100+ datasets found
  1. US Media & Entertainment Industry Market Size, Share, Trends, Growth...

    • mobilityforesights.com
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    Updated May 18, 2025
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    Mobility Foresights (2025). US Media & Entertainment Industry Market Size, Share, Trends, Growth Analysis and Forecasts 2030 [Dataset]. https://mobilityforesights.com/product/us-media-entertainment-industry
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    pdfAvailable download formats
    Dataset updated
    May 18, 2025
    Dataset provided by
    Authors
    Mobility Foresights
    Area covered
    United States
    Description

    US Media & Entertainment Industry, US Media & Entertainment Industry Size, US Media & Entertainment Industry trends and forecast, US Media & Entertainment Industry Risks, US Media & Entertainment Industry report

  2. Revenue of the global entertainment and media market 2019-2028

    • statista.com
    • ai-chatbox.pro
    Updated Aug 15, 2024
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    Statista (2024). Revenue of the global entertainment and media market 2019-2028 [Dataset]. https://www.statista.com/statistics/237749/value-of-the-global-entertainment-and-media-market/
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    Dataset updated
    Aug 15, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2023, the value of the media and entertainment market reached 2.83 trillion U.S. dollars, experiencing a growth of five percent compared to 2022. In the following years the growth is set to slow down, but dollar figures are expected reach 3.4 trillion by the end of 2028. Entertainment and media market revenue – additional informationThe entertainment and media market encompasses every broadcasting medium from newspapers, magazines, TV and radio and popular forms of entertainment such as film, music and books.The compound annual growth rate of the entertainment and media spending worldwide has been predicted between 2022 and 2026, by sector. Projections indicated that the sector which will see the most compound annual growth rate will be data consumption, at 26 percent, followed by virtual reality, which will grow by 24 percent during the stated time. In comparison, newspapers and magazines publishing is expected to shrink on an annual basis by two percent in the same period.

  3. AI Market In Media And Entertainment Industry Analysis North America,...

    • technavio.com
    Updated Oct 10, 2024
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    Technavio (2024). AI Market In Media And Entertainment Industry Analysis North America, Europe, APAC, South America, Middle East and Africa - US, Germany, China, UK, Canada - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/ai-in-media-and-entertainment-industry-market-analysis
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    Dataset updated
    Oct 10, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Canada, United States, United Kingdom, Global
    Description

    Snapshot img

    AI Market In Media And Entertainment Industry Size 2024-2028

    The AI market in media and entertainment industry size is forecast to increase by USD 30.73 billion at a CAGR of 26.4% between 2023 and 2028. The market is experiencing significant growth, driven by the usage of multimodal AI to enhance consumer experience, analyze audience behavior, and automate content production. Multimodal AI, which combines text, speech, and visual data, is revolutionizing media and entertainment by enabling personalized recommendations, real-time sentiment analysis, and advanced content creation. Additionally, the utilization of blockchain technology is gaining traction in the industry, offering secure and transparent data sharing, and ensuring data privacy and security. Furthermore, the reliance on external sources of data to train AI models is a key trend, as media and entertainment companies seek to leverage diverse datasets to improve their offerings and stay competitive. These factors are expected to fuel market growth in the coming years.

    What will the size of the market be during the forecast period?

    Request Free Sample

    Artificial Intelligence (AI) is revolutionizing the media and entertainment industry by enhancing various applications, including game play, fake story recognition, plagiarism detection, production planning, talent discovery, and virtual creation. AI's integration in media and entertainment is enabling high-definition graphics, real-time virtual worlds, and internet video streaming on Ott platforms. In the gaming sector, AI is used to create intelligent opponents, personalize gameplay experiences, and analyze player behavior for sales and marketing purposes. Social media platforms leverage AI and Machine Learning (ML) for natural language processing to provide personalized content recommendations. AI is also transforming sports analysis by generating live footage and identifying patterns to enhance the online gaming experience. Overall, AI is a game-changer in the media and entertainment industry, offering innovative solutions in content creation, distribution, and consumption. Our researchers analyzed the data with 2023 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.

    Further, AI-powered rendering engines can create lifelike visuals by analyzing data from real-world environments and applying it to virtual creations. This not only enhances the viewing experience for consumers but also reduces production costs by allowing for more efficient and cost-effective production. AI is also being used to improve the online gaming experience. Real-time virtual worlds can be created using AI, allowing players to interact with each other and their environment in a better way. AI-generated live footage is also being used to enhance sports analysis, providing more accurate and detailed information to broadcasters and fans. In the realm of sales and marketing, AI is being used to analyze consumer behavior and preferences to create targeted marketing campaigns.

    AI-powered chatbots can interact with customers, providing personalized recommendations and support. Additionally, AI can be used to analyze social media trends and identify potential marketing opportunities. In conclusion, AI is transforming the media and entertainment industry in numerous ways, from gameplay and talent discovery to high-definition graphics and sales and marketing. As AI and ML technologies continue to advance, we can expect to see even more innovative applications in this industry.

    Market Segmentation

    The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Technology
    
      Machine learning
      Computer vision
      Speech recognition
    
    
    End-user
    
      Media companies
      Gaming industry
      Advertising agencies
      Film production houses
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      Europe
    
        Germany
        UK
    
    
      APAC
    
        China
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Technology Insights

    The machine learning segment is estimated to witness significant growth during the forecast period. The media and entertainment industry has witnessed significant advancements with the integration of artificial intelligence (AI) and machine learning (ML) technologies. ML, in particular, has been instrumental in revolutionizing video data management and analysis. One illustration of this trend is the latest developments in object storage solutions, such as those provided by Wasabi Technologies. These solutions incorporate AI and ML capabilities for automated tagging of video data, facilitating efficient storage in S3-compatible object storage systems.

  4. F

    Gross Domestic Product: Arts, Entertainment, and Recreation (71) in the...

    • fred.stlouisfed.org
    json
    Updated Mar 28, 2025
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    (2025). Gross Domestic Product: Arts, Entertainment, and Recreation (71) in the United States [Dataset]. https://fred.stlouisfed.org/series/USARTENTRECNQGSP
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    jsonAvailable download formats
    Dataset updated
    Mar 28, 2025
    License

    https://fred.stlouisfed.org/legal/#copyright-public-domainhttps://fred.stlouisfed.org/legal/#copyright-public-domain

    Area covered
    United States
    Description

    Graph and download economic data for Gross Domestic Product: Arts, Entertainment, and Recreation (71) in the United States (USARTENTRECNQGSP) from Q1 2005 to Q4 2024 about arts, entertainment, accommodation, recreation, GSP, private industries, food, services, private, industry, GDP, and USA.

  5. Arts, entertainment, and recreation industry's market size in the U.S....

    • statista.com
    Updated Nov 12, 2024
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    Statista (2024). Arts, entertainment, and recreation industry's market size in the U.S. 2022-2024 [Dataset]. https://www.statista.com/statistics/1174737/arts-entertainment-recreation-industry-market-size-us/
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    Dataset updated
    Nov 12, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    The market size of the arts, entertainment, and recreation industry in the United States grew by 8.8 percent in 2023 over the previous year, amounting to nearly 477 billion U.S. dollars. As forecast, this figure was expected to exceed 496 billion U.S. dollars in 2024.

  6. Media & Entertainment Market Analysis | Industry Growth, Size & Forecast...

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jul 15, 2024
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    Mordor Intelligence (2024). Media & Entertainment Market Analysis | Industry Growth, Size & Forecast Report [Dataset]. https://www.mordorintelligence.com/industry-reports/media-and-entertainment-market-landscape
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 15, 2024
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    The Media And Entertainment Industry Market report segments the industry into By Type (By Print Media, By Digital Media, By Streaming Media) and By Geography (North America, Europe, Asia, Australia and New Zealand, Latin America, Middle East and Africa). Get five years of historical data alongside five-year market forecasts.

  7. Arts, Entertainment and Recreation in the US

    • ibisworld.com
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    IBISWorld, Arts, Entertainment and Recreation in the US [Dataset]. https://www.ibisworld.com/united-states/employment/arts-entertainment-recreation/1619/
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    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2005 - 2030
    Area covered
    United States
    Description

    Employment statistics on the Arts, Entertainment and Recreation industry in United States

  8. Connection of entertainment industry to general public U.S. 2019, by...

    • statista.com
    Updated Mar 19, 2019
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    Statista (2019). Connection of entertainment industry to general public U.S. 2019, by ethnicity [Dataset]. https://www.statista.com/statistics/978205/entertainment-industry-connected-general-public-ethnicity/
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    Dataset updated
    Mar 19, 2019
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 19, 2019 - Feb 21, 2019
    Area covered
    United States
    Description

    The graph shows the share of consumers who think the entertainment industry is connected or disconnected from the general public in the United States as of February 2019, by ethnicity. During the survey, 30 percent of African American respondents stated that they thought the entertainment industry was very connected to the general public.

  9. North America Immersive Entertainment Market Size & Share Analysis -...

    • mordorintelligence.com
    pdf,excel,csv,ppt
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    Mordor Intelligence, North America Immersive Entertainment Market Size & Share Analysis - Industry Research Report - Growth Trends [Dataset]. https://www.mordorintelligence.com/industry-reports/north-america-immersive-entertainment-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    North America
    Description

    The North America Immersive Entertainment Market Report is Segmented by Application (Themed Entertainment, Haunted Attractions and Escape Rooms, Immersive Theatre, Experiential Art Museums, and Others) and Country (United States and Canada). The Report Offers Market Sizes and Forecasts in Value Terms (USD) for all the Above Segments.

  10. F

    Contributions to Percent Change in Real GDP by Industry: Arts,...

    • fred.stlouisfed.org
    json
    Updated Mar 27, 2025
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    (2025). Contributions to Percent Change in Real GDP by Industry: Arts, Entertainment, Recreation, Accommodation, and Food Services [Dataset]. https://fred.stlouisfed.org/series/CPGDPAERAF
    Explore at:
    jsonAvailable download formats
    Dataset updated
    Mar 27, 2025
    License

    https://fred.stlouisfed.org/legal/#copyright-public-domainhttps://fred.stlouisfed.org/legal/#copyright-public-domain

    Description

    Graph and download economic data for Contributions to Percent Change in Real GDP by Industry: Arts, Entertainment, Recreation, Accommodation, and Food Services (CPGDPAERAF) from Q2 2005 to Q4 2024 about arts, entertainment, accommodation, contributions, recreation, private industries, food, percent, services, private, real, industry, GDP, and USA.

  11. Home Entertainment Market Analysis APAC, North America, Europe, South...

    • technavio.com
    Updated Dec 21, 2023
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    Technavio (2023). Home Entertainment Market Analysis APAC, North America, Europe, South America, Middle East and Africa - US, China, South Korea, India, Germany - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/home-entertainment-market-industry-analysis
    Explore at:
    Dataset updated
    Dec 21, 2023
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Germany, United States, Global
    Description

    Snapshot img

    Home Entertainment Market Size 2024-2028

    The home entertainment market size is forecast to increase by USD 116.6 billion at a CAGR of 7.62% between 2023 and 2028.

    The market is experiencing significant growth, driven by the emergence of smart televisions and the integration of advanced technologies in Over-The-Top (OTT) services. These developments enable consumers to access a vast array of content on-demand, enhancing their viewing experience. However, the market faces challenges, including the high energy consumption of televisions, which is a concern for environmentally-conscious consumers and utility providers. As the competition intensifies among OTT players, companies must differentiate themselves by offering unique content, personalized recommendations, and seamless user experiences. Strategic partnerships, acquisitions, and collaborations are essential for market expansion and staying competitive. In summary, the market presents lucrative opportunities for companies that can effectively address consumer demands, leverage advanced technologies, and navigate energy consumption concerns.

    What will be the Size of the Home Entertainment Market during the forecast period?

    Request Free SampleThe market in the United States continues to evolve, driven by advancements in technology and shifting consumer preferences. The market encompasses a range of devices, including high-end speakers, soundbars, smart televisions, video devices, and audio equipment. Internet connectivity plays a significant role, enabling consumers to access streaming video content, music, and internet-enabled applications on their home entertainment devices. Smart technologies, such as wireless network connectivity and voice control, are increasingly popular, allowing for seamless integration with other smart devices in the household. Household leisure activities, such as gaming and watching television, remain key drivers of demand. Consumers continue to seek experiences, leading to growth in high-definition televisions, gaming devices, and home theater systems. The market is expected to experience continued expansion, fueled by increasing disposable income, the proliferation of electronic gadgets, and the availability of an abundance of internet content. Consumer behavior continues to shift towards on-demand and personalized entertainment experiences.

    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 2024-2028, as well as historical data from 2018-2022 for the following segments. ProductVideo deviceAudio deviceGaming ConsoleDistribution ChannelOfflineOnlineGeographyAPACChinaIndiaSouth KoreaNorth AmericaUSEuropeGermanySouth AmericaMiddle East and Africa

    By Product Insights

    The video device segment is estimated to witness significant growth during the forecast period.The market encompasses various devices and technologies, with the video device segment holding a substantial share. This segment includes televisions, Blu-ray and DVD players, projectors, and streaming devices. The preference for visual entertainment among consumers is driving the growth of this segment. Innovations in existing products, such as 8K and 4K resolution, HDR video in televisions, and wireless and portable projectors, are fueling demand. Additionally, the digitalization of electronic goods and the expanding tech-savvy population in developing countries contribute to the segment's expansion. The video device market is witnessing significant advancements, including the emergence of high-end televisions with upscaling capabilities, smart televisions, and internet-enabled devices. Furthermore, gaming devices, such as gaming headsets and consoles, are gaining popularity, offering consumers a cinematic watching experience. The market is also witnessing the integration of smart technologies, such as the Neo Quantum Processor and neural network models, for production analysis and application niches. The value chain is being optimized through digital technology, enabling advancements in picture quality and wireless network connectivity. However, challenges such as trade regulations, intellectual property, and unauthorized distribution through file-sharing websites and torrent platforms persist. Despite these challenges, the market continues to evolve, offering consumers a wide range of products and services for household leisure activities.

    Get a glance at the market report of share of various segments Request Free Sample

    The Video device segment was valued at USD 146.06 billion in 2018 and showed a gradual increase during the forecast period.

    Regional Analysis

    APAC is estimated to contribute 33% to the growth of the global market during the forecast period.Technavio’s analysts have elaborately explained the

  12. F

    Gross Output by Industry: Arts, Entertainment, Recreation, Accommodation,...

    • fred.stlouisfed.org
    json
    Updated Mar 27, 2025
    + more versions
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    (2025). Gross Output by Industry: Arts, Entertainment, Recreation, Accommodation, and Food Services (Chain-Type Quantity Index) [Dataset]. https://fred.stlouisfed.org/series/GOQIPAERAF
    Explore at:
    jsonAvailable download formats
    Dataset updated
    Mar 27, 2025
    License

    https://fred.stlouisfed.org/legal/#copyright-public-domainhttps://fred.stlouisfed.org/legal/#copyright-public-domain

    Description

    Graph and download economic data for Gross Output by Industry: Arts, Entertainment, Recreation, Accommodation, and Food Services (Chain-Type Quantity Index) (GOQIPAERAF) from Q2 2005 to Q4 2024 about arts, entertainment, accommodation, recreation, quantity index, output, chained, gross, private industries, food, services, private, industry, rate, and USA.

  13. Latin America Immersive Entertainment Market Size & Share Analysis -...

    • mordorintelligence.com
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    Mordor Intelligence, Latin America Immersive Entertainment Market Size & Share Analysis - Industry Research Report - Growth Trends [Dataset]. https://www.mordorintelligence.com/industry-reports/latin-america-immersive-entertainment-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Latin America, Americas
    Description

    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.

  14. Corporate Entertainment Market will grow at a CAGR of 21.20% from 2024 to...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Apr 12, 2025
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    Cognitive Market Research (2025). Corporate Entertainment Market will grow at a CAGR of 21.20% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/corporate-entertainment-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Apr 12, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global corporate entertainment market will be USD 815.2 million in 2024 and will expand at a compound annual growth rate (CAGR) of 21.20% from 2024 to 2031.

    North America held the major market of more than 40% of the global revenue with a market size of USD 326.08 million in 2024 and will grow at a compound annual growth rate (CAGR) of 19.4% from 2024 to 2031.
    Europe accounted for a share of over 30% of the global market size of USD 244.56 million.
    Asia Pacific held a market of around 23% of the global revenue with a market size of USD 187.50 million in 2024 and will grow at a compound annual growth rate (CAGR) of 23.2% from 2024 to 2031.
    Latin America market of more than 5% of the global revenue with a market size of USD 40.76 million in 2024 and will grow at a compound annual growth rate (CAGR) of 20.6% from 2024 to 2031.
    Middle East and Africa held the major market of around 2% of the global revenue with a market size of USD 16.30 million in 2024 and will grow at a compound annual growth rate (CAGR) of 20.9% from 2024 to 2031.
    The sales in the live music segment are set to rise. For a good reason, live music is a popular choice for corporate entertainment. It can create a positive and memorable experience for guests, employees, or clients.
    

    Market Dynamics of Corporate Entertainment Market

    Key Drivers of Corporate Entertainment Market

    Increasing Acceptance Of Interactive Videos to Increase the Demand Globally
    

    One of the main drivers of expanding the corporate entertainment market is the increasing popularity of interactive videos. Professional growth is facilitated via interactive videos. These movies demonstrate skill development programs that make remote learning easier. Interactive films are a popular way for organizers of company conferences and annual meetings to share information with employees worldwide. These videos also aid in employees' comprehension of the company's future growth.

    Interactive videos are highly sought after because they give consumers much freedom. Well-known websites that provide interactive learning options are Coursera and edX. When combined with corporate marketing and advertising, interactive videos are becoming increasingly popular in the corporate entertainment sector. Consequently, these factors impact the market's growth during the projection period.

    Growing Interest in Online Activities to Propel Market Growth
    

    The emergence of virtual reality (VR) is a product of technological progress. This is a relatively new trend in the entertainment industry, mostly seen in digital gaming. To collect money for their projects, manufacturers have turned to crowdsourcing techniques. This will enhance awareness among prospective clients and present numerous chances for smaller vendors to thrive in the fiercely competitive industry. The expansion of the corporate entertainment sector has been largely attributed to ongoing technological advancements. How people consume entertainment content has changed dramatically due to advancements in high-definition screens, virtual reality, augmented reality, and streaming platforms, among other areas. These developments created new chances for content producers and distributors and enhanced users' visual and auditory experience.

    Restraint Factors Of Corporate Entertainment Market

    Insecurity Regarding Return on Investment to Limit the Sales
    

    A significant obstacle to expanding the worldwide corporate entertainment business is the lack of clarity regarding return on investment. Corporate events are becoming increasingly important to businesses to entertain staff members and boost productivity and income, despite these events demanding a large upfront cost. The organizing firms determine the budgets in terms of platforms and technologies. Before planning the event, the businesses must evaluate the service provider, determine whether the event's objectives align with those of the workforce, and ascertain which services are handling the event's organization. Before planning an event, businesses should evaluate the service provider, confirm that the event's objectives align with the workforce, and inspect the suppliers' offerings. The return on investment (ROI) is hard to determine since businesses view corporate entertainment events as a cost center. As a result, throughout the forecast peri...

  15. Metaverse in Entertainment Market Analysis North America, Europe, APAC,...

    • technavio.com
    Updated Dec 15, 2023
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    Technavio (2023). Metaverse in Entertainment Market Analysis North America, Europe, APAC, South America, Middle East and Africa - US, Canada, China, UK, Germany - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/metaverse-in-entertainment-market-industry-analysis
    Explore at:
    Dataset updated
    Dec 15, 2023
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img

    Metaverse in Entertainment Market Size 2024-2028

    The metaverse in entertainment market size is forecast to increase by USD 31.76 billion at a CAGR of 8.2% between 2023 and 2028.

    The metaverse in entertainment is experiencing significant growth, driven by the fusion of technologies such as blockchain, artificial intelligence, and sensors. Virtual reality (VR) and online gaming continue to be key areas of focus, with digital labels and software companies investing heavily in developing enriching experiences. The use of cryptocurrency for transactions In the metaverse is also gaining traction. In the realm of music, virtual events and esports tournaments are becoming increasingly popular. High development costs associated with AR and VR apps remain a challenge, but advancements in computer technology and sensor integration are helping to mitigate these expenses. Additionally, the rise of live streaming and video conferencing platforms is enabling more interactive and engaging experiences for users. Overall, the metaverse in entertainment is transforming the way we consume content, from gaming and music to travel and social interaction. As blockchain technology continues to evolve and AI becomes more sophisticated, the possibilities for innovation in this space are endless.
    

    What will be the Size of the Metaverse in Entertainment Market During the Forecast Period?

    Request Free Sample

    The metaverse In the entertainment market is experiencing significant growth as digital tools, virtual reality, augmented reality, and online gaming converge to offer enriching experiences that transcend traditional media consumption. Social media platforms are integrating metaverse capabilities, enabling virtual concerts, social interactions, and audience engagement. Cryptocurrencies and non-fungible tokens (NFTs) are revolutionizing the digital-first economy by enabling the buying, selling, and trading of virtual goods, including digital collectibles and avatars. The metaverse is transforming the Ott industry and enterprise sector, providing new opportunities for media companies to monetize their content and engage with audiences in innovative ways. Virtual worlds offer a new dimension to online games, enabling users to interact in more engaging and realistic ways.
    Furthermore, video communication is also evolving, with metaverse platforms enabling more enriching and interactive experiences. The entertainment industry, once dominated by traditional powerhouses, is being disrupted by these trends, as the metaverse provides new opportunities for innovation and engagement.
    

    How is this Metaverse in Entertainment Industry segmented and which is the largest segment?

    The metaverse in entertainment industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    End-user
    
      Film production
      Music labels
      OTT platforms
      Television broadcasters
      Others
    
    
    Component
    
      Hardware
      Software
      Services
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      Europe
    
        Germany
        UK
    
    
      APAC
    
        China
    
    
      South America
    
    
    
      Middle East and Africa
    

    By End-user Insights

    The film production segment is estimated to witness significant growth during the forecast period.
    

    The metaverse is poised to disrupt the entertainment industry, particularly film, by offering enriching, virtual experiences that eliminate the need for physical attendance at movie theaters. With the integration of digital tools like virtual reality (VR), augmented reality (AR), and 3D capabilities, filmmakers can create engaging, interactive stories in virtual worlds. Virtual concerts, audience engagement through digital collectibles, and blockchain technology offer new revenue streams. The metaverse enables the creation of persistent digital venues, enabling user-generated content, social interactions, and enriching experiences. For media companies, the metaverse presents opportunities to expand their digital-first economy, engaging audiences through transmedia storytelling and 3-D avatars in virtual interactive spaces.

    Get a glance at the Metaverse in Entertainment Industry report of share of various segments Request Free Sample

    The film production segment was valued at USD 15.18 billion in 2018 and showed a gradual increase during the forecast period.

    Regional Analysis

    Europe is estimated to contribute 32% to the growth of the global market during the forecast period.
    

    Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market share of various regions, Request Free Sample

    The Metaverse In the entertainment market is witnessing significant growth in North America, driven by the fusion of

  16. Corporate Entertainment Market Analysis, Size, and Forecast 2025-2029: North...

    • technavio.com
    Updated May 15, 2025
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    Technavio (2025). Corporate Entertainment Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, and UK), APAC (China, India, and Japan), South America (Brazil), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/corporate-entertainment-market-industry-analysis
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    Dataset updated
    May 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global, United States, Germany
    Description

    Snapshot img

    Corporate Entertainment Market Size 2025-2029

    The corporate entertainment market size is forecast to increase by USD 53.9 billion, at a CAGR of 5.1% between 2024 and 2029.

    The market is experiencing significant shifts, driven by the increasing preference for interactive videos and crowd-streaming events. Interactive videos, which allow viewers to engage with the content in real-time, are gaining traction as a popular form of professional development and corporate entertainment. This trend is expected to continue as companies seek innovative ways to engage their employees and customers. Simultaneously, the rise of crowd-streaming, where large audiences can watch and interact with events in real-time, is transforming the corporate entertainment landscape. This trend is particularly prominent in the tech industry, where major companies use crowd-streaming to showcase new product launches and engage with their global customer base.
    However, the market faces challenges as well. The fluctuation in demand from corporates, due to economic uncertainty and shifting priorities, poses a significant obstacle. Companies must navigate these challenges by offering distance learning, flexible and cost-effective solutions to meet the evolving needs of their clients. Additionally, the increasing competition in the market necessitates continuous innovation and differentiation to maintain a competitive edge. Companies that can effectively capitalize on these trends while addressing these challenges will be well-positioned to succeed in the market. Live streaming services and virtual reality production expand reach and engagement, while event risk management mitigates potential hazards.
    

    What will be the Size of the Corporate Entertainment Market during the forecast period?

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    In the dynamic market, experiential marketing agencies play a pivotal role in creating unforgettable events. Event analysis and evaluation are crucial components of their service offerings, ensuring event success measurement through various metrics. Augmented reality development and event storytelling captivate audiences, enhancing brand experiences. Event legal compliance, event security protocols, and event budget planning are essential elements of a well-executed event.
    Event feedback systems and accessibility considerations foster continuous improvement. Event risk assessment, sustainability consulting, diversity and inclusion, and cost control are key trends shaping the industry. Event permits, technology integration, and licensing are integral parts of the planning process. Event insurance and compliance ensure peace of mind for organizers. Data-driven event planning and event content creation are the future, driving innovation and engagement.
    

    How is this Corporate Entertainment Industry segmented?

    The corporate 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.

    Type
    
      Conventions
      Retreats
      Office parties
      Others
    
    
    Application
    
      25-55 years
      Under 25 years
      Over 55 years
    
    
    End-user
    
      IT and telecom
      BFSI
      Healthcare
      Retail
      Manufacturing
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      APAC
    
        China
        India
        Japan
    
    
      South America
    
        Brazil
    
    
      Rest of World (ROW)
    

    By Type Insights

    The conventions segment is estimated to witness significant growth during the forecast period. Corporate entertainment events continue to evolve, offering various functions for businesses. These events serve as platforms for motivating and training sales teams, showcasing new products, and fostering industry connections. Keynote speakers, product demonstrations, and entertainment are common elements. Conventions also provide opportunities for professionals to network, learn about industry trends, and discuss common challenges through panel discussions, workshops, and interactive experiences. Moreover, these events can be used for corporate communications, such as updating shareholders with financial results and discussing future visions. They can generate excitement and media attention for new product launches, featuring product demonstrations, celebrity appearances, and entertainment.

    Catering services ensure attendees are well-fed, while registration systems facilitate seamless entry. Brand partnerships and experiential marketing strategies enhance the event experience, while event production companies handle logistics and execution. Social media marketing and content marketing extend the reach of these events. Event technology, including event apps, event management software, and interactive games, streamlines processes and engages attendees. Sustainability practices and corpor

  17. Digital ad spending of the U.S. entertainment industry 2016-2021

    • statista.com
    Updated Jan 10, 2023
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    Statista (2023). Digital ad spending of the U.S. entertainment industry 2016-2021 [Dataset]. https://www.statista.com/statistics/430288/us-entertainment-industry-online-ad-spending/
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    Dataset updated
    Jan 10, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    According to recent market calculations, the digital advertising spending of the entertainment industry in the United States reached close to 7.6 billion U.S. dollars. The sector is projected to spend 8.48 billion dollars in digital advertising in 2021.

  18. Latin America Inflight Entertainment And Connectivity Market Size & Share...

    • mordorintelligence.com
    pdf,excel,csv,ppt
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    Mordor Intelligence, Latin America Inflight Entertainment And Connectivity Market Size & Share Analysis - Industry Research Report - Growth Trends [Dataset]. https://www.mordorintelligence.com/industry-reports/south-america-in-flight-entertainment-and-connectivity-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Latin America, Americas
    Description

    The Latin America Inflight Entertainment and Connectivity Market Report is Segmented by Product Type (Hardware, Content, and Connectivity), Fit (Line-Fit and Retrofit), Class (First Class, Business Class, and Economy Class), and Geography (Brazil, Mexico, Argentina, and Rest of Latin America). The Report Offers Market Sizes and Forecasts for all the Above Segments in Value (USD).

  19. AI in Media and Entertainment Market Forecast by Hardware, Software, and...

    • futuremarketinsights.com
    pdf
    Updated Apr 29, 2024
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    Future Market Insights (2024). AI in Media and Entertainment Market Forecast by Hardware, Software, and Services for 2024 to 2034 [Dataset]. https://www.futuremarketinsights.com/reports/ai-in-media-and-entertainment-market
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    pdfAvailable download formats
    Dataset updated
    Apr 29, 2024
    Dataset authored and provided by
    Future Market Insights
    License

    https://www.futuremarketinsights.com/privacy-policyhttps://www.futuremarketinsights.com/privacy-policy

    Time period covered
    2024 - 2034
    Area covered
    Worldwide
    Description

    The AI in media and entertainment market is anticipated to experience an impressive 17.5% CAGR in AI applications, with a valuation projected to reach US$ 51.37 billion by 2034. AI is being utilized for predictive analytics, recommendation engines, customer journey mapping, and audience segmentation to enhance the user experience. The AI in the media and entertainment industry is foreseen to be valued at US$ 10.24 billion in 2024.

    AttributesDetails
    Valuation in 2024US$ 10.24 billion
    Valuation by 2034US$ 51.37 billion
    Forecast CAGR for 2024 to 203417.5%

    2019 to 2023 Historical Analysis vs. 2024 to 2034 Forecast Projection

    AttributesDetails
    Historical CAGR for 2019 to 202314.6%

    Category-wise Insights

    AttributesDetails
    Top SolutionSoftware
    Revenue share in 202446%
    AttributesDetails
    Top ApplicationContent Personalization
    Revenue share in 202428%

    Country-wise Insights

    CountriesCAGR from 2024 to 2034
    United States11.6%
    Germany9%
    China18%
    Japan8.3%
    Australia21%
  20. Arts, Entertainment and Recreation in the US

    • ibisworld.com
    Updated Mar 15, 2025
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    IBISWorld (2025). Arts, Entertainment and Recreation in the US [Dataset]. https://www.ibisworld.com/united-states/number-of-businesses/arts-entertainment-recreation/1619/
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    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    IBISWorld
    Time period covered
    2005 - 2030
    Area covered
    United States
    Description

    Expert industry market research on the Arts, Entertainment and Recreation in the US (2005-2030). Make better business decisions, faster with IBISWorld's industry market research reports, statistics, analysis, data, trends and forecasts.

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Mobility Foresights (2025). US Media & Entertainment Industry Market Size, Share, Trends, Growth Analysis and Forecasts 2030 [Dataset]. https://mobilityforesights.com/product/us-media-entertainment-industry
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US Media & Entertainment Industry Market Size, Share, Trends, Growth Analysis and Forecasts 2030

Explore at:
pdfAvailable download formats
Dataset updated
May 18, 2025
Dataset provided by
Authors
Mobility Foresights
Area covered
United States
Description

US Media & Entertainment Industry, US Media & Entertainment Industry Size, US Media & Entertainment Industry trends and forecast, US Media & Entertainment Industry Risks, US Media & Entertainment Industry report

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