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Movies and Entertainment Market : Growth, Innovation By Experts, Competitive Landscape And Outlook 2025

David Walker
Movies and Entertainment Market : Growth, Innovation By Experts, Competitive Landscape And Outlook 2025

The global movies and entertainment market was valued at 80.98 billion in 2016 and is anticipated to continue with the winning streak in the forecast period. Rising popularity of 3D movies enable virtual reality for audience. Video streaming services, digitization and showcasing filtered content are likely to contribute to the market growth in the forecast period. Upgradation in technological infrastructure for digitization of cable services is likely to open new ventures for movies and entertainment market.

However, overseas trade barriers, non-English speaking communities, unevenness of monetization, and money rotation in certain markets coupled with piracy rackets and black economy are likely to hinder the growth for movies and entertainment market in the forecast period upto 2025.

Movies and entertainment market at an international level is expected to gain a wider attention due to government flexibilities and consumers’ demand for authentic content. United Kingdom being the topmost and robust market for movies and entertainment industry accounts for a major share and being an English speaking country leverages international trade practices. India and China stand second and third in the global market scenario due to significant potential in local markets, rise in FDI, rise in middle-class consumers for daily soaps and TV serials. Also, the market is flourishing due to rise in innovative mode of channels.

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Music industry also witnesses rise of several opportunities but encounters the threats of piracy in the major geographical markets. Music sector being a highly volatile market enables the market players to look for innovative techniques to monetize the opportunities. In comparison with music, publishing industry witnesses a boom in major geographical markets owing to digitization and growth in number of e-readers. Tablets, smartphones, and laptops are still paving the way for new market entrants.

Geographical segmentation for market includes North America, Latin America, Europe, Asia-Pacific, Middle East and Africa. North American market is sub-divided into two hubs, namely, the Los Angeles Community and the New York City with respective regional hubs. In addition, media, entertainment, communications and high-tech industries are blending to create new hubs.

U.S. regions enjoy the most lucrative market positon owing to enhanced production infrastructure, filming incentives, and small clusters involved in film production. Subsequently, consumers’ access to media and entertainment via video and music content is likely to augment the market in the forecast period.

Asia-Pacific’s market is expected to gain a leading market position owing to rise in entertainment industry offering content streaming services. Other factors such as proliferation of devices and subscription to filtered content are expected to contribute to the market growth. Augmented and virtual reality is trending in APAC’s movies and entertainment market not only in M&E but is also expanding in the other sectors too. Rise in number of stage artists, film artists, film creators, and business executives is fueling the market growth in APAC sector.

The key players in the movies and entertainment market include CBS Corporation and CBS Broadcasting Inc., Sony Corporation, Disney, Time Warner, 21st Century Fox, Viacom Inc., Comcast (NBCUNIVERSAL MEDIA, LLC. & DreamWorks Animation LLC.

Market Segment:

Movies & Entertainment Product Outlook (Revenue, USD Million, 2014 - 2025)

  • Movies
  • Music & Videos

Movies & Entertainment Regional Outlook (Revenue, USD Million, 2014 - 2025)

  • North America
  • U.S.
  • Canada
  • Europe
  • Germany
  • UK
  • Asia Pacific
  • China
  • Japan
  • Latin America
  • Brazil
  • MEA
  • South Africa

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Table of Contents

Chapter 1 Executive Summary

Chapter 2 Research Methodology

                 2.1 Information procurement

                     2.1.1 Purchased database:

                     2.1.2 GVR’s Internal Database

                 2.2 Information or Data Analysis

                 2.3 Market Formulation & Validation

                 2.4 Approaches for Market Estimation

                     2.4.1 Approach 1: Commodity Flow & Bottom Up Approach

                     2.4.2 Approach 2: Top Down and Parent Market Analysis

Chapter 3 Market Variables, Trends& Scope

                 3.1 Market Segmentation & Scope

                     3.1.1 Market driver analysis

                 Increase in industry reach & impact due to digitalization

                 Adoption of regionalization to capture untapped markets & enhance their connect with the audience

                 Expansion in operating market due to consolidation and emergence of players with superior capabilities

                     3.1.2 Market restraint analysis

                 Low-margin online streaming and piracy restrict revenue

                 3.2 Penetration &Growth Prospect Mapping for Products, 2016

                 3.3 Movies & Entertainment -Swot Analysis, By Factor (Political & Legal, Economic And Technological)

                 3.4 Industry Analysis - Porter’s                               


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