sample
The market is characterized by continuous advancements in technology, with picture quality and display technology taking center stage. Software updates and device compatibility ensure seamless integration of new features and technologies, such as OLED and QLED, into existing systems. Digital content licensing and copyright protection are crucial aspects of the market, ensuring access to high-quality digital content while maintaining intellectual property rights. Energy consumption and user experience design are increasingly important factors, with energy-efficient LED backlighting and digital signal processing optimizing power usage and enhancing viewing experiences.
Platform integration and cable management contribute to a clutter-free setup, while user interface design and cloud storage facilitate easy access to content. Room acoustics and audio calibration ensure optimal sound performance, and installation services cater to users seeking professional assistance. Environmental impact is a growing concern, with companies focusing on reducing waste and improving sustainability. As the market evolves, trends include advancements in OLED and QLED technology, as well as the integration of AI and machine learning for enhanced user experiences. The market encompasses a range of home entertainment-related devices, including high-definition television sets, projectors, soundbars, and home theater in a box (HTIB) systems.
How is this Home Entertainment Industry segmented?
The home entertainment industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.
Product
Video device
Audio device
Gaming console
Distribution Channel
Offline
Online
Application
Residential
Commercial
Geography
North America
US
Canada
Europe
France
Germany
UK
APAC
China
India
Japan
South Korea
South America
Brazil
Rest of World (ROW)
By Product Insights
The video device segment comprises video-enabled consumer electronic devices such as televisions, Blu-ray and DVD players, projectors, and streaming devices. The video device segment is expected to register a significant share in the global home entertainment market during the forecast period. The growth in the video device segment can be attributed to the growing consumer preference for visual entertainment. Factors such as rapid innovations in the existing products, an increase in the digitalization of electronic goods, and a growing tech-savvy urban population in developing countries will increase the demand for video devices. Video devices are undergoing groundbreaking improvements such as the introduction of 8K and 4K resolution, micro-LED and mini-LED displays, high dynamic range (HDR) video in televisions, and the emergence of wireless and portable projectors, which fuel the demand for the video device segment. Moreover, video devices are economically viable for mass production, making them affordable to consumers.
The video device segment, which includes televisions, Blu-ray and DVD players, projectors, and streaming devices, holds a substantial share in this market. This growth ca
Facebook
TwitterODC Public Domain Dedication and Licence (PDDL) v1.0http://www.opendatacommons.org/licenses/pddl/1.0/
License information was derived automatically
A. SUMMARY This dataset is list of all active entertainment permits granted by the San Francisco Entertainment Commission.
B. HOW THE DATASET IS CREATED After a new permit applicant has completed the necessary processes and has been granted a Place of Entertainment permit by the San Francisco Entertainment Commission, the business and permit information is logged and tracked through this dataset.
C. UPDATE PROCESS Newly granted permits are manually input by EC staff as they are received. This dataset is updated automatically by DataSF daily
D. HOW TO USE THIS DATASET This dataset contains information on seven entertainment permits:
POE - Place of Entertainment LLP - Limited Live Performance MAD - Mechanical Amusement Device EHP - Extended Hours Premises BP - Billiard or Pool Tables DHK - Dance Hall FPAS - Fixed Place Amplified Sound
Additionally, the data is geocoded -- adding latitude and longitude -- so the information can be plotted out on a map.
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.